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Psychic Disturbance

  • casting time 1 action
  • range 30ft

  • components none
  • duration Instantaneous

You psychically attack the mind of a creature you can see within range that is concentrating. The chosen target must make a Constitution saving throw. On a failure, you deal 1d6 psychic damage to the target and it has disadvantage on its Constitution saving throw to maintain concentration triggered by this damage.

At higher levels, the amount of psychic damage you can deal increases. When you reach 5th the damage increases to 2d8, at 11th level to 3d10, and 17th level to 3d12.

Telepathy Talent

Muscle Pain

  • casting time 1 action
  • range 30ft

  • components none
  • duration 1 round

You cause the muscles of a creature to tense up, inflicting pain when it moves. Make a ranged Psionic attack against a creature you can see within range. On a hit, the creature's speed is halved and if it moves more than 5 feet, it takes1d6 necrotic damage.

At higher levels, the amount of necrotic damage you can deal increases. When you reach 5th level both damages increase to 2d8 and at 11th level they increase to 3d10. At 17th level, it changes to 3d12.

Psychometabolism Talent

Keen Edge

  • casting time 1 bonus action
  • range Touch

  • components none
  • duration 1 round

You enhance a weapon you can touch, making it deadlier until the start of your next turn. The lowest number a creature must roll on a d20 to score a critical hit with this weapon decreases by one.

Metacreativity Talent

Gravitational Grasp

  • casting time 1 action
  • range 30ft

  • components none
  • duration Concentration, up to 1 minute

You increase the gravity exerted on an already prone creature
you can see within range. The chosen creature can'tstand up
but it can still crawl. As an action, the creature can attempt to
stand up by making a Strength saving throw. On a success,
the creature can stand up, ending the talent.

Telekinesis Talent

Block Sound

  • casting time 1 action
  • range 30ft

  • components none
  • duration 1 round

You block the ability to perceive sound in a creature you can see within range. The target must make a Constitution saving throw. On a failure, it i's deafened until the start of your next turn.

Psychokinesis Talent

Resist Hunger

  • casting time 1 action
  • range Touch

  • components 1 dice
  • duration 8 hours

You touch a creature, nourishing and hydrating them with your psionic energy. For the next 8 hours, the target of this power does not need to drink and eat

Psychometabolism Power

Passing Wind

  • casting time 1 action
  • range 30ft

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

You create a 10-foot cube of air filled with wind for the duration of this power. The area becomes difficult terrain for the duration. Moreover, the wind filling the area disperses gas or vapor, and extinguishes candles, torches, and similar unprotected flames.

Additional dice. For each additional die spent, you can create another 10-foot cube that must be contiguous with at least one other cube of air created by this power. Alternatively, you can spend one additional Psionic Energy die to have a creature spend 1 additional foot of movement for every 1 foot it moves through the area

Psychokinesis Power

Kinetic Blast

  • casting time 1 action
  • range 30ft

  • components 1 dice
  • duration Instantaneous

You can touch a tiny, non-magical object and charge it with kinetic energy to strike your enemy. Make a ranged Psionic attack against a creature within range. On a hit, the creature is dealt one Psionic Energy die of fire damage as the tiny, non-magical object explodes, destroying it in the process.

Additional Dice. For each additional die spent on this power, you can deal one additional die of damage to the initial target. For each two additional dice spent, all creatures within 5 feet of the target must make a Dexterity saving throw. On a failure, a creature is dealt one Psionic Energy die of force damage. If you spend three additional, you deal half the damage on a miss and a successful saving throw.

Psychokinesis Power

Wall of Clouds

  • casting time 1 action
  • range 30ft

  • components 1 dice
  • duration Concentration, up to 10 minutes

A wall of dense psychically agitated fog springs into existence at a point within range. The wall is 30 feet long, 15 feet high, and 5 feet thick and is composed of three 10-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel and only one panel must be created within the range of this power. The area within the wall is heavily obscured, blocking line of sight through the wall. But, creatures can passthrough through the wall unhindered.

Additional Dice. For each additional die spent, you can manifest one additional 10-foot-by-5-foot panel.

Psychokinesis Power

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Telekinetic Force

  • casting time 1 action
  • range 30ft

  • components 1 dice
  • duration Instantaneous

You can concentrate your telekinetic power on a creature that is up to one size larger than you. If the creature is not willing, it must succeed on a Strength saving throw or be pushed or pulled (your choice) 20 feet and only half of that on a success.

Additional Dice. For each additional die spent, you can choose to either move the target by an additional 10 feet or target one additional creature.

