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Temporal Shunt

  • casting time 1 reaction
  • range 120 feet

  • components V,S
  • duration 1 round

(Trigger: A creature you can see makes an Attack Roll or starts casting a Spell) You target the triggering creature, which must succeed on a Wisdom Saving Throw or vanish, being thrown to another point in time and space. At the start of its next turn, the target reappears where it was or in the closest unoccupied space, their Attack or Spell wasted. The target doesn't remember you casting the Spell or having ever been 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.

Cleric 5 th Level Dunamancy (Chronurgy)

Pressure Well [1/2]

  • casting time 1 action
  • range 90 feet

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

You slam your hands into the ground and cause a shockwave of crushing pressure to materialize and persist, centered on a point within range that you can see. Each creature that enters the 10-foot-radius, 30- foot high cylinder for the first time (or one that re-enters the area) must succeed on a Constitution Saving Throw or suffer 5d12 force damage and fall Prone, becoming Restrained by the crushing gravity -- a Restrained creature can attempt an Escape Check on their turn against your Spell DC, ending the Restraint on a success. A creature succeeding the Save
takes half the damage and treats the region as difficult terrain. A creature that is pulled or freed from the area of the Spell’s effect must still use half their movement to stand from Prone. A flying or airborne creature caught in the radius of the Spell speeds toward the ground, taking an additional 1d12 force damage for each 10 feet they fall, making the Constitution Saving Throw to remain standing only once they reach the ground. All unsecured objects are similarly affected, taking the damage and being crushed to the floor.

At Higher Levels. When you Cast this Spell using a Spell Slot of 6 th Level or higher, the damage increases by

Cleric 5 th Level Dunamancy (Graviturgy)

Pressure Well [2/2]

  • casting time 1 action
  • range 90 feet

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

1d12 for each Slot Level above 5 th .

Cleric 5 th Level Dunamancy (Graviturgy)

Gravity Sinkhole

  • casting time 1 action
  • range 120 feet

  • components V,S,M
  • duration Instantaneous

A 20-foot-radius sphere of crushing force forms at a point you can see within range, even a floating one, and tugs at the creatures there. Each creature in
the sphere must make a Constitution Saving Throw. On a failed Save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful Save, the creature takes half as much damage and isn't pulled.

At Higher Levels. When you Cast this Spell using a Spell Slot of 5th Level or higher, the damage increases by 1d10 for each Slot Level above 4th.

Cleric 4 th Level Dunamancy (Graviturgy)

Alternate Self

  • casting time 1 action
  • range Self

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

A pinch of fine marble dust worth 50gp, which the Spell consumes

You summon a rift into the endless possibilities of the Luxon, and draw forth the attributes of an alternate universe copy of one creature you touch. For the duration, you choose to imbue the target with one of the benefits below. When the Spell ends, the creature takes one Point of Exhaustion.

MIGHT. The creature gains 6d6 temporary hit points, and all physical Attacks deal an additional 1d6 points of damage.
POTENTIAL. The creature treats any roll of 9 or lower on the d20 as a 10 for any Ability Check or Saving Throw that they are proficient in, excluding critical fails.
RESILIENCE. The creature becomes immune to a damage type of your choice from the following list: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. You select this damage immunity upon casting.

At Higher Levels. When you Cast this Spell using a Spell Slot of 6 th Level or higher, you can target one additional creature within 30 feet of your original target.

Cleric 4 th Level Dunamancy (Chronurgy)

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. 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 3 rd .

Cleric 3 rd Level Dunamancy (Graviturgy)

Scan

  • casting time 1 action
  • range 60 feet

  • components V,S
  • duration Instantaneous

You point at one creature within range and instantly sift through timelines to ascertain details about it. The target must succeed on a Wisdom Saving Throw. On a failure, the target suffers 2d6 psychic damage and you learn three things about the creature, choosing from the following list:
- The creature's Armor Class
- Their Max Hit Points
- Any Vulnerabilities, Resistances (Including Legendries), or Immunities
- Any Senses (Blindsight, Darkvision, Passive Perception, etc.)
- The creature's highest stat and its value
- The creature's lowest stat and its value
- The creature's alignment
- The creature-s type (Aberration, Fiend, Monstrosity, etc.)
- Class and levels, if ay
A Creature that fails the save cannot be targeted by this spell again for 24 hours. On a success, the target takes half damage and its nature remains elusive.

