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Domineer [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command imbued with dark influence, compelling a creature you can see within range to obey your will. The target must succeed on a Wisdom saving throw or be compelled to follow your command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach.
At Higher Levels: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop.
At Higher Levels: The target drops whatever it is holding and then ends its turn.
Flee.
At Higher Levels: The target spends its turn moving away from you by the fastest available means.
Cower.
The target drops whatever it is holding and moves up to its speed away from you by the safest available route, using its action to Dash.
Grovel.
At Higher Levels: The target falls @condition[prone] and begs for mercy, wasting its action on its

Evil Cekkea 1st level Enchantment

Domineer [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

next turn.
Submit.
At Higher Levels: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Betray.
The target must use its action on its next turn to make a melee attack against a creature of your choice that is within its reach.
At Higher Levels.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Evil Cekkea 1st level Enchantment

Foul Gale

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small chunk of sulfur

You summon a powerful, sulfurous wind that whips forth from your outstretched hand in a 60-foot-long, 10-foot-wide line originating from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a [[/r 1d100]]{50 percent} chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Evil Cekkea 2nd level Evocation

Shadowy Step

  • casting time1 bonus
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly enveloped in shadowy darkness, you teleport from your current location to an unoccupied space you can see within 30 feet. Upon reappearing, wisps of dark energy trail behind you, leaving a momentary lingering effect of malevolent shadows.
This shadowy teleportation leaves a subtle aura of dread in the area you vacate and appear, causing affected creatures to feel unsettled and anxious for a brief moment.

Evil Cekkea 2nd level Conjuration

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