Felicity Bikoitza, Human Level 5Fighter (NE) Illissa Bikoitza, Human Level 5Cleric of Neirian (TN) HP: 99/99, AC:Breastplate +1 & Shield20 Initiative: +1, Speed: 30 ft. Prof. Bonus: +4 Passive Perception: 19 Saving Throws Str +3, Dex +1, prof-Con +8, Int +1, prof-Wis +9, Cha +0 Abilities: Str 16, Dex 12, Con 18, Int 12, Wis 20, Cha 11 Long Sword +1: Attack: +8, Damage: 1d8+4 or 1d10+4 (if using both hands) Shortsword +1: Attack: +8, Damage: 1d6+4 Flail +1: Attack: +8, Damage: 1d8+4 Light Crossbow +1: Attack: +6, Damage: 1d8+2
_____Bolts: 20/20 // Range: 80-320 ft.
Bite:One willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.Attack: +7, Damage: 1d6 + 2d6 The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.Necrotic Damage Claws: Attack: +7, Instead of dealing damage, the vampire can grapple the target.Damage: 2d4
Vampiric +2 Natural ACEnhanced Reflexes Necrotic, Bludgeoning, Piercing, SlashingDamage Resistance Thanks to your vampirism, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision Felicity/Illissa regenerates 10 hp/turnRegeneration The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Spider Climb The vampire makes two attacks, only one of which can be a bite attack.MultiAttack The vampire has the following flaws:
-- Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
-- Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water.
-- Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
-- Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
-- Thirst: Once daily, the vampire must feed on fresh human blood or they will suffer a level of exhaustion.Weaknesses
Felicity You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Criminal Contacts When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Fighting Style: Two-Weapon Fighting You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.Second Wind (1/1) You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.Action Surge (1/1) You can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack
Martial Archetype: Champion Your weapon attacks score a critical hit on a roll of 19 or 20.Improved Critical
Illissa Divine Domain: Death (DMG 96-97) Illissa learns one necromancy cantrip of her choice from any spell list (Chill Touch).
When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.Reaper You have the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and Touch of Death. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.Channel Divinity (1/1)
Channel Divinity: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Destroy Undead: When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: CR 1/2 or lower.Turn or Destroy Undead
Channel Divinity: Illissa can use Channel Divinity to destroy another creature's life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice her cleric level.Touch of Death
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 2d8 necrotic damage,
and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Chill Touch {V (), S}
~ Prepared ~ Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance {V (), S} Casting Time: 1 action Range: Touch Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.Light {V (), M (A firefly or phosphorescent moss)} Casting Time: 1 action Range: 60 feet Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Sacred Flame {V (), S} Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one o f the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy {V ()}
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.False Life {V (), S, M (a small amount of alcohol or distilled spirits)} Casting Time: 1 action Range: 60 feet Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Ray of Sickness {V (), S}
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Guiding Bolt {V (), S} Casting Time: 1 bonus action Range: 60 feet Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.Shield of Faith {V (), S, M (a small parchment with a bit of holy text written on it)}
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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.Blindness/Deafness {V ()} Casting Time: 1 action Range: 6 feet Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.Ray of Enfeeblement {V (), S}
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.Aid {V (), S, M (a tiny strip o f white cloth)} Casting Time: 1 action Range: Touch Duration: Until dispelled
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.Continual Flame {V (), S, M (ruby dust worth 50 gp, which the spell consumes)} Casting Time: 1 action Range: 120 feet Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.Silence {Ritual} {V (), S} Casting Time: 1 action Range: 60 feet Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Zone of Truth {V (), S}
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it w ill move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.Animate Dead {V (), S, M (a drop of blood, a piece of flesh, and a pinch of bone dust))} Casting Time: 1 action Range: Self Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Vampiric Touch {V (), S}
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.Daylight {V (), S} Casting Time: 1 action Range: Touch Duration: 8 hours
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware o f the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.Meld Into Stone {Ritual} {V (), S} Casting Time: 1 action Range: Unlimited Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.Sending {V (), S, M (a short piece of fine copper wire)} Casting Time: 1 action Range: 30 feet Duration: 1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.Water Walk {Ritual} {V (), S, M (a piece of cork)}
__________________
Has taken the Oath of Sangus.
Ask a pixie almost any question,here!
Last edited by In the Mix; Sep 21st, 2021 at 02:59 AM.
