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  • casting timetime
  • rangerange

  • components(blank)
  • durationduration

description

Oracle category

Dark Pulse

  • casting timeAction
  • range120 feet

  • components
  • durationInstantaneous

Make a ranged power attack on a creature you can see within range. On a hit, you plague the target with a damaging psychic warp. The creature must make a wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The damage increases by 1d8 or 1d12 when you reach the 5th level (2d8 or 2d12), 11th level (3d8 or 3d12) and 17th level (4d8 or 4d12)

Oracle Innate Psionic

Force Jump

  • casting timeReaction, Which you take when you jump as part of your movement
  • rangeSelf

  • components
  • durationInstantaneous

Your Spellcasting ability determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to your Spellcasting Ability score. If jumping over an obstacle, subtract 5 feet of distance per 10 feet of the obstacle’s height.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 2 + your Spellcasting Modifier.

Oracle Innate Psionic

Force Push

  • casting timeAction
  • rangeSelf

  • components
  • durationInstantaneous

You create a blast of psychic energy, creating an explosion. Creatures within a 5-foot sphere centered on you must succeed a Strength saving throw or be knocked prone and take force damage equal to 2d8.
This spell’s damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), 17th level (5d8)

Oracle Innate Psionic

Hallucination

  • casting timeAction
  • range30 feet

  • components
  • duration1 Minute

You alter the mind of creatures of your choice within range, making them see or hear something using your telepathy. You target a 5-foot cube and every creature in the cube must make a Wisdom saving throw, on a failed save those targets see and hear an illusion that is rudimentary.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a humanoid. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Oracle Innate Psionic

Lightning Lure

  • casting timeAction
  • rangeSelf (15 ft Radius)

  • components
  • durationInstantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The damage increases by 1d8 when you reach the 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Oracle Innate Psionic

Light Telekinesis

  • casting timeAction
  • range120 feet

  • components
  • durationInstantaneous

You can manipulate light objects with your mind. When you cast this Innate Psionic, you can try to move an object that weighs up to 20 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can maintain this by using your action each round to cast this spell, you drop the object when you take damage.

Oracle Innate Psionic

Mind Freeze

  • casting timeAction
  • range120 feet

  • components
  • duration1 round

You scower the mind of a target you can see within range breifly locking up thought. Make a ranged spell attack against the creature to assail it with flashes of memories. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Oracle Innate Psionic

Mind Sliver

  • casting timeAction
  • range60 feet

  • components
  • duration1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Oracle Innate Psionic

level level
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0 0
0 0
0 0
0 0
0 0
0 0
0 0

Negative Sweep

  • casting timeBonus Action
  • rangeSelf

  • components
  • durationInstantaneous

Generate a negative gravity field in a 5-foot sphere originating from you. Each Medium or smaller creature or object within the sphere must succeed on Strength saving throw or becomes lifted until the end of your next turn.
Increase the range of the sphere by 5 feet at 5th level (10ft), 11th level (15ft), and 17th level (20ft).

Oracle Innate Psionic

Psi Bolt

  • casting timeAction
  • range120 feet

  • components
  • durationInstantaneous

You focus your psionic energy into a high-powered beam at a target creature or object within range. Make a ranged spell attack on that target. On a hit, the creature takes 1d10 force damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), 17th level (4d10)

Oracle Innate Psionic

Psi Punch

  • casting timeAction
  • rangeTouch

  • components
  • durationInstantaneous

Encompass your fist with psionic energy to modify your unarmed attacks. Make a melee spell attack on a target creature or object within range. On a hit, deal 1d8 force damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)

Oracle Innate Psionic

Slam

  • casting timeAction
  • range90 feet

  • components
  • durationInstantaneous

Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning damage and knocking it prone. The target is no longer lifted. The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4).

Oracle Innate Psionic

Slow Fall

  • casting timeReaction, when you see a creature fall
  • range30 feet

  • components
  • durationConcentration, up to 1 Minute

When you or a creature within range of you falls, choose up to five falling creatures within range. Alter the gravity around each creature, slowing the rate of descent to 60 feet per round. If the creature lands before the spell ends, it takes no Falling damage and can land on its feet, and the spell ends for that creature.

Oracle Innate Psionic

Throw

  • casting timeAction
  • range120 feet

  • components
  • durationInstantaneous

Make a ranged spell 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 30 feet.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).

Oracle Innate Psionic

Vicious Psionics

  • casting timeAction
  • range30 feet

  • components
  • durationInstantaneous

You briefly stop the blood flow of a single creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4)

Oracle Innate Psionic

Alter Center Mass

  • casting timeAction
  • range30 feet

  • components
  • durationConcentration, up to 1 Minute

Up to three creatures of your choice that you can see within range must make Costitution saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the psionic ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you manifest this psionic using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Supernatural
Disorient. Creatures that fail the saving throw become disoriented. Until the end of your next turn, attacks made against the creature has advantage and the creature can’t take reactions.
Debilitate. Creatures that fail the saving throw can barely move. Until the end of your next turn, the creature’s speed becomes 0 and it automatically fails Dexterity saving throws.

Oracle 1st Level Psionic

Annihilate

  • casting timeAction
  • rangeSelf

  • components
  • durationConcentration, up to 1 Minute

This psionic creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with spacial darkness and crushing gravitational force.
For the duration, the psionic’s area is difficult terrain. A creature with nightvision can’t see through the psionic darkness, and light can’t illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere are deafened while entirely inside it.
Any creature that enters the power’s area for the first time on a turn or starts its turn there ust make a Constitution saving throw. The creature takes 8d10 force damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, are reduced to a pile of fine gray dust.

