Living Pictorial

by HaliwaaraGMBinder

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Living Pictorial

"I loved practical jokes. I loved being goofy on the playground, and I loved doing silly cartoons, but I was not this subversive little delinquent. I am an Eagle Scout, after all."

Living pictorials are entertainers made warriors and adventurers. Their form look like they came straight from a drawing and their antics are either dynamic or silly. A living pictorial will leave many bewildered on the battlefield and on stage when they show what they got.

Creating a Living Pictorial

To create one is to show an endearing character, while showing off their other physical traits. Theses are beings whose forms have been altered by chaotic energy or magic, making them easily stand out from the other people. Think about how you were altered and does it alter how you move, act, and think. Are you able to take so much of a beating that you don't care about the danger? Or perhaps you are stuck in a childish form and tend to act immaturely. But whatever it is, the world is your canvas and so many people are either the audience that you try to make smile or are simply the victims of your mischief.

Quick Build

You can make a living pictorial quickly by following these suggestions. First, make Charisma your highest ability score. The second highest ability score should be Constitution. Third, choose the entertainer or soldier background.

Class Features

As a living pictorial, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per living pictorial level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per living pictorial level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Improvised weapons, Simple Weapons, four other weapons of your choice
  • Tools: One of your choice

  • Saving Throws: Constitution, Charisma
  • Skills: Choose any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon you are proficient in or (b) two simple weapons
  • (a) a shortbow and 20 arrows or (b) five javelins
  • (a) an entertainer's pack or (b) an explorer's pack
  • Any tool
  • Leather armor
Table: The Living Pictorial
Level Proficiency Bonus Close Calls Features 1st 2nd 3rd 4th 5th
1st +2 1 Close Calls
2nd +2 1 Spellcasting, Jack of all Trades 2
3rd +2 1 Artistic Form, Expertise 3
4th +2 1 Ability Score Improvement 3
5th +3 1 Extra Attack 4 2
6th +3 2 Overactive 4 2
7th +3 2 Artistic Form Feature 4 3
8th +3 2 Ability Score Improvement, Merry Go Round 4 3
9th +4 2 4 3 2
10th +4 2 Expertise, Two-Dimensional 4 3 2
11th +4 3 Artistic Form Feature 4 3 3
12th +4 3 Ability Score Improvement 4 3 3
13th +5 3 4 3 3 1
14th +5 3 Dubbing Expert 4 3 3 1
15th +5 3 Artistic Form Feature, Timeless Classic 4 3 3 2
16th +5 4 Ability Score Improvement 4 3 3 2
17th +6 4 4 3 3 3 1
18th +6 4 Lovable Character 4 3 3 3 1
19th +6 4 Ability Score Improvement 4 3 3 3 2
20th +6 4 Devil May Care 4 3 3 3 2

Close Calls

At 1st level, you have a body that defies normal behavior and taking beatings far worse than others. Your living pictorial level determines the number of points you have, as shown in the Close Calls column of the Living Pictorial table. When you take damage, you can use a reaction to reduce the damage by 1d6 + constitution modifier. Alternatively, when you take twice your maximum hit points or more, you can use your reaction to be on 1 hit point instead of instantly dying. You cannot perform the alternate use if your hit points are below half your maximum.

You regain any expended uses when you finish a short or long rest. Your Close Calls die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 11th, and a dl2 at 16th level.

Spellcasting

By 2nd level, you have learned to exploit the physics of the multiverse by using magic through your own will power. See chapter 10 for the general rules of spellcasting and go to the bottom of the PDF for the living pictorial spell list.

Preparing and Casting Spells

The Living Pictorial table shows how many spell slots you have to cast your spells. To cast one of your living pictorial spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of living pictorial spells that are available for you to cast, choosing from the living pictorial spell list. When you do so, choose a number of living pictorial spells equal to your Charisma modifier + half your living pictorial level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level living pictorial, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell hail of thorns, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of living pictorial spells requires time spent in plotting and brainstorming: at least 1 minute per spell level for each spell on your list.

Charisma is your spellcasting ability for your living pictorial spells, since their power are drawn out by their own chaotic energy and creative thinking. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a living pictorial spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your living pictorial spells.

Jack of All Trades

Also at 2nd level, you are a naturally talented person that likes to try things out. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Artistic Form

At 3rd level, your form has evolved to reflect your style in an artistic renditions going from silly and whimsical, to bizarre and strange. Pick one artistic form of your choice: The Animage, The Sculpted, or the Simple-Toon. Your choice grants you features at 3rd level and again at 7th level, 11th level, and 15th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Overactive

By 6th level, you are itching for some action to the point that you have advantage on initiative rolls.