Felicity Bikoitza, Human Level 5Fighter (NE) Illissa Bikoitza, Human Level 5Cleric of Neirian (TN) HP: 99/99, AC:Breastplate +1 & Shield20 Initiative: +1, Speed: 30 ft. Prof. Bonus: +4 Passive Perception: 19 Saving Throws Str +3, Dex +1, prof-Con +8, Int +1, prof-Wis +9, Cha +0 Abilities: Str 16, Dex 12, Con 18, Int 12, Wis 20, Cha 11 Long Sword +1: Attack: +8, Damage: 1d8+4 or 1d10+4 (if using both hands) Shortsword +1: Attack: +8, Damage: 1d6+4 Flail +1: Attack: +8, Damage: 1d8+4 Light Crossbow +1: Attack: +6, Damage: 1d8+2
_____Bolts: 20/20 // Range: 80-320 ft.
Bite:One willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.Attack: +7, Damage: 1d6 + 2d6 The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.Necrotic Damage Claws: Attack: +7, Instead of dealing damage, the vampire can grapple the target.Damage: 2d4
Vampiric +2 Natural ACEnhanced Reflexes Necrotic, Bludgeoning, Piercing, SlashingDamage Resistance Thanks to your vampirism, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision Felicity/Illissa regenerates 10 hp/turnRegeneration The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Spider Climb The vampire makes two attacks, only one of which can be a bite attack.MultiAttack The vampire has the following flaws:
-- Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
-- Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water.
-- Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
-- Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
-- Thirst: Once daily, the vampire must feed on fresh human blood or they will suffer a level of exhaustion.Weaknesses
Felicity You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Criminal Contacts When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Fighting Style: Two-Weapon Fighting You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.Second Wind (1/1) You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.Action Surge (1/1) You can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack
Martial Archetype: Champion Your weapon attacks score a critical hit on a roll of 19 or 20.Improved Critical
Illissa Divine Domain: Death (DMG 96-97) Illissa learns one necromancy cantrip of her choice from any spell list (Chill Touch).
When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.Reaper You have the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and Touch of Death. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.Channel Divinity (1/1)
Channel Divinity: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Destroy Undead: When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: CR 1/2 or lower.Turn or Destroy Undead
Channel Divinity: Illissa can use Channel Divinity to destroy another creature's life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice her cleric level.Touch of Death
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 2d8 necrotic damage,
and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Chill Touch {V (), S}
~ Prepared ~ Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance {V (), S} Casting Time: 1 action Range: Touch Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.Light {V (), M (A firefly or phosphorescent moss)} Casting Time: 1 action Range: 60 feet Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Sacred Flame {V (), S} Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one o f the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy {V ()}
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.False Life {V (), S, M (a small amount of alcohol or distilled spirits)} Casting Time: 1 action Range: 60 feet Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Ray of Sickness {V (), S}
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Guiding Bolt {V (), S} Casting Time: 1 bonus action Range: 60 feet Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.Shield of Faith {V (), S, M (a small parchment with a bit of holy text written on it)}
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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.Blindness/Deafness {V ()} Casting Time: 1 action Range: 6 feet Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.Ray of Enfeeblement {V (), S}
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.Aid {V (), S, M (a tiny strip o f white cloth)} Casting Time: 1 action Range: Touch Duration: Until dispelled
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.Continual Flame {V (), S, M (ruby dust worth 50 gp, which the spell consumes)} Casting Time: 1 action Range: 120 feet Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.Silence {Ritual} {V (), S} Casting Time: 1 action Range: 60 feet Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Zone of Truth {V (), S}
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it w ill move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.Animate Dead {V (), S, M (a drop of blood, a piece of flesh, and a pinch of bone dust))} Casting Time: 1 action Range: Self Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Vampiric Touch {V (), S}
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.Daylight {V (), S} Casting Time: 1 action Range: Touch Duration: 8 hours
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware o f the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.Meld Into Stone {Ritual} {V (), S} Casting Time: 1 action Range: Unlimited Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.Sending {V (), S, M (a short piece of fine copper wire)} Casting Time: 1 action Range: 30 feet Duration: 1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.Water Walk {Ritual} {V (), S, M (a piece of cork)}
__________________
Has taken the Oath of Sangus.
Ask a pixie almost any question,here!
Last edited by In the Mix; Sep 25th, 2021 at 12:26 PM.
