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Teleport

  • casting time Instant
  • range Sight

  • components
  • duration 1 Round

This spell instantly transports you and up to eight willing Creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully.

Pirate Captain Unique

Drown

  • casting time Instant
  • range 60 ft.

  • components
  • duration 3 Rounds

You create water in the lungs of the subject, causing it to begin drowning as if it had failed to continue holding its breath.

The subject's hit points immediately drop to 0, and it falls unconscious. In the next round, it loses another hitpoint (bringing its hit points to -1) and is dying. In the following round, it dies.

Coughing and other attempts by the subject to physically expel the water from its lungs are useless. However, another creature can stabilize the subject by making a DC 15 Medicine check on the creature before it dies.

Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.

Pirate Captain Unique

Mystic Lash

  • casting time Instant
  • range 15 ft.

  • components
  • duration 1 Round

You create a long whip of ghostly red energy that emanates from your hand and never harms you.
You wield this weapon as if it were an actual whip and you were proficient in it.
The lash deals 1d8 points of electrical damage +1 point per two caster levels (maximum +5).
Since the lash is immaterial, your Strength modifier does not apply to the damage.
A creature hit with the lash must make a Constitution saving throw or be stunned for 1 round.
If the lash hits its target, you may release it from your hand so that it continues to attack that target automatically, leaving your hand free.
The lash attacks on your turn using your base attack value, although it can only attack once per round on its own.
If the lash's target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.
If you do not grasp the lash on the round it returns, it dissipates, but otherwise you can use the lash on another creature and begin the cycle again.

Pirate Captain Unique

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