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Catapult

  • casting time Action
  • range 16m (36m \ )

  • components
  • duration Instant

Choose one Tiny object that is not being worn or carried within range. The object is thrown in a straight line up to 36 meters in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.

If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the creature and stops moving. When the object strikes something, the object and what it strikes each take 3d10 bludgeoning damage.

To hit +5 3 D6 + 3 Force

Gravity Field

  • casting time Action
  • range 36m (6m cube )

  • components Concentration
  • duration 1 minute

(Primes (force)) You create a field of unstable gravity in a 6-meter cube starting from a point within range. For the duration, this space becomes difficult terrain.

A creature in the area when you cast the power must succeed on a Strength saving throw or be restrained until the power ends. A creature restrained by this power can use its action to make a Strength check against your power save DC. On a success, it frees itself.

When the power ends, the gravity field dissipates.

Shockwave

  • casting time Action
  • range Self (12m \ )

  • components
  • duration Instant

(Detonates) Create a cascading shockwave in a 2-meter wide by 12-meter long line originating from you. Each creature caught in the line must make a Dexterity saving throw. On a failed save, a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half as much damage

To hit +5 3 D6 + 3 Force

Reave

  • casting time Action
  • range 60m

  • components
  • duration Instant

(Primes (necrotic)) Hurl an orb of dark energy at one creature within range. Make a range power attack against the target. On a hit, you deal 2d10 necrotic damage and the target becomes primed: necrotic until the end of your next turn. The target also has disadvantage on their next attack, ability check, or saving throw. This disadvantage lasts one minute or until the target becomes incapacitate

To hit +5 2 D10 +3 Necrotic

Lance

  • casting time Action
  • range 60m

  • components
  • duration Instant

(Detonates) Release a lance of energy at a creature within range. Make a ranged power attack against the target. On a hit, the target takes 3d8 force damage.

At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 2d8 for each slot level above the 1st.

To hit +5 3 D8 + 3 Force

Throw - Cantrip

  • casting time Instant
  • range 48m

  • components
  • duration Action

(Detonates) Make a ranged power attack on a target you can see within range. On a hit, the target takes 1d8 force damage. If the target is Medium or smaller, it is pushed backward 12 meters.

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).

To hit +5 1 D8 + 3 Bludgening

Dark Channel - Cantrip

  • casting time Action
  • range 48m

  • components Concentration
  • duration 1 minute

(necrotic) (Primes ) Make a ranged power attack on a creature you can see within range. On a hit, you plague the target with a persistent, damaging biotic field. The creature is primed: necrotic and takes 1d6 necrotic damage and 1d6 necrotic damage at the start of your turn while you maintain the power. If the creature dies, dark channel transfers to the nearest hostile creature within 12 meters of the target.

The damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6) and 17th level (4d6)

To Hit +5 Damage 1d6 +3 necrotic

Biotic Jump - Cantrip

  • casting time Reaction*
  • range Self

  • components Concentration
  • duration Instant

(* - which you take when you jump as part of your movement) Your powercasting ability determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of meters up to your powercasting ability score. If jumping over an obstacle, subtract 2 meters of distance per 4 meters of the obstacle's height.

High Jump. When you make a high jump, you leap into the air a number of meters equal to 2 + your powercasting modifier

Slow Fall - Cantrip

  • casting time Reaction*
  • range 12m

  • components Concentration
  • duration 1 minute

(*- when you or a creature within 12m of you falls) When you or a creature within 12 meters of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 24 meters per round. If the creature lands before the power ends, it takes no Falling damage and can land on its feet, and the power ends for that creature


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Biotic Punch - Cantrip

  • casting time Action
  • range Touch

  • components
  • duration Instant

(Detonates) Increase the mass of your fist and strike at a target. Make a melee power attack on a target creature or object within range. On a hit, deal 1d8 bludgeoning damage. If you have an active barrier, regain 2 barrier ticks and reset the duration of your barrier to 1 minute.

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)

To hit +5 1 D8 + 3 Bludgening

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