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Rage

  • casting time 1 Bonus Action
  • range Self

  • components -
  • duration Up to 1 minute

While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Barbarian Class Ability

Echoes of Victory

  • casting time -
  • range Self

  • components -
  • duration -

You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information and temporary shelter.

Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the Practicing a Profession downtime activity in chapter 8 of the Players Handbook.

Athlete Background Feature

Stonecunning

  • casting time -
  • range Self

  • components -
  • duration Instantaneous

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarf Racial Ability

Dwarven Resilience

  • casting time -
  • range Self

  • components -
  • duration Instantaneous

You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarf Racial Ability

Stout Resilience

  • casting time -
  • range Self

  • components -
  • duration Instantaneous

You have advantage on saving throws against poison, and you have resistance to poison damage.

Stout Halfling Racial Ability

Nimble

  • casting time -
  • range Self

  • components -
  • duration Instantaneous

You can move through the space of any creature that is of a size larger than yours.

Halfling Racial Ability

Brave

  • casting time -
  • range Self

  • components -
  • duration Instantaneous

You have advantage on saving throws against being frightened.

Halfling Racial Ability

Lucky

  • casting time -
  • range Self

  • components -
  • duration Instantaneous

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Halfling Racial Ability

Arcane Recovery

  • casting time Short Rest
  • range Self

  • components -
  • duration -

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Wizard Class Ability

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