Please post final characters here, one post per character. Please include in your post:
Their name and pronouns.
A link to their character sheet.
A physical description.
Some information about themselves that they would freely share, and other players can assume they know.
Other information is welcome too - but these are the minimums.
Name:Kyuu Ash Class: Warlock: Pact of the Blade. Patron: The Ashen Wolf Race: Kitsune: Tsuki (lover) Background: Rakdos Cultist renamed. The Ashen Pack
vv Kyuu stands 5' tall and weighs about 100 lbs. She looks like a female human, except she has two white fox ears on top of her head and eight fox tails spread out behind her like a giant fan. Her origins as a Silver Fox can be seen in her ears, long hair, and tails. Her ears are black with silver highlights around the outer edges of them, and her hair is long and silver in color. All eight tails are black with silver tips on each of them. The influence of her patron, The Ashen Wolf, is reflected in her skin color. The human looking parts of her are a blackish grey color, like the color of ash and her eyes glow a soft red not unlike that of hot coals.
Kyuu enjoys wearing loose fitting clothing that are flowing, layered, and elaborately decorated with various types of patterns and colors. Red, gold, black and silver are her favorite colors and will always appear somewhere in her clothing. She doesn’t wear any jewelry and her feet are either bare or partially covered, but never fully hidden.
Some of Ktuu’s behavior she learned while living among her adopted cultural and race, that of humans, such as developing a sense of loss and sadness towards those who have died. However, she still a Kitsune, and acts accordingly.
She has no interests in worldly matters and lives for the day, seeking out new things and experiences that bring joy and excitement into her life. This makes her outgoing with an upbeat attitude towards most things. Kyuu doesn’t talk about her origins because this is of no importance to her, but if someone asks, she’ll gladly tell it.
Occasionally Kyuu will take a liking to and attach herself to a certain person, household or group. She’s loyal to her friends and keeps her promises to them, and as long as she is treated with respect, she it will use her powers for the benefit of her companion or hosts. However, if she is offended, she often reacts (very) badly towards the offender or offenders. Kyuu also has a hard time understanding the human concepts of ‘right’ and ‘wrong’. She see’s nothing wrong with going to a cemetery and digging up a grave just to see what’s in it or taking a stranger's things because she wanted it.
Deep inside of her, Kyuu is still a fox and a predator and the Ashen One has brought that side of her to the surface. She eats her meat raw and sleeps on the floor curled up in a tight ball, with her tails wrapped around her body. She also enjoys hunting and the thrill of the hunt. Whenever she’s out and the opportunity to hunt presents its self she’ll jump at the chance whenever she can, especially at nighttime.
Last edited by voodoozombie; Dec 12th, 2021 at 07:39 PM.
Árvore looks to be in her early 100s to Elves, which translates to be about in her early 20s to Humans. She has long dark auburn hair, with green vines interwoven throughout, that reaches past her waist. Her eyes are of a bright green that features quite brightly when compared to her tanned skin tone. She has a very friendly, almost bubbly disposition. Some may even consider her naïve.
Árvore is a Wood Elf of unknown age. She was found by a powerful Human druid, known to her only as Druid Mother. Her name translates to 'Tree of Silk', in Druidic. The story she has grown up with is that when she was found, she was clothed in only a nightdress, and her long silky hair.
She doesn't remember her life before Druid Mother, and she was happy to learn from the human woman, who taught her everything about nature, and how important it is to protect. When she was judged to be old enough, Druid Mother sent Árvore out into the world, with the mission to learn of it. To see, and judge for herself, what lay beyond her beloved forest.
Having very little gold, she found herself a nice inn to stay at, naively joining a small group in their quest to find some strange gauntlet. And if you read Senka's story, you will get the basic gist of it.
Except that Árvore held no hatred for any of her companions. She found them all intriguing, and misses them all, as they each disappeared from the quest, except for Senka, for whom she has taken a liking to, and is now devoted to, even if the feelings are not completely mutual.
Árvore DeSeda, Wood Elf Level 16Druid, Circle of the ShepherdHP: 131/131, AC:Leather Armor +116 (18 w/ Shield) Initiative: +4, Speed: 35 ft. Prof. Bonus: +5 Passive Perception: 20 Saving Throws Str +2, Dex +4, Con +3, prof-Int +6, prof-Wis +10, Cha +2 Abilities: Str 14, Dex 18, Con 16, Int 12, Wis 20, Cha 14
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier:
Cure wounds (1 charge per spell level, up to 4th)
Lesser restoration (2 charges)
Mass cure wounds (5 charges)
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1 the staff vanishes in a flash of light, lost forever.Staff of Healing Charges: 10/10 {NEVER use the final charge!} Shortbow +2: Attack: +11, Damage: 1d6+8, Range: 80/320
______ Arrows: 38/40 2 Sickles: Attack: +7, Damage: 1d4+1 {Light}
Magic Items While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.Bracers of Archery While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.Brooch of Shielding While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.Cloak of Elvenkind You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.Daern's Instant Fortress This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Decanter of Endless Water Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.Dust of Disappearance Uses: 1 This glass Jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.Keoghtom's Ointment Doses: 3 When you drink this potion, your Strength score changes for 1 hour, to a Strength score of 25. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant. {Ewww!!}Potion of Fire Giant Strength
Accustomed to twilit forests and the night sky, 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. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.Mask of the Wild By closing her eyes and concentrating, Árvore can usually intuit which direction she is facing. This skill has never been used inside before though.Natural Sense of Direction Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table: Level: 8+ Max CR: 1 Limitations: None!