Oracle 8th Level Psionic

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0 0
0 0
1 1
8 8

Catapult

  • casting timeAction
  • range90 Feet

  • components
  • durationInstantaneous

You use psionic force and choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet 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 target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you manifest this psionic using a power slot of 2nd level or higher, the maximum weight of objects that you can target with this psionic increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Supernatural
Impact. In addition to the target taking damage, it is also knocked prone.
Concussion. In addition to the regular effects, the target is also dazed until the end of their next turn.

Oracle 1st Level Psionic

Chain Lightning

  • casting timeAction
  • range150 Feet

  • components
  • durationInstantaneous

You manifest a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you manifest this psionic using a power slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Supernatural
Emp. All targets that fail their saving throw also have their electronics disabled for 1d4 rounds.
Tazer. All targets that fail their saving throw are also stunned until the end of their next turn.

Oracle 6th Level Psionic

Charm Person

  • casting timeAction
  • range30 Feet

  • components
  • duration1 Hour

You attempt to trick a humanoid you can see within range into believing it is your ally. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the psionic ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the psionic ends, the creature knows it was charmed by you.
At Higher Levels. When you manifest this psionic using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Supernatural
Love Hurts. The target that fails its save also takes 1d6 psychic damage, this does not break the power.
Fond Friends. Upon the psionic ending, the target no longer knows it was charmed.

Oracle 1st Level Psionic

Clairvoyance

  • casting time1 Minute
  • rangetouch

  • components
  • duration8 Hours

You touch a willing creature and link with their mind to see into the immediate future with psychic prowess. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This psionic immediately ends if you cast it again before its duration ends.

Oracle 9th Level Psionic

Counter Psionics

  • casting timeReacton
  • range60 Feet

  • components
  • durationInstantaneous

You attempt to interrupt a creature in the process of manifesting a psionic power. If the creature is manifesting a psionic of 3rd level or lower, it fails and has no effect. If it is manifesting a psionic of 4th level or higher, make an ability check using your Wisdom. The DC equals 10 + the psionic’s level. On a success, the creature’s power fails and has no effect.
At Higher Levels. When you manifest this psionic using a power slot of 4th level or higher, the interrupted psionic has no effect if its level is less than or equal to the level of the power slot you used.

Supernatural
Pushback. If you successfully counter the target’s psionic spell that target is also pushed 10-feet and knocked prone.
Psionic Block. After countering the psionic that psionic’s level of power slots are locked for that creature until the end of your next turn. (For example if you counter a lightning bolt, then the creatures 3rd level power slots are locked)

Oracle 3rd Level Psionic

Dark Sphere

  • casting timeAction
  • rangeSelf

  • components
  • durationInstantaneous

You point at a place within range, and a dark 1-foot ball of gravitational psionics streaks there and explodes twice in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 force damage and 5d4 force damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you manifest this psionic using a power slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Supernatural
Phasic. Saving throw becomes Constitution.
Concussed. If a target fails its saving throw, it is also deaf and knocked prone.

Oracle 4th Level Psionic

Dominate

  • casting timeAction
  • range60 Feet

  • components
  • durationConcentration, up to 1 Minute

You attempt to take control of the mind of a creature you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature”, “Run over there”, or Fetch that object”. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Oracle 5th Level Psionic

Oracle

Flare

  • casting timeAction
  • range30 Feet

  • components
  • durationInstantaneous

Using powerful mental psionics you target a creature’s brain, in doing so it tells the heart to stop beating. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or synthetics.
At Higher Levels. When you manifest this psionic using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Supernatural
Debilitate. Upon failing the save, the target is also dazed.
Cell Death. Upon faling the saving throw, the target’s maximum hit points are also reduced by half the damage taken.

Oracle 4th Level Psionic

1 1
6 6
1 1
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3 3
4 4
5 5
At Higher Levels. When you manifest this psionic using a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7thlevel power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

Supernatural
Narcoleptic. You can as an action put the target to sleep, it becomes incapacitated for ther duration.
Mind Sap. While the creature is dominated, it takes 4d6 psychic damage at the end of its turn. This damage does not trigger an opportunity to end Dominate
At Higher Levels. When you manifest this psionic using a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7thlevel power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

Supernatural
Narcoleptic. You can as an action put the target to sleep, it becomes incapacitated for ther duration.
Mind Sap. While the creature is dominated, it takes 4d6 psychic damage at the end of its turn. This damage does not trigger an opportunity to end Dominate
4 4

Fly

  • casting timeAction
  • rangeSelf

  • components
  • durationConcentration, up to 10 Minute

Manipulate the gravitational pull around yourself allowing you to move freely through the air. During the duration of this psionic, you gain a flying speed of 60 feet. When the psionic ends if you are still aloft, you fall to the ground.

Supernatural
Group. You may extend Fly to 5 additional creatures, they can control their own movement.
Forget. Fly no longer requires concentration, however the duration remains the same.

Oracle 3rd

Gravity Field

  • casting timeAction
  • range90 Feet

  • components
  • durationConcentration, up to 1 Minute

You create an field of unstable gravity in a 15-foot cube starting from a point within range. For the duration, this space becomes difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained until the psionic ends. A creature restrained by this psionic can use its action to make a Strength check against your power save DC. On a success, it frees itself. When the psionic ends, the gravity field dissipates.

Supernatural
Pulsing Field. As a bonus action, for the duration of the spell, you can force a number of creatures equal to twice the spell level that are within the gravity field to make a Strength saving throw or be restrained until the spell ends.
Warping Field. A creature takes 1d6 necrotic damage per spell level when it enters the gravity field for the first time on a turn or ends its turn there.

Oracle 1st

3 3
1 1