Additionally, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

Merry Go Round

At 8th level, you like to mix things up and spin everything around. As a bonus action, you can choose a number of creatures that you can see within 60 feet equal to 1 + your Charisma modifier and all will take a space that was previously occupied by the other targeted creatures. If a target is unwilling, they must make a Charisma saving throw against your spell save. On success, they stay in their space and on a failure, they are teleported.

Once you use this feature, you must finish a short or long rest before you can use it again.

Two-Dimensional

Also at 10th level, when comically convenient, you can use your bonus action to turn sideways and become completely flat or to return to return to three-dimensions. While two-dimensional, you can fit through passages as narrow as 1/2 inch across, and you have half cover from ranged attacks. Additionally, you can also glide on the wind when you fall, floating 2 feet horizontally for each foot downward you fall. However, you are far more fragile, having vulnerability to slashing damage while in two-dimensions.

Dubbing Expert

Starting at 14th level, you learn to how to make your jokes translate well and know your audience and team well so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Timeless Classic

At 15th level, the way you're made keeps your body active and prime so you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Lovable Character

Beginning at 18th level, if your total for a Charisma (skill) check is less than your Charisma score, you can use that score in place of the total.

Devil May Care

At 20th level, you've taken so much beatings that you could care less about the danger being thrown at you. When you roll for initiative and have no close calls, you regain 1 close calls. Additionally when you use one of your close calls, you are resistant to all damage for one minute.

Artistic Forms

The style of a living pictorial varies from person to person, each having their own taste. They refine themselves based on how they want to fight or entertain. But regardless, each one are listed into their own group as some seem to follow common trends.

Form of the Animage

Living pictorials that took the form of the animage has a way with being more dynamic than the others. They learned to blend the use physical prowess, magic, and their own luck in a way that leaves some awed and inspired.

Magical Pride

Starting at 3rd level, you always have a small bit of magic to help you in a pinch and a tongue that can offends many. You learn vicious mockery and one cantrip from any class that isn't vicious mockery. At the end of a long rest, you can change your cantrip.

Powered Mage Weapon

Also at 3rd you can choose one weapon to be your arcane focus which can be done at the end of each short or long rest. When you use your chosen weapon to attack and hit, you can expend one living pictorial spell slot to deal extra damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. Your powered mage weapon weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Watch Out

Also at 7th level, when you see your ally being attacked, you can expend one of your close calls to make their AC +5 or +2 to their saves as a reaction. This benefit lasts until your chosen ally's next turn.

Elemental Magic Beam

At 11th level, you gain the ability to create a beam of colored light that that blasts your enemies to kingdom come. As an action, you can use use a 3rd level spell slot to magically create an beam that forms a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you must make a Dexterity saving throw against your spell save DC, taking 4d10 damage on a failed save, and half as much damage on a successful one. On a hit, the target takes 4d10 damage from the beam. The damage type depends on color which can be seen on the table below.

If you use a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd, to a maximum of 6d10

Light Color Damage type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Go Beyond the Limit

At 15th level, you have learned to harness your magical abilities more efficiently to power up and go through transformation for a short amount of time. Your appearance is entirely for flavor which can be as simple as a change in hair color, to as complex as looking more monstrous or beast like. When you use a bonus action to activate this ability, you gain the following benefits for 1 minute:

  • +20ft to speed
  • You gain a bonus to your damage rolls equal to your Charisma Modifier (Minimum of 1)
  • When you make an attack, you use bonus action to cast living pictorial spell

Once you use this feature, you can’t use it again until you finish a short or long rest.

Form of the Dastardly

Living pictorials that took the form of the dastardly are the sorts that many people want to stay away from. While there are a couple of bad apples in the other forms, these guys have mastered the art of being rotten to the core. Their appearance can range from a gentleman in a bowler hat and circular pair of shades to the meanest looking thug around. Their misconducts goes beyond just simple mischief, they will take certain acts of evil with some bending the rules to suit their needs to even outright kidnapping and stabbing you in the back. But regardless, only those that are either smart or just have the skills will be able to make it far as the stupidly evil tend to fall before they can get away with anything.

