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Illusory Pit

  • casting time 1 action
  • range 60ft

  • components V, S
  • duration Conc. 1 min

You create a 5 foot radius illusory pit at a point you can see on the ground. Creatures within the radius must make a Wisdom saving throw. A creature that fails their saving throw,believes they have fallen into the pit, and falls prone, cannot stand up, and is blinded beyond 5 feet of the illusory pit. A creature can spend its action to attempt to climb out of the pit, repeating its Wisdom saving throw. On success, it spends all of its movement to stand up, and realizes the pit is an illusion, ending the spell for them. On failure, it cannot get out of the pit and continues to believe it is stuck in a pit.Creatures with a flying speed are unaffected.
At Higher Levels. When you cast the spell using a spell slot of 2nd level or higher, the radius of the pit increases by 5feet for each level above 1st, to a maximum of a 20 footradius with a 4th level spell slot.

Occultist Illusion

Befuddling Curse

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration Conc. 1 Min

such as blood, hair, or scales

(Something from the target creature which the spell consumes) You befuddle a creature's mind, swapping the position of two things it can see that are of the same size and category (for example, two medium creatures or two gargantuan buildings). The target creature must make a Wisdom saving throw. On failure, it is unaware the two things have been swapped.
Each time the creature interacts with, attacks, or is attacked by a swapped targets, it can repeat its saving throw against the effect.

Occultist Enchantment (curse)

Befuddling Curse

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration Conc. 1 Min

such as blood, hair, or scales

(Something from the target creature which the spell consumes) You befuddle a creature's mind, swapping the position of two things it can see that are of the same size and category (for example, two medium creatures or two gargantuan buildings). The target creature must make a Wisdom saving throw. On failure, it is unaware the two things have been swapped.
Each time the creature interacts with, attacks, or is attacked by a swapped targets, it can repeat its saving throw against the effect.

Occultist Enchantment (curse)

Form of Familiar [1/2]

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration 1 hour

A piece of your familiar such as fur,
feathers, or scales, which the spell consumes

) You assume the form of the familiar that provided the material component to the spell. The transformation lasts for the duration, or until you drop to 0 hit points or die. Your game
Statistics are replaced by the Statistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom,
and Charisma scores. You assume the Hit Points and Hit Dice of the new form. When you revert to your normal, you return to the number of
Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries
over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious. You can use an action to revert to your
normal form at any time. You are limited in the actions you can perform by the nature
of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech. Your gear melds
into the new form. You cannot activate, use, wield, or otherwise

Occultist transmutation

Form of Familiar [2/2]

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration 1 hour

A piece of your familiar such as fur,
feathers, or scales, which the spell consumes

benefit from any of your equipment

Occultist transmutation

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1 1
1 1
2 2
2 2