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and then attack. Make a Physical attack roll. On a hit

Other the target takes 1d6 Ghost damage. This also frightens the target on a natural roll of 15+.
; Ghost-type;

and then attack. Make a Physical attack roll. On a hit

Other the target takes 1d6 Ghost damage. This also frightens the target on a natural roll of 15+.
; Ghost-type;

and then attack. Make a Physical attack roll. On a hit

Other the target takes 1d6 Ghost damage. This also frightens the target on a natural roll of 15+.
; Ghost-type;

and then attack. Make a Physical attack roll. On a hit

Other the target takes 1d6 Ghost damage. This also frightens the target on a natural roll of 15+.
; Ghost-type;

the target takes 1d6 Ghost damage.
; Ghost-type;

Other

the target takes 1d6 Ghost damage.
; Ghost-type;

Other

the target takes 1d6 Ghost damage.
; Ghost-type;

Other

the target takes 1d6 Ghost damage.
; Ghost-type;

Other

the target takes 1d6 Ghost damage.
; Ghost-type;

Other

0; Astonish; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You startle a creature you can see within range in a startling fashion to distract it 0; Astonish; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You startle a creature you can see within range in a startling fashion to distract it
0; Astonish; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You startle a creature you can see within range in a startling fashion to distract it 0; Astonish; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You startle a creature you can see within range in a startling fashion to distract it
0; Astonish; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You startle a creature you can see within range in a startling fashion to distract it 0; Astonish; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You startle a creature you can see within range in a startling fashion to distract it
0; Astonish; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You startle a creature you can see within range in a startling fashion to distract it 0; Astonish; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You startle a creature you can see within range in a startling fashion to distract it
1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit 1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit
1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit 1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit
1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit 1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit
1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit 1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit
1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit 1; Shadow Sneak; 1st-level Finesse; Bonus action; 15 feet/Touch; 2 Move Points; Instantaneous; You extend your shadow and strike from behind. Make a Finesse attack roll against a creature you can see within range. On a hit

petrified

  • casting time poisoned
  • range or unconscious

  • components it instead takes 4d6 Ghost damage on a failed save or half as much on a sucessful one.; Ghost-type;
  • duration

Other paralyzed

petrified

  • casting time poisoned
  • range or unconscious

  • components it instead takes 4d6 Ghost damage on a failed save or half as much on a sucessful one.; Ghost-type;
  • duration

Other paralyzed

it consumes twice as much move points of the move it used against you. This effect lasts until the start of your next turn
; Ghost-type;

Other

it consumes twice as much move points of the move it used against you. This effect lasts until the start of your next turn
; Ghost-type;

Other

it consumes twice as much move points of the move it used against you. This effect lasts until the start of your next turn
; Ghost-type;

Other

you sacrifice speed to boost your abilities. Your Speed reduces by 1 stage

  • casting time you expend hit dice equal to half of your remaining hit dice and lay a curse on a creature you can see within 60 feet. While cursed
  • range attacks deal an extra 1d8 Ghost damage to the target. This move cannot be used if you have 1 or less hit die remaining.; Ghost-type;

Other and increases your Attack and Defense increases by 1 stage each. This move fails and your action is wasted if your speed is 0.

For Ghost-type Pokémon

you sacrifice speed to boost your abilities. Your Speed reduces by 1 stage

  • casting time you expend hit dice equal to half of your remaining hit dice and lay a curse on a creature you can see within 60 feet. While cursed
  • range attacks deal an extra 1d8 Ghost damage to the target. This move cannot be used if you have 1 or less hit die remaining.; Ghost-type;

Other and increases your Attack and Defense increases by 1 stage each. This move fails and your action is wasted if your speed is 0.

For Ghost-type Pokémon

you sacrifice speed to boost your abilities. Your Speed reduces by 1 stage

  • casting time you expend hit dice equal to half of your remaining hit dice and lay a curse on a creature you can see within 60 feet. While cursed
  • range attacks deal an extra 1d8 Ghost damage to the target. This move cannot be used if you have 1 or less hit die remaining.; Ghost-type;

Other and increases your Attack and Defense increases by 1 stage each. This move fails and your action is wasted if your speed is 0.

For Ghost-type Pokémon

or half as much damage (minimum of 1) on a successful one. This move's damage is unaffected by the target's weaknesses or resistances.
; Ghost-type;

Other

2; Hex TM029; 2nd-level Special; Action; 120 feet; 3 Move Points; Instantaneous; You place a painful hex on a creature you can see within range. The target must make a Special Defense/Wisdom saving throw taking 2d6 Ghost damage on a failed save or half as much on a successful one.