Bonus Proficiencies

At 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Their Back Are Turned

At 3rd level, you seize every chance you can take to deal cruel and punishing blows on those who weren't ready or expecting it. If a surprised creature that hasn’t taken a turn in the combat yet gets hit by your attack, it counts as a critical hit. In addition, the pain they took restricts their movement, causing disadvantage on the next attack roll they make before the end of their next turn. This only works on one of your attacks.

Sinister Hand Rubbing

At 7th level you can't help but to rub your hands together from time to time, wishing ill intent. When you see a creature within 30 feet make a roll, you can use a reaction to rub your hands together and expend one of your close calls to reduce their roll by your close call die.

Get'em Boys!

Starting at 11th level, you have learned to find people that are willing to do as told. As an action, you can summon minions that are considered humanoid and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.

  • Two Humanoids of Challenge rating 1 or lower

  • Four Humanoids of Challenge rating 1/2 or lower

  • Eight Humanoids of Challenge rating 1/4 or lower

Each one disappears when they drop to 0 Hit Points or when the ability ends.

The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. These minions last for 1 hour before they disappear.

Once you use this feature, you can’t use it again until you finish a long rest.

Quick Get Away

Starting at 15th level, you have learned how to escape just about any situation in the heat of battle and make fools of your enemies. As an action you can teleport to any unoccupied within 500 feet and leave behind an explosive parting gift, a medium-sized bomb. Anyone with in a 15-foot radius originating from the bomb must make a Constitution saving throw. On a failed save, a creature takes 5d12 thunder damage and is pushed 10 feet away from the bomb. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the bomb, and the explosion emits a thunderous boom audible out to 500 feet.

Once you use this feature, you can’t use it again until you finish a long rest.

Form of the Sculpted

Living pictorials that took the form of the sculpted have the most alien of appearances, seeming otherworldly to some. They mold themselves to better adapt to their current situations and take full advantage of this.

Nightmare Fuel.

At 3rd level, you can remold yourself into a horrifying and unsettling version of yourself. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a rest.

Durable Material

Also at 3rd, your clay like body is tougher than most. When determining your AC, you may use your Constitution modifier instead of your Dexterity modifier. This also affects any armor that you might be wearing.

Side Splitting

At 7th level, your body has gotten used to being beaten around more than it usually does. Whenever you would suffer damage, you can use your reaction to divide into a Medium swarm of tiny lumps of clay. Your hit points remain the same, and you function as a single unified swarm that occupies the same space as a Medium creature. While in this state, you are incapacitated, have your movement speed halved, have resistance to bludgeoning, piercing, and slashing damage, gain the benefits of the Disengage action, and can move through any space as narrow as 1 inch without squeezing.

You can choose to return to your normal form without using an action whenever you wish, provided there is room to do so.

You can use this feature twice, and this use recovers whenever you finish a short or long rest.

Rubber Ball

Starting at 11th level, you can roll up into a ball that increases mobility options and packs a wallop when crashing into anyone that gets in the way. As a bonus action, you go into your ball form. In this form, you can move across liquids on your turn without falling during the move and are under the effects of the jump spell while in ball form. When you attack in this form, you make an unarmed attack that you are proficient with, you deal 2d6 bludgeoning damage upon hitting and can use a bonus action to leave this form.

You can use your action only to Attack, Dash, and Disengage. You leave this form early if you are knocked unconscious or dead.

One With the Sculpture

By 15th level, your have mastered your form and can reshape your body into any melee weapon. Any weapons formed from this ability and attacks from Rubber Ball form are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, your movement speed increases by 20 ft in your Rubber Ball form and gain resistance to Fire damage.

Form of the Simple-Toon

Living pictorials that took the form of the simple-toon are the most experimental and free spirited due to being the oldest of the forms. Some will even try to exploit or outright break the laws of physics in order to stack things into their favor, sometimes they'll do it because they think that it's funny or just curious.

Caffeinated Marathon

Starting at 3rd level, your ability to run about and escape a fight before anyone can hit you is remarkable. You can take the Dash and Disengage actions as bonus actions. Your movement speed also increases by 10 feet as long as you aren't wearing medium or heavy armor or a shield.

Rubberhose Limbs

Also starting at 3rd level, you have elastic, fantastic limbs. You can stretch your arms and legs up to 5 feet beyond their normal length, allowing you to interact with distant objects or creatures, and your melee attacks have 5 ft longer range.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Big Pockets

Beginning at 11th level, you scoff at lengthy encumbrance rules. When you open a pocket, bag, or other container that you touch, you can choose for it to lead to your personal extradimensional space, which is 64 cubic feet in volume. The container’s opening stretches to accommodate items of any size which can fit within the space, and items within the space are weightless until removed. When you reach into this space, any item you intend to take is magically on top. A container loses this property when you are no longer touching it.