Telekinesis Power

Quake

  • casting time 1 action
  • range 30ft

  • components 1 dice
  • duration Instantaneous

You place your hand on the ground causing a 10-footsquare within range to tremble. Each creature in the affected area must make a Dexterity saving throw. On a failure, it is knocked prone and its speed is reduced to zero until the end of your next turn.

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

Psychokinesis Power

Psychometry

  • casting time 1 minute
  • range Touch

  • components 1 dice
  • duration Instananeous

When you manifest this power, choose an object in range to affect with the spell identify without using verbal, somatic, or material components.

Metacreativity Power

Psychic Surgery

  • casting time 1 action
  • range 15ft

  • components 1 dice
  • duration Instananeous

With the power of your mind, you can close the wounds of a creature. A creature that you can see within range regains a number of hit points equal to one roll of a Psionic Energy die + your psionic ability modifier.

Additional dice. For each additional die spent, you can choose to either heal the creature for one additional roll of your Psionic Energy die or heal another creature within range.

Psychometabolism Power

Psychic Feedback

  • casting time 1 reaction, which you take when you are dealt damage
  • range Self

  • components 1 dice
  • duration Instantaneous

As a reflex to being hurt, you create a shield that protects you from harm. When you manifest this power, the damage you take is reduced by one roll of a Psionic Energy die. If you reduce the damage to 0, the attacking creature must make a Dexterity saving throw. On a failure, the remainder of the amount rolled is dealt as psychic damage to the attacking creature. On a success, only half the damage is dealt back.

Additional Dice. For each additional dice spent, you
can reduce the damage taken by one more roll of your Psionic Energy die

Telekinesis Power

Psiconic Charge

  • casting time 1 bonus action
  • range Touch

  • components 1 dice
  • duration 1 round

You coat an object in psionic force. Until the start of your next turn, the next attack made with the coated object deals an additional amount of force damage equal to one roll of a Psionic Energy die.

Additional Dice. For each additional die spent, the object deals an additional die of force damage. You can spend an additional number of dice equal to up to half your proficiency bonus(rounded down) on this power.

Metacreativity Power

Pocket of Air

  • casting time 1 action
  • range Touch

  • components 1 dice
  • duration 8 hours

You create a pocket of breathable air around a creature you can touch. The creature that you targeted is considered as if it doesn't need to breathe for the duration this power.

Additional Dice. For each additional dice spent, you can target one additional creature within range.

Psychokinesis Power

Mediumship

  • casting time 1 action
  • range Touch

  • components 1 dice
  • duration Concentration, up to 10 minutes

Your mind can reach beyond the veil to speak with the spirits of the departed. While touching the creature's remains or holding an object important to the creature that you wish to summon, you can call forth its spirit into your body if it's willing and not an undead. While this power is active, other creatures can ask the spirit any number of questions. The spirit knows what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer. Additionally, the spirit doesn't know anything that has happened since it died, can't speculate about future events, and can't control your body. Once a spirit has been summoned with this power, the same spirit cannot be summoned for 7 days with this power.

Additional Dice. If you spend an additional die, you can channel the spirit's knowledge to gain further benefits. While this power is active, you gain advantage on any ability check you make. Alternatively, while this power is active, you can use a bonus action to spend two additional dice. If you do so, you gain advantage on the next attack roll you make.

Telepathy Power

Illusion

  • casting time 1 action
  • range 60ft

  • components 1 dice
  • duration 1 minute

You target a creature you can see within range, putting an image into its mind. It sees an illusory image within range that lasts for the duration. The illusion must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your Psionic save DC. Physical interaction with the image reveals it to be an illusion.

Additional Dice. For each additional die spent, you can affect one additional creature, have the illusion increase in size by 5 feet , or have it create sound, smell, or light.

Telepathy Power

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Homing Strikes

  • casting time 1 reaction, which you take when a creature misses and attack roll within 30 feet of you
  • range 30ft

  • components 1 dice
  • duration Instantaneous

Your mind attempts to turn a miss into a hit. If a creature you can see within range makes an attack roll and misses, you can roll one Psionic Energy die and add the number rolled to the attack roll. Potentially turning the miss into a hit.

Additional Dice. For each additional die spent, roll one additional Psionic Energy die and add the combined number rolled to the attack roll.

Telekinesis Power

Enhance Talent

  • casting time 1 bonus action
  • range Self

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

You use your psionic energy to amplify a psionic talent. Until this power ends, you deal an amount of force damage equal to one Psionic Energy die with a talent in addition to any other damage or effects it may have.

Additional Dice. For each additional die spent, you can deal one additional die of force damage with your talent. You can spend a number of dice up to half your proficiency bonus (rounded down) in this power.