If the target is burned
2; Hex TM029; 2nd-level Special; Action; 120 feet; 3 Move Points; Instantaneous; You place a painful hex on a creature you can see within range. The target must make a Special Defense/Wisdom saving throw taking 2d6 Ghost damage on a failed save or half as much on a successful one.

If the target is burned
2; Hex TM029; 2nd-level Special; Action; 120 feet; 3 Move Points; Instantaneous; You place a painful hex on a creature you can see within range. The target must make a Special Defense/Wisdom saving throw taking 2d6 Ghost damage on a failed save or half as much on a successful one.

If the target is burned
2; Hex TM029; 2nd-level Special; Action; 120 feet; 3 Move Points; Instantaneous; You place a painful hex on a creature you can see within range. The target must make a Special Defense/Wisdom saving throw taking 2d6 Ghost damage on a failed save or half as much on a successful one.

If the target is burned
2; Spite TM177; 2nd-level Status; Bonus action; Self; 3 Move Points; 1 round; You unleash your grudge on your enemies. Whenever you are attacked by a hostile creature 2; Spite TM177; 2nd-level Status; Bonus action; Self; 3 Move Points; 1 round; You unleash your grudge on your enemies. Whenever you are attacked by a hostile creature
2; Spite TM177; 2nd-level Status; Bonus action; Self; 3 Move Points; 1 round; You unleash your grudge on your enemies. Whenever you are attacked by a hostile creature 2; Spite TM177; 2nd-level Status; Bonus action; Self; 3 Move Points; 1 round; You unleash your grudge on your enemies. Whenever you are attacked by a hostile creature
2; Spite TM177; 2nd-level Status; Bonus action; Self; 3 Move Points; 1 round; You unleash your grudge on your enemies. Whenever you are attacked by a hostile creature 2; Spite TM177; 2nd-level Status; Bonus action; Self; 3 Move Points; 1 round; You unleash your grudge on your enemies. Whenever you are attacked by a hostile creature
3; Curse TM224; 3rd-level Status; Action; Self; 5 Move Points; 1 minute; A move that works differently for Ghost-types.

For Pokémon who aren't Ghost-type
3; Curse TM224; 3rd-level Status; Action; Self; 5 Move Points; 1 minute; A move that works differently for Ghost-types.

For Pokémon who aren't Ghost-type
3; Curse TM224; 3rd-level Status; Action; Self; 5 Move Points; 1 minute; A move that works differently for Ghost-types.

For Pokémon who aren't Ghost-type
3; Curse TM224; 3rd-level Status; Action; Self; 5 Move Points; 1 minute; A move that works differently for Ghost-types.

For Pokémon who aren't Ghost-type
3; Curse TM224; 3rd-level Status; Action; Self; 5 Move Points; 1 minute; A move that works differently for Ghost-types.

For Pokémon who aren't Ghost-type
3; Curse TM224; 3rd-level Status; Action; Self; 5 Move Points; 1 minute; A move that works differently for Ghost-types.

For Pokémon who aren't Ghost-type
3; Night Shade TM042; 3rd-level Special; Action; 50 feet; 5 Move Points; Instantaneous; You make a creature you can see within range see a frightening mirage. The target must succeed on a Special Defense/Wisdom saving throw or takes Ghost damage equal to your level 3; Night Shade TM042; 3rd-level Special; Action; 50 feet; 5 Move Points; Instantaneous; You make a creature you can see within range see a frightening mirage. The target must succeed on a Special Defense/Wisdom saving throw or takes Ghost damage equal to your level

or half as much damage (minimum of 1) on a successful one. This move's damage is unaffected by the target's weaknesses or resistances.
; Ghost-type;

Other

or half as much damage (minimum of 1) on a successful one. This move's damage is unaffected by the target's weaknesses or resistances.
; Ghost-type;

Other

you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.
; Ghost-type;

Other

you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.
; Ghost-type;

Other

you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.
; Ghost-type;

Other

you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.
; Ghost-type;

Other

you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.
; Ghost-type;

Other

you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.
; Ghost-type;

Other

angelic cuteness that confuses a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be confused. A confused creature can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

At the end of each of its turns

  • casting time ending the move on itself on a success.

