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Telekinesis Cloak

  • casting time 1 action
  • range Touch

  • components 4 dice
  • duration Concentration, up to 1 minute

You cover a creature in a shroud of telekinetic energy. For the duration of the power, attack rolls made against the target are made with disadvantage. Moreover, when a creature you can see misses with a melee weapon attack against the affected creature, you can use your reaction to redirect the attacking creature's attack back on itself. If the attack meets or exceeds the attacking creature's AC, the attack hits it.

Telekinesis Power

Manipulate(2/2)

  • casting time 1 action
  • range 60ft

  • components 4 dice
  • duration Concentration, up to 10 minutes

Weight Damage
2001lb. or more 16d10
401-2000 lb. 12d10
201-400 lb. 8d10
101-200 lb. 3d10
51-100 lb. 1d10
11-50 lb. 1d8
1-10 lb. 1d4

Additional Dice. For every two additional dice spent, the maximum size of a creature that you can target increases by one. Alternatively, you can affect an object of twice the maximum weight.

Telekinesis Power

Manipulate(1/2)

  • casting time 1 action
  • range 60ft

  • components 4 dice
  • duration Concentration, up to 10 minutes

When you manifest this power you must choose a creature or an object to affect. You can affect one target round after round, or choose a new one at any time. If you switch targets, the prior one is no longer affected by the power.
Creature. You can try to move a small or smaller creature. The target must make on a Strength saving throw. On a failure, the creature is restrained. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Object. You can try to move an object that isn't being worn or carried and weighs up to 50 pounds. If an object is being worn or carried, the wielder must succeed on a strength saving throw or lose its grip on the object. As an action, you can manipulate the affected target in any way or move it up to 30 feet in any direction but not beyond the range of this power. Alternatively, you can make a psionic ranged attack with the affected target, the range of this attack is 60 feet. The damage dealt depends on the target's weight, as shown in the table bellow. You add your
intelligence modifier to the damage dealt.

Telekinesis Power

Dowsing

  • casting time 1 action
  • range Self

  • components 4 dice
  • duration Concentration, up to 1 hour

You think of a creature or object that has a psychic signature you are familiar with. You sense the direction to the target's location, as long as that target is within 500 feet of you. If the target is moving, you know the direction of its movement. To sense the direction of the target you must have seen it up close—within 30 feet—at least once. This power can't locate creatures or objects hidden from divination spells.

Telepathy Power

Distraction

  • casting time 1 action
  • range 15ft

  • components 4 dice
  • duration Concentration, up to 1 minute

You make a creature focus on a friendly creature you can see within range, forgetting about anything else in the world. Choose two creatures you can see within range. One creature must be willing while the second, must make a Charisma saving throw. On a failed save, the second creature is so thoroughly distracted by the first that all other creatures are invisible to it for the duration of the power or until it can't see the first creature anymore.

Additional Dice. For each additional die spent, you can target one additional creature within range to be distracted by the first creature simultaneously.

Telepathy Power

Sicken

  • casting time 1 action
  • range 30ft

  • components 3 dice(+1 additional for each level of exhaustion the creature currently has)
  • duration 1 hour

You cause a creature's molecules to decay making it sicker and sicker with each passing moment. Once you do so, the creature must make a Constitution saving throw. On a failure, the creature gains one additional level of exhaustion for the duration of this power.

Psychometabolism Power

Dimensional Slime

  • casting time 1 action
  • range 30ft

  • components 3 dice
  • duration Concentration, up to 1 hour

Dimensional slime covers a 10 foot cube centered on a point within range and turns it into difficult terrain for the duration. When the slime appears, each creature that starts its turn in its area or that enters it during their turn must make a Dexterity saving throw. On a failure, the creature is
restrained. A creature restrained by the slime can use its action to make a Strength check against your psionic save DC. On a success, it is no longer restrained.

Additional Dice. For each additional die spent, you can extend the size of the cube by 5 feet.

Metacreativity Power

Debilitate

  • casting time 1 action
  • range 30ft

  • components 3 dice
  • duration Concentration, up to 1 minute

You target a creature you can see within range and cause its body to break down. The target must succeed on a Constitution saving throw or it can't regain any hit points, its speed is reduced to zero, and it has disadvantage on all Strength and Constitution ability checks and saving throws for the duration. The target may repeat the saving throw at the end of each of its turns, overcoming the effects on itself on a success.

Additional Dice. For each additional die spent, you can choose to affect one additional creature within range

Psychometabolism Power

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