At Higher Levels: When you Cast this Spell using a Spell Slot of 5th or 6th Level, the damage increases to 3d6 and you can learn 5 items from the list. If you Cast this Spell Slot of 7th Level of higher, the damage increases to 4d6 and you learn all the items on the list.

Cleric 3rd Level Dunamancy (Chronurgy)

Immovable Object

  • casting time 1 action
  • range Touch

  • components V,S,M
  • duration 1 Hour

Gold dust worth 25gp, which the Spell consumes

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you Cast this Spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this Spell for 1 Minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight
causes the object to fall. Otherwise, a creature can use an Action to make a Strength Check against your Spell Save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you Cast this Spell using a Spell Slot of 4th or 5th Level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 Hours. If you Cast this Spell using a Spell Slot of 6th Level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until Dispelled.

Cleric 2 nd Level Dunamancy (Graviturgy)

Fortunes Favor

  • casting time 1 action
  • range 60 feet

  • components V,S,M
  • duration 1 hour

Small pearl worth 25gp, which the Spell consumes

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an Attack roll, an Ability Check, or a
Saving Throw before the Spell ends, it can reroll once and choose which die it would prefer. Alternatively, when an Attack roll is made against the chosen
creature, it can force the Attacking creature to roll again, imposing Disadvantage.

At Higher Levels. When you Cast this Spell using a Spell Slot of 3rd Level or higher, you can target one additional creature for each Slot Level above 2 nd .

Cleric 2 nd Level Dunamancy (Chronurgy)

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Gift of Alacrity

  • casting time 1 min
  • range Touch

  • components V,S
  • duration 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to Dexterity Checks and Initiative rolls.

Cleric 1 st Level Dunamancy (Chronurgy)

Wristpocket

  • casting time 1 action
  • range Self

  • components S
  • duration 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. Until the Spell ends, you can use your Action to summon the object to your free hand, and you can use your Action to return the object to the extradimensional space. An object still in the pocket plane when the Spell ends appears in your space, at your feet.

At Higher Levels. When you Cast this Spell using a Spell Slot of 3 rd Level or higher, the duration increases to 8 Hours. When you Cast this Spell using a Spell Slot of 5 th Level or higher, the duration increases to 24 Hours.

Cleric 1 st Level Dunamancy (Graviturgy)

Magnify Gravity

  • casting time 1 action
  • range 60 feet

  • components V,S
  • duration 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you Cast the Spell must make a Constitution Saving Throw. On a failed Save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful Save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength Check against your Spell Save DC to pick up or move.

At Higher Levels. When you Cast this Spell using a Spell Slot of 2nd Level or
higher, the damage increases by 1d8 for each Slot Level above 1 st .

Cleric 1 st Level Dunamancy (Graviturgy)

Sapping Sting

  • casting time 1 action
  • range 30 feet

  • components V,S
  • duration Instantaneous

You sap the vitality of one creature you can see in range, shaving a few minutes off their life. The target must succeed on a Constitution Saving Throw or take 1d4 necrotic damage and fall Prone. This Spell has no Effect on Undead or
Constructs.

This Spells damage increases by 1d4 when you reach 5th Level (2d4), 11th Level
(3d4), and 17th Level (4d4).

Cleric Cantrip, Dunamancy (Chronurgy)

Force Bolt

  • casting time 1 action
  • range 60 ft

  • components V,S
  • duration Instantaneous

You sling a bolt of sheer gravitational force toward a foe. Make a ranged Spell Attack – on a hit, the target takes 1d6 force damage and is pushed or pulled
(your choice) 10 feet closer to or further from you, moving in a straight line.

This Spells damage increases by 1d6 when you reach 5th Level (2d6), 11th Level
(3d6), and 17th Level (4d6).

Cleric Cantrip, Dunamancy (Graviturgy)

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