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Beguiling Defense

  • casting time 1 Reaction
  • range Self

  • components WIS 16
  • duration 1 Minute

Your patron teaches you how to turn the mind-affecting magic of your enemies against them.

You are immune to being charmed.

When another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature.

The creature must succeed on a WIS saving throw against your warlock spell save DC (16) or be charmed by you for 1 minute or until the creature takes any damage.

Hufflepuff Fey-Pact Class Feature (Defense)

Misty Escape

  • casting time 1 Reaction
  • range 60 Feet

  • components None
  • duration Instant

You can vanish in a puff of mist in response to harm.

When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see.

You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Hufflepuff Fey-Pact Class Feature (Defense)

Pact Boon

  • casting time None
  • range Self

  • components 4 x 1d4
  • duration Instant

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great.

When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success.

This benefit can be used 4 times, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron.

This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Hufflepuff Fey-Pact Class Feature (Support)

Eldritch Invocations

  • casting time Dependent
  • range Dependent

  • components Dependent
  • duration Dependent

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

-AGONIZING BLAST: When you cast Confrigo, add your Charisma modifier (+4) to the damage it deals on a hit (already calculated).
-TRICKSTER'S ESCAPE: You can cast Libere Movere once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
-EYES OF THE RUNE KEEPER: You can read all writing.
-BEAST SPEECH: You can cast Loqui Animale at will, without expending a spell slot.
-GHOSTLY GAZE: As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends. During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Hufflepuff Fey-Pact Class Feature

Fey Presence

  • casting time 1 Action
  • range Self - 10 Ft Cube

  • components WIS 16
  • duration 1 Turn

You have the ability to project the beguiling and fearsome presence of the fey.

As an action, you can cause each creature in a 10-foot cube originating from you to make a WIS saving throw against your warlock spell save DC (16).

The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Hufflepuff Fey-Pact Class Feature (Crowd Control)

Species Traits

  • casting time None
  • range None

  • components None
  • duration None

-Medium, 30 Feet Walking
-Languages: Common, Welsh, Elvish, Telepathy
-Armor: Light Armor
-Weapons, Simple
-Tools: Playing Card Set
-Skills: Deception, History, Intimidation, Nature, Persuasion

Hufflepuff Fey-Pact Species Traits

Boomerang

  • casting time Action/Bonus
  • range 60/120 Ft

  • components 1d4
  • duration Instant

In your family's travels, you happened upon a culture that would shape bits of wood into throwing implements that could arc back and return to the thrower. You were not adept at that skill, but you were able to mimic the effect through clever use of your magic.

If an opponent you throw this at has the missile ensnaring feat, they can make a DC-12 DEX save and attempt to catch the boomerang mid flight preventing it from returning to you.

Hufflepuff Fey-Pact Combat Action

Quarterstaff

  • casting time Action
  • range 5 Feet

  • components 1d6
  • duration Instant

You carry around a walking stick, and that happens to be useful at bashing in bad guys heads with.

This weapon is simple to use, versatile (one or two handing it), and can topple an opponent if a high enough roll is made against an enemy that is able to be toppled to the floor.

If you two hand this weapon, the damage dice becomes 1d8.

Hufflepuff Fey-Pact Combat Action

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

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A A
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