Anvil on Head

Starting at 15th level, you can employ the strongest of practical jokes: dropping a heavy anvil right on your enemies! As an action, choose a 5-foot square that you can see within 30 feet of you. A heavy, oversized anvil materializes up to 100 feet above the square and falls to the ground, crashing through any obstacle it meets on its way. A creature hit by the anvil must make a Dexterity saving throw. On a failed save, a creature takes 7d10 bludgeoning damage and is stunned until the beginning of your next turn, while literal stars orbit its head. On a successful save, the creature takes half as much damage and is not stunned. This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Form of the Pixel Warrior

Form of the Pixel Warrior

A sixteen bit half orc screams a war cry as he swings his sword through the enemy infront of him, the blade flashing a bright yellow and eminating a victorious crash as a critical strike breaks through the creatures skin, an air genasi effortlessly jumps into the air, only to defly bring her feet down on the skull of the gnoll infront of her, a lava genasi switches between the weapons she's made by her own flesh and blood effortlessly by raising her fingers and switching between sword and shield, to a heavy and oversized greataxe.


A new form of pictorial, the pixel warriors reign from an almost untouched reigon of the toon isles, each one of them seemingly both more simple and complicated than the last, breaking the physics of our world and using the logic of their own to vanquish foes as if they were their own, with their own chimes, pop ups and flare of the strange scenes they come from.


Every hero has a specific quirk that makes them different to each other, when you gain this subclass at level 3, choose one of the options on the table for inspiration, roll a die, or create your own:


d8 Quirk
1 Whenever you hit an enemy, a score appears above their head, this could be the current combo you have on them, or the damage you just dealt times 100.
2 When you level up, a chime appears and a small screen appears infront of you, showing you (and possibly people right near you) what you gained by leveling.
3 After collecting one thousand coins, a chime plays as if you just gained an extra life. (you dont actually gain an extra life)
4 Whenever you win a fight, a victorious theme plays around you as you strike a pose, but whenever you lose, a defeated theme plays.
5 When you're knocked to down 0 hp, you dramatically and slowly fall backwards while shouting.
6 When you land a critical hit, a special sound or effect emanates from your weapon.
7 Whenever you regain hitpoints, or complete a long rest, small pluses appear around you, or a rising tone is heart to represent how much health you just regained.
8 Your feet dont actually make sounds like footsteps, instead they make tones as your feet touch the ground.

Platforming Parkour

Starting at third level your knowledge of platforming and level design has increased your ability to jump and leap right up into the air, meaning that you do not need to move ten feet before making a long or high jump, additionally your jumping height is doubled, and if you decide to land on top of a creature, you can use your bonus action to make an unarmed attack, on a hit you deal 1d6 plus your strength modifier bludgeoning damage, you then land on the ground in an unoccupied space within 5 feet of your target.

If you are to to ever take fall damage, you may reduce the height of which you've fallen by an amount equal to your maximum jump height

Powered up!

Additionally at third level you've always got some flower, potion or similar in your back pocket, you unlock a special ranged attack of which uses your charisma modifier to attack with, this attack has a short range of 30ft after which it puffs out of existence, when you finish a short or long rest, choose one of the following damage types: Lightning, Fire, Cold, Poison. This special attack deals your close call die plus your charisma modifier, this damage type is set until you finish another long or short rest, or if you use an action to spend one of your close calls to change it, When you reach fifth level in this class you may use this attack with your extra attacks.

Hotkeys

Starting at seventh level you're rather familiar with the positions of your inventory and your ability to use them is almost uncanny, at the end of a long rest you can choose a number of items on your person up to your profiency bonus to add to your hotkeys, these items can be any item that you could reasonably use, like a sword, a shield, some armour, a flagon of beer or firearms since switching your weapon is faster than reloading. These items gain a number of benefits:

  • Swapping to and from these items does not cost you your item interaction.
  • Swapping, Doffing and donning armor or a shield takes a bonus action, but both items must be in your hotbar.
  • using a magic item that requires an action, now allows you to use a bonus action to use it instead.

Hey Listen!