    Using a Higher-Level Move Slot. You can target an additional creature for each spell slot level above 4.; Ghost-type;
  • range

Other an affected target repeats the save

3; Night Shade TM042; 3rd-level Special; Action; 50 feet; 5 Move Points; Instantaneous; You make a creature you can see within range see a frightening mirage. The target must succeed on a Special Defense/Wisdom saving throw or takes Ghost damage equal to your level 3; Night Shade TM042; 3rd-level Special; Action; 50 feet; 5 Move Points; Instantaneous; You make a creature you can see within range see a frightening mirage. The target must succeed on a Special Defense/Wisdom saving throw or takes Ghost damage equal to your level
3; Night Shade TM042; 3rd-level Special; Action; 50 feet; 5 Move Points; Instantaneous; You make a creature you can see within range see a frightening mirage. The target must succeed on a Special Defense/Wisdom saving throw or takes Ghost damage equal to your level 3; Night Shade TM042; 3rd-level Special; Action; 50 feet; 5 Move Points; Instantaneous; You make a creature you can see within range see a frightening mirage. The target must succeed on a Special Defense/Wisdom saving throw or takes Ghost damage equal to your level
3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit 3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit
3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit 3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit
3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit 3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit
3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit 3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit
3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit 3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit
3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit 3; Shadow Claw TM061; 3rd-level Physical; Action; Touch; 5 Move Points; Instantaneous; You slash using a sharp claw made from shadow. Make a Physical attack roll against a creature you can see within range. On a hit
4; Confuse Ray TM017; 4th-level Status; Action; 90 feet; 6 Move Points; Instantaneous; You create a sinister ray/odd sound waves/a kiss with sweet 4; Confuse Ray TM017; 4th-level Status; Action; 90 feet; 6 Move Points; Instantaneous; You create a sinister ray/odd sound waves/a kiss with sweet

angelic cuteness that confuses a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be confused. A confused creature can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

At the end of each of its turns

  • casting time ending the move on itself on a success.

    Using a Higher-Level Move Slot. You can target an additional creature for each spell slot level above 4.; Ghost-type;
  • range

Other an affected target repeats the save

angelic cuteness that confuses a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be confused. A confused creature can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

At the end of each of its turns

  • casting time ending the move on itself on a success.

    Using a Higher-Level Move Slot. You can target an additional creature for each spell slot level above 4.; Ghost-type;
  • range

Other an affected target repeats the save

happens to your attacker as well. For the duration

  • casting time each time you take damage
  • range your attacker takes the same amount of damage. Your attacker also receives any negative condition they inflict on you. Once you use this move

  • components you cannot use it again until you have finished a long rest.
    ; Ghost-type;
  • duration

Other you have resistance to all damage. Also

you vanish into the Ethereal Plane

  • casting time you re-appear and strike a creature you can see within range of your movement speed. If a creature is there
  • range it must make a Defense/Strength saving throw taking 7d8 Ghost damage on a failed save

  • components or half as much on a successful one.

    This move hits even if the target protects itself
  • duration and removes all protections affecting the target (such as Wide Guard

or Crafty Shield).; Ghost-type;

Other entering a semi-invulnerable status. A creature ignores your semi-invulnerable status if it has Truesight.

As a bonus action on the same or next turn

4; Confuse Ray TM017; 4th-level Status; Action; 90 feet; 6 Move Points; Instantaneous; You create a sinister ray/odd sound waves/a kiss with sweet 4; Confuse Ray TM017; 4th-level Status; Action; 90 feet; 6 Move Points; Instantaneous; You create a sinister ray/odd sound waves/a kiss with sweet
4; Confuse Ray TM017; 4th-level Status; Action; 90 feet; 6 Move Points; Instantaneous; You create a sinister ray/odd sound waves/a kiss with sweet 4; Confuse Ray TM017; 4th-level Status; Action; 90 feet; 6 Move Points; Instantaneous; You create a sinister ray/odd sound waves/a kiss with sweet
4; Destiny Bond; 4th-level Status; Action; Self; 6 Move Points; 5 minutes; You create an evil ward on yourself. Anything that happens to you 4; Destiny Bond; 4th-level Status; Action; Self; 6 Move Points; 5 minutes; You create an evil ward on yourself. Anything that happens to you
5; Phantom Force TM151; 5th-level Physical; Action and bonus action; 90 feet/Touch; 7 Move Points; Instantaneous; On the turn you decide to use this move 5; Phantom Force TM151; 5th-level Physical; Action and bonus action; 90 feet/Touch; 7 Move Points; Instantaneous; On the turn you decide to use this move