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Genie's Vessel [2/2]

  • casting time 1 action
  • range Touch

  • components N/A
  • duration Instantaneous

   Any objects left in the vessel remain there until   carried out, and if the vessel is destroyed, every   object stored there harmlessly appears in the   unoccupied spaces closest to the vessel's former   space. Once you enter the vessel, you can't enter   again until you finish a long rest.

- Genie's Wrath: Once during each of your    turns when you hit with an attack roll, you can    deal extra damage to the target equal to your    proficiency bonus. The type of this damage is    determined by your patron: bludgeoning (dao),    thunder (djinni), fire (efreeti), or cold (marid).

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

1st level Genie

Genie's Vessel [1/2]

  • casting time 1 action
  • range Touch

  • components N/A
  • duration Instantaneous

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. While you are touching the vessel, you can use it in the following ways:

- Bottled Respite: As an action, you can magically    vanish and enter your vessel, which remains in the    space you left. The interior of the vessel is an    extradimensional space in the shape of a 20-foot-   radius cylinder, 20 feet high, and resembles your    vessel. While inside, you can hear the area around    your vessel as if you were in its space. You can    remain inside the vessel up to a number of hours    equal to twice your proficiency bonus. You exit the    vessel early if you use a bonus action to leave, if you    die, or if the vessel is destroyed. When you exit the   vessel, you appear in the unoccupied space closest to    it.

1st level Genie

Wish [3/3]

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Warlock (Genie) 9th level Conjuration

Wish [2/3]

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

- You grant up to ten creatures you can see immunity   to a single spell or other magical effect for 8 hours.   For instance, you could make yourself and all your   companions immune to a lich's life drain attack.

- You undo a single recent event by forcing a reroll of   any roll made within the last round (including your   last turn). Reality reshapes itself to accommodate the   new result. For example, a wish spell could undo an   opponent's successful save, a foe's critical hit, or a   friend's failed save. You can force the reroll to be   made with advantage or disadvantage, and you can   choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish.

Warlock (Genie) 9th level Conjuration

Wish [1/3]

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice.

- You create one object of up to 25,000 gp in   value that isn't a magic item. The object can be   no more than 300 feet in any dimension, and it   appears in an unoccupied space you can see on   the ground.

- You allow up to twenty creatures that you can   see to regain all hit points, and you end all   effects on them described in the greater   restoration spell.

Warlock (Genie) 9th level Conjuration

Creation

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration Special

a tiny piece of matter of the same type of the item you plan to create

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Duration: Vegetable matter - 1 day. Stone/crystal - 12 hours. Precious metals - 1 hour. Gems - 10 minutes. Adamantine/Mithral - 1 minute.

Using any material created by this spell as another spell's material component causes that spell to fail.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Warlock (Genie) 5th level Illusion

Phantasmal Killer

  • casting time 1 action
  • range 120 feet

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

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

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.

Warlock (Genie) 4th level Illusion

Create Food and Water

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Warlock (Genie) 3rd level Conjuration

Phantasmal Force [2/2]

  • casting time 1 action
  • range 60 feet

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

a bit of fleece

For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Warlock (Genie) 2nd level Illusion

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Phantasmal Force [1/2]

  • casting time 1 action
  • range 60 feet

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

a bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm.

Warlock (Genie) 2nd level Illusion

Detect Evil and Good

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Warlock (Genie) 1st level Divination

Limited Wish

  • casting time 1 action
  • range Touch

  • components N/A
  • duration Instantaneous

You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

14th level Genie

Sanctuary Vessel

  • casting time 1 action
  • range Touch

  • components N/A
  • duration Instantaneous

When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.

In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

10th level Genie

Elemental Gift

  • casting time 1 bonus action
  • range Self

  • components N/A
  • duration 10 minutes

You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

6th level Genie

Genie's Vessel [2/2]

  • casting time 1 action
  • range Touch

  • components N/A
  • duration Instantaneous

- Genie's Wrath: Once during each of your    turns when you hit with an attack roll, you can    deal extra damage to the target equal to your    proficiency bonus. The type of this damage is    determined by your patron: bludgeoning (dao),    thunder (djinni), fire (efreeti), or cold (marid).

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

1st level Genie

Genie's Vessel [1/2] [1/2]

  • casting time 1 action
  • range Touch

  • components N/A
  • duration Instantaneous

Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. While you are touching the vessel, you can use it in the following ways:
- Bottled Respite: As an action, you can magically   vanish and enter your vessel, which remains in the   space you left. The interior of the vessel is an   extradimensional space in the shape of a 20-foot-  radius cylinder, 20 feet high, and resembles your   vessel. While inside, you can hear the area around   your vessel as if you were in its space. You can remain   inside the vessel up to a number of hours equal to   twice your proficiency bonus. You exit the vessel   early if you use a bonus action to leave, if you die, or if   the vessel is destroyed. When you exit the vessel, you   appear in the unoccupied space closest to it. Any   objects left in the vessel remain there until carried   out, and if the vessel is destroyed, every object stored   there harmlessly appears in the unoccupied spaces   closest to the vessel's former

1st level Genie

Genie's Vessel [1/2] [2/2]

  • casting time 1 action
  • range Touch

  • components N/A
  • duration Instantaneous

space. Once you enter   the vessel, you can't enter again until you finish a long   rest.

1st level Genie

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