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Sand Chark

  • casting time AC 12
  • range 5 feet, Burrow 40 feet

  • components Initiative +2 (12)
  • duration Hours = 1/2 druid level

(Medium Beast, Unaligned) STR 15 (+2)
DEX 12 (+1) (Save +3)
CON 13 (+1)

Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12

Traits
Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.

Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage.

Druid Wild Shape

Constrictor Snake

  • casting time AC 13
  • range 30 feet, Swim 30 feet

  • components Initiative +2 (12)
  • duration Hours = 1/2 druid level

(Large Beast, Unaligned) Str 15 (Mod (+2) Save (+2))
Dex 14 (Mod (+2) Save (+2))
Con 12 (Mod (+1) Save (+1))

Skills Perception +2, Stealth +4
Senses Blindsight 10 ft., Passive Perception 12

Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.

Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).

Druid Wild Shape

Giant Lizard

  • casting time AC 12
  • range 40 feet, Climb 40 feet

  • components Initiative +1 (11)
  • duration Hours = 1/2 druid level

(Large Beast, Unaligned) STR 15 (+2)
DEX 12 (+1) (Save +3)
CON 13 (+1)

Senses Darkvision 60 ft., Passive Perception 10

Traits
Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.

Druid Wild Shape

Almiraj

  • casting time AC 13
  • range 50 feet

  • components Initiative +3 (13)
  • duration Hours = 1/2 druid level

(Small Beast, Unaligned) STR 2 (-4)
DEX 16 (+3)
CON 10 (+0)

Skills Perception +4, Stealth +5
Senses Darkvision 30 ft., Passive Perception 14

Traits
Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Druid Wild Shape

Sickle

  • casting time 1 action
  • range 5 feet

  • components Light
  • duration Instantaneous

(Simple Melee Weapon) Attack Roll.
Damage Roll. 1d4 Slashing

Mastery
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

All Weapon

Quarterstaff

  • casting time 1 action
  • range 5 feet

  • components Versatile (1d8)
  • duration Instantaneous

(Simple Melee Weapon) Attack Roll.
Damage Roll. 1d6 Bludgeoning

Mastery
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

All Weapon

Shield

  • casting time 1 action
  • range Self

  • components -
  • duration Instantaneous

Armor Class. +2

All Weapon

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