Beginning at eleventh level, your affinity for items and your general colectomanism has grown to new heights, when you find an item that you do not know, you may pick it up and inspect it for a moment, as you do so you are told in some way what the item is as if casting the 'identify' spell. This gives you insight even on non-magical items such as how to drive land and air vehicles.

Additionally, when you jump, or take a bonus action to footstomp someone, you may jump again as a part of that action, adding to the height and length of your jump and you may footstomp another or the same target. Moving in this way does not provoke Attacks of Opportunity. You may double jump in this way once per round.

Basically Cheating

At 15th level your magic and your items grow to newer connections, higher than it was before, granting you a couple of benefits:

  • While in possession of a magic item that has charges (more than one), you may use your bonus action to expend a spell slot while focusing on that item, it gains a number of charges based on the spells level. Each level of the spell restores 10% of the items charges with a 5th level slot restoring 50%. Restored charges are rounded down, with a minimum of 1.

  • If a magic item uses an attack roll or forces a target to make a saving throw, you may use your spell attack modifier or spell save dc instead.

  • magic items now only take one minute to attune to, unless they are in your hotkeys, in which case they only take an action.

  • you may attune to and end your attunement of your items simultaneously.
  • You may attune to up to four magic items at once if at least two of them is are on your hotkeys
  • Once per day you may cast Find Path without requiring a spellslot or material components. When you do so you pull out a miniature map from your backpocket (even if you are not wearing pants) to see a route to the destination of your choice

Multiclassing

On the DM's discretion, you can multiclass in the living pictorial class, as described in Player's Handbook (page 163-165). If you do so, the following rules are applied.

Proficiencies

To qualify for the living pictorial class, you must meet the ability score prerequisites for the living pictorial class, as shown in the table below.

Table: Multiclassing Prerequisites
Class Ability Score Minimum
Living Pictorial Constitution 13, Charisma 13

Proficiency Bonus

When you multiclass into the living pictorial class, you gain the following proficiencies as shown in the table below.

Table: Multiclassing Proficiencies
Class Proficiencies Granted
Living Pictorial Light armor, improvised weapons

Credits

Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.

Quote. The quote at the top of the class description is taken directly from Steve Breen himself.

Artwork. Credit for the awesome art goes to the following artists:

Watercolor. Credit for the clever watercolor goes to Full Page Watercolor Stains by fellow GM Binder users.

Spell List

Living Pictorial

1st Level
  • Absorb Elements
  • Animal Friendship
  • Burning Hands
  • Catapult
  • Charm Person
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Find Familiar
  • Grease
  • Hail of Thorns
  • Healing Word
  • Jump
  • Longstrider
  • Magic Missile
  • Protection from Evil and Good
  • Shield
  • Speak with Animals
  • Tasha's Hideous Laughter
  • Zephyr Strike
2nd Level
  • Aid
  • Animal Messenger
  • Augury
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Enhance Ability
  • Enlarge/Reduce
  • Enhance Ability
  • Find Steed
  • Hold Person
  • Knock
  • Levitate
  • Magic Mouth
  • Mirror Image
  • Misty Step
  • Pass without Trace
  • Pyrotechnics
  • Rope Trick
  • Shatter
  • Skywrite
  • Silence
  • Spider Climb
  • Spiritual Weapon
  • Suggestion
  • Zone of Truth
3rd Level
  • Banishment
  • Beacon of Hope
  • Catnap
  • Create Food and Water
  • Daylight
  • Fly
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Sending
  • Sleet Storm
  • Spirit Guardians
  • Stinking Cloud
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Black Tentacles
  • Charm Monster
  • Confusion
  • Dimension Door
  • Fabricate
  • Find Greater Steed
  • Freedom of Movement
  • Hallucinatory Terrain
  • Mordenkainen's Private Sanctum
  • Polymorph
5th Level
  • Animate Objects
  • Arcane Hand
  • Awaken
  • Commune
  • Creation
  • Destructive Wave
  • Dream
  • Geas
  • Legend Lore
  • Mislead
  • Steel Wind Strike
  • Scrying
  • Seeming
  • Telekinesis
  • Teleportation Circle
  • Topsy-Turvy
  • Wall of Force
  • Wall of Stone

Topsy-Turvy

5th Level Enchantment


  • Casting Time: 1 reaction
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Living Pictorial

After all initiatives have been rolled, you can use your reaction to put the initiative in reverse. If another creature casts Topsy-Turvy before or after you, the spell is negated. A creature that later joins the encounter must roll initiative with disadvantage.

 

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