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Rage

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • duration1 Minute

On your turn, you can enter a rage as a bonus action.

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, as shown on the Rage Bonus card.
• You have resistance to bludgeoning, piercing, and slashing damage.

You cannot cast or concentrate on spells 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 or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

You can rage as many times as shown on the Rage Bonus card. You regain all expended rage uses upon finishing a long rest.

Barbarian Barbarian Class Feature

Rage Bonus

  • casting time-
  • range-

  • components-
  • duration-

Rages
You have a number of rages which increases at the levels shown below.

2 - 1st level
3 - 3rd level
4 - 6th level
5 - 12th level
6 - 17th level
Unlimited - 20th level

Rage Damage Bonus
You gain a bonus to damage rolls using strength while raging as shown below.

+2 - 1st level
+3 - 9th level
+4 - 16th level

Barbarian Barbarian Class Feature

Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Agonizing Blast: You add your Charisma modifier to the damage this deals on a hit.
Repelling Blast: On a hit, you can push the creature up to 10 feet away from you in a straight line.

The spell creates more than one beam when you reach higher levels - two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock,, Evocation cantrip

Synaptic Static

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Warlock 5th level Enchantment

Bigby's Hand [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

an eggshell and a snakeskin glove

A Large hand of translucent force appears in an unoccupied space that you can see within range. You can move the hand and it mimicks your hand's movement for the spell's duration.
The hand is an object with AC 20 and hit points equal to your max HP. If it drops to 0 HP, the spell ends. It's Strength is 26 (+8) and Dexterity is 10 (+0). The hand doesn't fill its space.

When cast and as a bonus action on next turns, you can move the hand up to 60 feet and cause an effect.

At Higher Levels:When you cast this spell using a spell slot of 6th level or higher, the damage from clenched fist increases by 2d8 and from grasping hand increases by 2d6 for each slot level above 5th.

Clenched Fist:The hand strikes one creature or object within 5 feet. Make a melee spell attack for the hand using your stats. On a hit, the target takes 4d8 force damage.

Wizard,, 5th level evocation

Bigby's Hand [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

an eggshell and a snakeskin glove

Forceful Hand:The hand attempts to push a creature within 5 feet. The hand makes a Strength check with contested by an Athletics check of the target. If the target is Medium or smaller, you have advantage. If you succeed, the hand pushes and moves with the target a number of feet equal to five times your spellcasting ability modifier plus 5 feet.

Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet using the hand's Strength. If the target is Medium or smaller, you have advantage. While the hand is grappling the target, you can use a bonus action to crush it. When you do, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand: The hand holds itself and stays moving between you and a chosen creature, providing you with half cover from the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's. If not, the target treats the hand as difficult terrain.

Wizard,, 5th level evocation

Polymorph [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a caterpillar cocoon

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked

Bard 4th level transmutation

Polymorph [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a caterpillar cocoon

unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Bard 4th level transmutation

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