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## CHEAT SHEET ## Barbarian ABILITIES * RAGE - bonus action, extra damage, advantage on strength checks and saves, resistant to physical damage (Slash,Pierce,Bludgeon) * DANGER SENSE - advantage on DEX saves from sources you can see if you are not blinded, deafened or incapacitated * RECKLESS ATTACK - gain advantage on strength based attack rolls and enemies gain advantage against you until your next turn * WILD MAGIC * 1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level. * 2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. 3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. 4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. 5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. 6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. 7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. 8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. ## Cleric ABILITIES * CHANNEL DIVINITY - ACTION - choose one of the following -PRESERVE LIFE - heal any number of creatures within 30 feet for a combined total of 5 x CLERIC LEVEL devided how you choose, this healing cannot take a target above half thier max HP, -TURN UNDEAD - all undead within 30 feet that fail a wisdom save must spend 1 minute trying to run away from you as far as possible and can only use the dash action or try to escape restrained, if it cant move further away it can take the dodge action only. * BONUS HEALING - all your healing spells heal for an extra (2 + SPELL LEVEL + WISDOM MOD) healing ## Monk ABILITIES KI SAVE DC = 8+ PROF BO + WIS MOD * MARTIAL ARTS - BONUS ACTION - make an additional attack when you take the attack action using a monk weapon/unnarmed strike * KI - you have KI points = monk level, regain all ki points at the end of a short/long rest so long as at least 30 minutes are spent meditating. * FLURRY OF BLOWS - cost = 1 KI - when you take the attack action make 2 unnarmed strikes as a bonus action * PATIENT DEFENCE - cost = 1 KI - take the dodge action as a BONUS ACTION * STEP OF THE WIND - cost = 1 KI - take the disengage/dash action as a BONUS ACTION * DISENGAGE as a bonus for 1 Ki point * Fangs of the fire snake 1 Ki point when attack ACTION unnarmed strike range - 15ft make the damage fire 1 additional Ki point for 1D10 fire damage extra * Water Whip (ACTION) 2 Ki points range 30ft takes 3D10 bludgeoning dmg target makes DEX save half dmg on pass and on fail can shove/pull a target up to 25 ft towards you or make prone. can spend extra ki point for extra * stuuning strike on succesful hit can spend 1 ki point enemy makes CON save or be stunned until the end of your next turn * DEFLECT missiles as a REACTION can reduce the damage of ranged attack by 1D10 + MONK LEVEL + DEX MOD if dmg = 0 can potentially throw back the projectile making an attack with proficiency. ## RANGER *