Psychokinesis Power

Enhance Armor

  • casting time 1 action
  • range Touch

  • components 1 dice
  • duration 1 hour

You have learned how to modify the small nooks and
crannies of armor, making it easier to handle. For the
duration of this power, any armor that you touch no longer has a Strength requirement and no longer imposes disadvantage on Dexterity (Stealth) checks.

Metacreativity Power

Energy Transmutation

  • casting time 1 reaction, which you take when a creature rolls for acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder damage
  • range 15ft

  • components 1 dice
  • duration Instantaneous

When a creature you can see within range deals acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder damage, choose one damage type from the list. Roll one Psionic Energy die, an amount of damage equal to the number rolled + your psionic ability modifier is changed to the chosen damage type.

Additional Dice. For each additional die spent, you can change one additional die in the same way.

Psychokinesis Power

Ectoplasmic Goop

  • casting time 1 action
  • range 60ft

  • components 1 dice
  • duration Instantaneous

You hurl a blob of sticky ectoplasm at a creature within range. The target must make a Dexterity saving throw. On a failed save, the creature takes an amount of acid damage equal to a roll of a Psionic Energy die, and on its next turn it is only able to take the Dodge or Disengage action.

Additional Dice. For each additional die you spend, you deal an additional die of acid damage. Alternatively, you can spend three additional Psionic Energy dice to deal half the damage on a successful saving throw

Metacreativity Power

Ectoplasmic Cocoon

  • casting time 1 action
  • range 60ft

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

You summon ectoplasm to encase a creature you can see within range. The creature must make a Strength saving throw or be restrained. The creature may repeat the saving throw at the end of each of its turns. On a success, it is no longer restrained.

Additional Dice. For each additional die you spend on
this power, you can encase one additional creature within range of the first.

Metacreativity Power

Delusion

  • casting time 1 action
  • range 10ft

  • components 1 dice
  • duration 10 minutes

You speak a short statement, which a creature that can hear and understand you believes to be true. Creatures that can't be charmed are immune to this effect. The short statement must be up to ten words, sound reasonable, and not be combat related or harmful to the creature. The target makes a Wisdom saving throw. On a failed save, the creature believes the spoken statement and pursues the course of action you described to the best of its ability. At the end of this power the creature knows it was charmed. If you or any of your companions damage the target, the power ends.

Additional Dice. For each additional die spent, you can choose one additional creature within range or speak five more words

Telepathy Power

Crystal Shard

  • casting time 1 action
  • range 30ft

  • components 1 dice
  • duration Instantaneous

You create and propel a razor-sharp crystal shard at a target you can see within range. Make a ranged psionic attack against the target. On a hit, the crystal shard to deal an amount of piercing damage equal to one Psionic Energy die to the target. This counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additional Dice. For each additional die spent, you deal one additional die of damage or make another shard that targets another creature within range.

Metacreativity Power

Combustion

  • casting time 1 action
  • range 30ft

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

You can cause things to spontaneously catch on fire. Choose one creature or object you can see within range. The target must make a Constitution save. On a failed save, the target takes an amount of fire damage equal to one Psionic Energy die, and it catches on fire, taking an amount of fire damage equal to a roll of a Psionic Energy die at the end of each of its turns, for the duration of the power or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target doesn't catch on fire. A flammable object hit by this power ignites if it isn't being worn or carried.

Additional Dice. For each additional die spent, you can target one additional creature within range of the initial target or deal one more die of fire damage. Alternatively, you can spend three additional Psionic Energy dice to deal half the damage on a successful saving throw.

Psychokinesis Power

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Chemical Manipulation

  • casting time 1 action
  • range Touch

  • components 1 dice
  • duration 1 hour

You can temporary change a vial of one substance to another. For example, you can turn a vial of water into wine. You can also convert a substance into a curing or poisonous liquid, any creature that drinks the vial can regain an amount of hit points equal to a roll of a Psionic Energy die or be dealt the same amount of poison damage (your choice).

Additional Dice. For each additional die spent, you can heal or poison a creature for one additional die.

Psychokinesis Power

Burst of Speed

  • casting time 1 bonus action
  • range 30ft

  • components 1 dice
  • duration Instantaneous

You can force someone to have an unnatural fear of an object. A target creature that you can see within range must succeed on a Wisdom saving throw or become frightened of an object of your choice, that you can see, and it takes an amount of psychic damage equal to one Psionic Energy die. The
frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failure, it takes psychic damage equal to another roll of your Psionic Energy die.

Additional Dice. For each additional die spent, you deal one more die of psychic damage or target one additional creature within range of the first one.

Telekinesis Power

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