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Phantom Force TM151

  • casting time Action and bonus action
  • range 90 feet/Touch

  • components 7 Move Points
  • duration Instantaneous

On the turn you decide to use this move, you vanish into the Ethereal Plane, 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, you re-appear and strike a creature you can see within range of your movement speed. If a creature is there, it must make a Defense/Strength saving throw taking 7d8 Ghost damage on a failed save, or half as much on a successful one.

This move hits even if the target protects itself, and removes all protections affecting the target (such as Wide Guard, or Crafty Shield).

Ghost-type 5th-level Physical

Destiny Bond

  • casting time Action
  • range Self

  • components 6 Move Points
  • duration 5 minutes

You create an evil ward on yourself. Anything that happens to you, happens to your attacker as well. For the duration, you have resistance to all damage. Also, each time you take damage, your attacker takes the same amount of damage. Your attacker also receives any negative condition they inflict on you. Once you use this move, you cannot use it again until you have finished a long rest.

Ghost-type 4th-level Status

Confuse Ray TM017

  • casting time Action
  • range 90 feet

  • components 6 Move Points
  • duration 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, an affected target repeats the save, 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 4th-level Status

Confuse Ray TM017

  • casting time Action
  • range 90 feet

  • components 6 Move Points
  • duration 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, an affected target repeats the save, 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 4th-level Status

Confuse Ray TM017

  • casting time Action
  • range 90 feet

  • components 6 Move Points
  • duration 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, an affected target repeats the save, 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 4th-level Status

Shadow Claw TM061

  • casting time Action
  • range Touch

  • components 5 Move Points
  • duration 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, you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.

Ghost-type 3rd-level Physical

Shadow Claw TM061

  • casting time Action
  • range Touch

  • components 5 Move Points
  • duration 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, you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.

Ghost-type 3rd-level Physical

Shadow Claw TM061

  • casting time Action
  • range Touch

  • components 5 Move Points
  • duration 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, you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.

Ghost-type 3rd-level Physical

Shadow Claw TM061

  • casting time Action
  • range Touch

  • components 5 Move Points
  • duration 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, you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.

Ghost-type 3rd-level Physical

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Shadow Claw TM061

  • casting time Action
  • range Touch

  • components 5 Move Points
  • duration 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, you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.

Ghost-type 3rd-level Physical

Shadow Claw TM061

  • casting time Action
  • range Touch

  • components 5 Move Points
  • duration 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, you deal 2d6 Ghost damage. This attack scores a critical hit on a natural roll of 19+.

Ghost-type 3rd-level Physical

Night Shade TM042

  • casting time Action
  • range 50 feet

  • components 5 Move Points
  • duration 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 3rd-level Special

Night Shade TM042

  • casting time Action
  • range 50 feet

  • components 5 Move Points
  • duration 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 3rd-level Special

Night Shade TM042

  • casting time Action
  • range 50 feet

  • components 5 Move Points
  • duration 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 3rd-level Special

Curse TM224

  • casting time Action
  • range Self

  • components 5 Move Points
  • duration 1 minute

A move that works differently for Ghost-types.

For PokГ©mon who aren't Ghost-type, you sacrifice speed to boost your abilities. Your Speed reduces by 1 stage, 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 PokГ©mon, 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, 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 3rd-level Status

Curse TM224

  • casting time Action
  • range Self

  • components 5 Move Points
  • duration 1 minute

A move that works differently for Ghost-types.

For PokГ©mon who aren't Ghost-type, you sacrifice speed to boost your abilities. Your Speed reduces by 1 stage, 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 PokГ©mon, 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, 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 3rd-level Status

Curse TM224

  • casting time Action
  • range Self

  • components 5 Move Points
  • duration 1 minute

A move that works differently for Ghost-types.

For PokГ©mon who aren't Ghost-type, you sacrifice speed to boost your abilities. Your Speed reduces by 1 stage, 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 PokГ©mon, 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, 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 3rd-level Status

Spite TM177

  • casting time Bonus action
  • range Self

  • components 3 Move Points
  • duration 1 round

You unleash your grudge on your enemies. Whenever you are attacked by a hostile creature, 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 2nd-level Status

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Spite TM177

  • casting time Bonus action
  • range Self

  • components 3 Move Points
  • duration 1 round

You unleash your grudge on your enemies. Whenever you are attacked by a hostile creature, 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 2nd-level Status

Spite TM177

  • casting time Bonus action
  • range Self

  • components 3 Move Points
  • duration 1 round

You unleash your grudge on your enemies. Whenever you are attacked by a hostile creature, 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 2nd-level Status

Hex TM029

  • casting time Action
  • range 120 feet

  • components 3 Move Points
  • duration 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, petrified, paralyzed, poisoned, or unconscious, it instead takes 4d6 Ghost damage on a failed save or half as much on a sucessful one.

Ghost-type 2nd-level Special

Hex TM029

  • casting time Action
  • range 120 feet

  • components 3 Move Points
  • duration 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, petrified, paralyzed, poisoned, or unconscious, it instead takes 4d6 Ghost damage on a failed save or half as much on a sucessful one.

Ghost-type 2nd-level Special

Shadow Sneak

  • casting time Bonus action
  • range 15 feet/Touch

  • components 2 Move Points
  • duration 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, the target takes 1d6 Ghost damage.

Ghost-type 1st-level Finesse

Shadow Sneak

  • casting time Bonus action
  • range 15 feet/Touch

  • components 2 Move Points
  • duration 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, the target takes 1d6 Ghost damage.

Ghost-type 1st-level Finesse

Shadow Sneak

  • casting time Bonus action
  • range 15 feet/Touch

  • components 2 Move Points
  • duration 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, the target takes 1d6 Ghost damage.

Ghost-type 1st-level Finesse

Shadow Sneak

  • casting time Bonus action
  • range 15 feet/Touch

  • components 2 Move Points
  • duration 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, the target takes 1d6 Ghost damage.

Ghost-type 1st-level Finesse

Shadow Sneak

  • casting time Bonus action
  • range 15 feet/Touch

  • components 2 Move Points
  • duration 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, the target takes 1d6 Ghost damage.

Ghost-type 1st-level Finesse

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Astonish

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You startle a creature you can see within range in a startling fashion to distract it, and then attack. Make a Physical attack roll. On a hit, the target takes 1d6 Ghost damage. This also frightens the target on a natural roll of 15+.

Ghost-type Innate Physical

Astonish

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You startle a creature you can see within range in a startling fashion to distract it, and then attack. Make a Physical attack roll. On a hit, the target takes 1d6 Ghost damage. This also frightens the target on a natural roll of 15+.

Ghost-type Innate Physical

Astonish

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You startle a creature you can see within range in a startling fashion to distract it, and then attack. Make a Physical attack roll. On a hit, the target takes 1d6 Ghost damage. This also frightens the target on a natural roll of 15+.

Ghost-type Innate Physical

Astonish

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You startle a creature you can see within range in a startling fashion to distract it, and then attack. Make a Physical attack roll. On a hit, the target takes 1d6 Ghost damage. This also frightens the target on a natural roll of 15+.

Ghost-type Innate Physical

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