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it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
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 2nd. The creatures must be within 30 feet of each other when you target them.,Witch (TCE)

Other

otherwise, the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.,Witch (XGE)

Other

until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.,Witch (XGE)

Other

passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.,Witch

Other

keep track of both until the target collects three of a kind.If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain.A creature remains transformed unless the effect is reversed within one year with greater restoration, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.,Witch (GHLoE)

Other

the number rolled determines what happens to the target, as shown on the Reality Break Effects table.At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.Reality Break Effectsd10Effect1-2Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.3-5Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.6-8Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.9-10Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.,Witch (EGW)

Other

2,Tasha's Mind Whip,2nd level Enchantment,1 action,90 feet,V,1 round,You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action 2,Tasha's Mind Whip,2nd level Enchantment,1 action,90 feet,V,1 round,You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action
3,Thunder Step,3rd level Conjuration,1 action,90 feet,V,Instantaneous,You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in 3,Thunder Step,3rd level Conjuration,1 action,90 feet,V,Instantaneous,You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in
5,Skill Empowerment,5th level Transmutation,1 action,Touch,V, S,Concentration, up to 1 hour,Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice 5,Skill Empowerment,5th level Transmutation,1 action,Touch,V, S,Concentration, up to 1 hour,Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice
6,Arcane Gate,6th level Conjuration,1 action,500 feet,V, S,Concentration, up to 10 minutes,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other 6,Arcane Gate,6th level Conjuration,1 action,500 feet,V, S,Concentration, up to 10 minutes,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
7,Arboreal Curse,7th level Transmutation,1 action,60 feet,V, S, M,Concentration, up to 1 minute,(a cup of sap)You attempt to turn one creature that you can see within range into wood. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn't affected.A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive 7,Arboreal Curse,7th level Transmutation,1 action,60 feet,V, S, M,Concentration, up to 1 minute,(a cup of sap)You attempt to turn one creature that you can see within range into wood. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn't affected.A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive
8,Reality Break,8th level Conjuration,1 action,60 feet,V, S, M,Concentration, up to 1 minute,(a crystal prism)You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns 8,Reality Break,8th level Conjuration,1 action,60 feet,V, S, M,Concentration, up to 1 minute,(a crystal prism)You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns