Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw (DC15). On a failed save, you knock the target prone.

Battle Master Maneuver

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Battle Master Maneuver

Grappling Strike

When you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Battle Master Maneuver

Song of Rest

When you take a short rest, if you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Bard Class Feature

Bardic Inspiration

  • casting timeOne bonus action
  • range60 feet

  • componentsV
  • duration10 minutes

Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Bard Class Feature

Cutting Words

  • casting timeReaction
  • range60 feet

When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Bard Class Feature

Portent

When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Wizard Class Feature

Arcane Recovery

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 5th-level wizard, you can recover up to three levels worth of spell slots. You can recover either a 3rd-level spell slot, a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots.

Wizard Class Feature

Second Wind

  • casting timeOne bonus action
  • rangeSelf

On your turn, you can use a bonus action to regain hit points equal to 1d10+5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighter Class Feature

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Action Surge

On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighter Class Feature

Martial Arts

  • casting timeOne bonus action
  • range

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

Monk Class Feature

Flurry of Blows

  • casting timeOne bonus action
  • range

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Monk Class Feature

Patient Defense

  • casting timeOne bonus action
  • range

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Monk Class Feature

Step of the Wind

  • casting timeOne bonus action
  • range

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Monk Class Feature

Hands of Healing

  • casting timeOne action
  • range

You can spend 1 ki point to touch a creature and restore a number of hit points equal to 1d6+3. When you use your Flurry of Blows , you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Monk Class Feature

Hands of Harm

When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of 1d6+3. You can use this feature only once per turn

Monk Class Feature

Deflect Missiles

  • casting timeReaction
  • range

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10+9. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet (disadvantage).

Monk Class Feature

Slow Fall

  • casting timeReaction
  • range

You can use your reaction when you fall to reduce any falling damage you take by 25.

Monk Class Feature

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Stunning Strike

When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw (DC15) or be stunned until the end of your next turn.

Monk Class Feature

Spear Attack

  • casting timeOne action
  • rangeMelee

Roll 1d20+7 to hit vs AC. Damage 1d6+4 piercing (1d8+4 piercing in two hands). You make make an second attack as part of the same action.

Monk Attack

Spear Throw

  • casting timeOne action
  • range20 feet normal/60 feet long (disadvantage)

Roll 1d20+7 to hit vs AC. Damage 1d6+4 piercing. You make make an second attack as part of the same action.

Monk Attack

Dart Attack

  • casting timeOne action
  • range20 feet normal/60 feet long (disadvantage)

Roll 1d20+7 to hit vs AC. Damage 1d4+4 piercing.

Monk Attack

Unarmed Attack

  • casting timeOne action
  • rangeMelee

Roll 1d20+7 to hit vs AC. Damage 1d6+4 bludgeoning.

Monk Attack

Warhammer Attack

  • casting timeOne action
  • rangeMelee

Roll 1d20+8 to hit vs AC. Damage 1d8+5 bludgeoning (1d10+5 bludgeoning in two hands). You make make an second attack as part of the same action.

Fighter Attack

Javelin Attack

  • casting timeOne action
  • rangeMelee

Roll 1d20+7 to hit vs AC. Damage 1d6+4 piercing. You make make an second attack as part of the same action.

Fighter Attack

Javelin Throw

  • casting timeOne action
  • range30 feet normal/120 feet long (disadvantage)

Roll 1d20+7 to hit vs AC. Damage 1d6+4 piercing. You make make an second attack as part of the same action.

Fighter Attack

Unarmed Attack

  • casting timeOne action
  • rangeMelee

Roll 1d20+7 to hit vs AC. Damage 5 bludgeoning.

Fighter Attack

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Rapier Attack

  • casting timeOne action
  • rangeMelee

Roll 1d20+7 to hit vs AC. Damage 1d8+4 piercing.

Bard Attack

Dagger Attack

  • casting timeOne action
  • rangeMelee

Roll 1d20+7 to hit vs AC. Damage 1d4+4 piercing.

Bard Attack

Dagger Throw

  • casting timeOne action
  • range20 feet normal/60 feet long (disadvantage)

Roll 1d20+7 to hit vs AC. Damage 1d4+4 piercing.

Bard Attack

Crossbow Attack

  • casting timeOne action
  • range80 feet normal/320 feet long (disadvantage)

Roll 1d20+7 to hit vs AC. Damage 1d8+4 piercing.

Bard Attack

0 0
0 0
0 0
0 0