Felicity Bikoitza, Human Level 5Fighter (NE) Illissa Bikoitza, Human Level 5Cleric of Neirian (TN) HP: 99/99, AC:Breastplate +1 & Shield20 Initiative: +1, Speed: 30 ft. Prof. Bonus: +4 Passive Perception: 19 Saving Throws Str +3, Dex +1, prof-Con +8, Int +1, prof-Wis +9, Cha +0 Abilities: Str 16, Dex 12, Con 18, Int 12, Wis 20, Cha 11 Long Sword +1: Attack: +8, Damage: 1d8+4 or 1d10+4 (if using both hands) Shortsword +1: Attack: +8, Damage: 1d6+4 Flail +1: Attack: +8, Damage: 1d8+4 Light Crossbow +1: Attack: +6, Damage: 1d8+2
_____Bolts: 20/20 // Range: 80-320 ft.
Bite:One willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.Attack: +7, Damage: 1d6 + 2d6 The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.Necrotic Damage Claws: Attack: +7, Instead of dealing damage, the vampire can grapple the target.Damage: 2d4
Vampiric +2 Natural ACEnhanced Reflexes Necrotic, Bludgeoning, Piercing, SlashingDamage Resistance Thanks to your vampirism, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision Felicity/Illissa regenerates 10 hp/turnRegeneration The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Spider Climb The vampire makes two attacks, only one of which can be a bite attack.MultiAttack The vampire has the following flaws:
-- Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
-- Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water.
-- Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
-- Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
-- Thirst: Once daily, the vampire must feed on fresh human blood or they will suffer a level of exhaustion.Weaknesses
Felicity You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Criminal Contacts When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Fighting Style: Two-Weapon Fighting You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.Second Wind (1/1) You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.Action Surge (1/1) You can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack
Martial Archetype: Champion Your weapon attacks score a critical hit on a roll of 19 or 20.Improved Critical
Illissa Divine Domain: Death (DMG 96-97) Illissa learns one necromancy cantrip of her choice from any spell list (Chill Touch).
When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.Reaper You have the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and Touch of Death. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.Channel Divinity (1/1)
Channel Divinity: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Destroy Undead: When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: CR 1/2 or lower.Turn or Destroy Undead
Channel Divinity: Illissa can use Channel Divinity to destroy another creature's life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice her cleric level.Touch of Death
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 2d8 necrotic damage,
and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Chill Touch {V (), S}
~ Prepared ~ Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance {V (), S} Casting Time: 1 action Range: Touch Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.Light {V (), M (A firefly or phosphorescent moss)} Casting Time: 1 action Range: 60 feet Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Sacred Flame {V (), S} Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one o f the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy {V ()}
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.False Life {V (), S, M (a small amount of alcohol or distilled spirits)} Casting Time: 1 action Range: 60 feet Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Ray of Sickness {V (), S}
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Guiding Bolt {V (), S} Casting Time: 1 bonus action Range: 60 feet Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.Shield of Faith {V (), S, M (a small parchment with a bit of holy text written on it)}
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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.Blindness/Deafness {V ()} Casting Time: 1 action Range: 6 feet Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.Ray of Enfeeblement {V (), S}
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.Aid {V (), S, M (a tiny strip o f white cloth)} Casting Time: 1 action Range: Touch Duration: Until dispelled
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.Continual Flame {V (), S, M (ruby dust worth 50 gp, which the spell consumes)} Casting Time: 1 action Range: 120 feet Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.Silence {Ritual} {V (), S} Casting Time: 1 action Range: 60 feet Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Zone of Truth {V (), S}
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it w ill move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.Animate Dead {V (), S, M (a drop of blood, a piece of flesh, and a pinch of bone dust))} Casting Time: 1 action Range: Self Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Vampiric Touch {V (), S}
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.Daylight {V (), S} Casting Time: 1 action Range: Touch Duration: 8 hours
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware o f the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.Meld Into Stone {Ritual} {V (), S} Casting Time: 1 action Range: Unlimited Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.Sending {V (), S, M (a short piece of fine copper wire)} Casting Time: 1 action Range: 30 feet Duration: 1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.Water Walk {Ritual} {V (), S, M (a piece of cork)}
__________________
Has taken the Oath of Sangus.
Ask a pixie almost any question,here!
Last edited by In the Mix; Oct 4th, 2021 at 10:48 AM.