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Telekinetic

  • casting time Bonus Action
  • range 30 ft.

  • components
  • duration

Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.

Feat

Inspiring Leader

  • casting time Feat
  • range Self

  • components
  • duration

Bolstering Performance. When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus your Wisdom modifier.

Feat

War Caster

  • casting time Feat
  • range Self

  • components
  • duration

Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.

Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.

Feat

Trance

  • casting time Ability
  • range Self

  • components
  • duration

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Elf

Fey Ancestry

  • casting time Ability
  • range Self

  • components
  • duration

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Elf

Full of Stars

  • casting time Ability
  • range Self

  • components
  • duration

While in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.

Druid Circle of the Stars

Twinkling Constellations

  • casting time Ability
  • range Self

  • components
  • duration

The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a Fly Speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Druid Circle of the Stars

Elemental Fury

  • casting time Ability
  • range Self

  • components
  • duration

The might of the elements flows through you.

Potent Spellcasting
Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Druid

Cosmic Omen

  • casting time Ability
  • range Self

  • components
  • duration

Whenever you finish a Long Rest, you can consult your Star Map for omens and roll a die. Until you finish your next Long Rest, you gain access to a special Reaction based on whether you rolled an even or an odd number on the die:

Weal (Even)
Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and add the number rolled to the total.

You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Uses: □□□□□

Druid Circle of the Stars

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Wild Resurgence

  • casting time Ability
  • range Self

  • components
  • duration

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

Uses: □

Druid

Starry Form [1/2]

  • casting time Bonus Action
  • range Self

  • components
  • duration

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your Wisdom modifier.

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.

Druid Circle of the Stars

Starry Form [1/2]

  • casting time Bonus Action
  • range Self

  • components
  • duration

As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form.

While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body, your choice gives you certain benefits while in the form.

Archer. A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to 1d8 plus your Wisdom modifier.

Druid Circle of the Stars

Star Map

  • casting time Ability
  • range Self

  • components
  • duration

You’ve created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map.

Guiding Bolt Uses: □□□□□

Druid Circle of the Stars

Wild Companion

  • casting time Ability
  • range Self

  • components
  • duration

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Druid

Wild Shape [1/3]

  • casting time Bonus Action
  • range Self

  • components
  • duration

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. Uses: □□□

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

Druid

Wild Shape [3/3] [1/2]

  • casting time Bonus Action
  • range Self

  • components
  • duration

Your game statistics are replaced by the Beast’s stat block, but you retain your creature type, Hit Points, Hit Point Dice, Intelligence, Wisdom, and Charisma scores, class features, languages, and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while

Druid

Wild Shape [3/3] [2/2]

  • casting time Bonus Action
  • range Self

  • components
  • duration

you’re in that form.

Druid

Wild Shape [2/3]

  • casting time Bonus Action
  • range Self

  • components
  • duration

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Druid

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Druidic

  • casting time Ability
  • range Self

  • components
  • duration

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals, you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Druid

Sear Undead

  • casting time Ability
  • range 30 ft.

  • components
  • duration

Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.

Cleric Life Domain

Preserve Life

  • casting time Action
  • range 30 ft.

  • components
  • duration

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Cleric Life Domain

Disciple of Life

  • casting time Ability
  • range Self

  • components
  • duration

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

Cleric Life Domain

Turn Undead

  • casting time Action
  • range 30 ft.

  • components
  • duration

As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Cleric Channel Divinity

Divine Spark

  • casting time Action
  • range 30 ft.

  • components
  • duration

As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Cleric Channel Divinity

Channel Divinity

  • casting time Action
  • range Self

  • components
  • duration

You can channel divine energy directly from the Outer Planes to fuel magic effects. You start with two such effects: Divine Spark and Turn Undead. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest or Long Rest. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting Feature.

Uses: □□

Cleric

Healer

  • casting time Action
  • range Touch

  • components
  • duration

Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 ft. of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

Healing Rerolls. Whenever you roll a die to determine the number of HP you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll

Hermit

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