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Temporal Shunt

  • casting time 1 reaction
  • range 120 feet

  • components V, S
  • duration 1 round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

Time Vortex

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration1min

a clockwork butterfly

( ) This spell destabilizes the flow of time in the target area, subjecting creatures caught in the vortex to temporal fluctuations that are visible as a spherical distortion with a 10-foot radius. Each creature within the sphere when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or begins its turn inside the sphere must also make a Wisdom saving throw or be affected. Once a creature’s Wisdom saving throw succeeds, it is immune to this time vortex.

An affected creature can’t take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.

Entropic Damage Field

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a silver wire

() By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell’s effect on that creature.

Pulse Wave

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S
  • duration Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

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Anticipate Sttack

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that’s impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changedâ you have moved into a position where you have cover, for exampleâ then the attack is made after taking the new situation into account.


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