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities o f your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Wild Shape 2/2 Circle of the Shepherd At 2nd level, you gain the ability to converse with beasts and many Fey.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any non-player character.CotS: Speech of the Woods"May I speak with you, my friends?"V ("Am faod mi bruidhinn riut, mo charaidean?") Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura within a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.
The effect of the spirit's aura depends on the type of spirit you summon from the options below:
Bear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. {"I call upon the spirit of the Bear, to give strength and life." ("Tha mi a ’gairm air spiorad a’ Mhathain, gus neart agus beatha a thoirt seachad.")}
Hawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura. {"I call upon the spirit of the Hawk, to help see the unseen." ("Tha mi a ’gairm air spiorad an t-Seabhag, gus cuideachadh le bhith a’ faicinn na rudan nach fhacas.")}
Unicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. {"I call upon the spirit of the Unicorn, to aid in giving health." ("Tha mi a ’gairm air spiorad an Eich Adharcach, gus cuideachadh le slàinte a thoirt seachad.")} CotS: Spirit Totem 1/1 Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:
The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to non-magical attacks and damage.
CotS: Mighty Summoner Beginning at 10th level, your Spirit Totem safeguards the beasts and fey you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.CotS: Guardian Spirit Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast using a 9th level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower {see Xanathar's Guide to Everything, pages 25 & 26}. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for one hour, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.CotS: Faithful Summons
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 fire damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Produce Flame {"Create a flame."V ("Cruthaigh lasair."), S} Casting Time: 1 bonus action Range: Touch Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.Shillelagh {V (), S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)} Casting Time: 1 action Range: 30 feet Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the
attack hits, the creature takes 2d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Thorn Whip {"Whip"V ("Aoire"), S, M (The stem of a plant with thorns.)}
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds {"Mother, heal your people."V ("Màthair, leigheas do dhaoine."), S} Faerie Fire Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.Spell {V ()} Purify Food & Drink Casting Time: 1 action Range: 10 feet Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.Spell {V (), S}
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.Find Traps {"Reveal to us traps to harm us."V ("Nochdaidh dhuinn ribeachan airson cron a dhèanamh oirnn."), S} Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.Flaming Sphere {V (), S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)} Casting Time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.Moonbeam {"Sliver of light, shine painfully bright!"V ("Sleamhnachadh solais, a ’deàrrsadh gu dòrainneach!"), S, M (Several seeds of any moonseed plant and a piece of opalescent feldspar)}
~ Level 3 ~ 3/3
Casting Time: 1 action Range: 120 feet Duration: Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.Call Lightning {V (), S} Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell 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.
The DM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.Conjure Animals {V (), S} Casting Time: 1 action Range: 60 feet Duration: 1 hour
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 {"Let the light of life push back the darkness."V ("Leig le solas na beatha putadh air ais an dorchadas."), S} Casting Time: 1 action Range: Self (30-foot radius) Duration: 10 minutes
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the Entangle spell to release a restrained creature.Speak with Plants {"Hello little one. Can I talk to you?"V ("Halo beagan beag. An urrainn dhomh bruidhinn riut?"), S} Water Breathing Casting Time: 1 action Range: 30 feet Duration: 24 hours
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.Spell {V (), S, M (a short reed or piece o f straw)}
~ Level 4 ~ 3/3
Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.Stoneskin {V (), S, M (diamond dust worth 100 gp, which the spell consumes)}
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.Spell {V (), S, M (an agate worth at least 1,000 gp, which the spell consumes)} Commune with Nature Casting Time: 1 minute Range: .Self Duration: Instantaneous
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes o f existence
• buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.Spell {V (), S} Casting Time: 1 action Range: Touch Duration: Instantaneous
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
• One effect that charmed or petrified the target
• One curse, including the target’s attunement to a cursed magic item
• Any reduction to one of the target’s ability scores
• One effect reducing the target’s hit point maximumGreater Restoration {V (), S, M (diamond dust worth at least 100 gp, which the spell consumes)} Casting Time: 1 action Range: 60 feet Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.Mass Cure Wounds {V (), S}
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.Heal {V (), S} Casting Time: 10 minutes Range: 30 feet Duration: Instantaneous
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.Heroes' Feast {V (), S, M (gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)} Casting Time: 1 action Range: Self (60-foot line) Duration: Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.Sunbeam {V (), S, M (a magnifying glass)}
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.Spell {V (), S, M (a prayer wheel and holy water)}
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.Spell {V (), S, M (fire and a piece of sunstone)}
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.Mending {V ("Socraigh damáiste déanta"), M (two loadstones)} Casting Time: 1 action Range: 10 feet Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 2d12 poison damage.
This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).Poison Spray {"Kiss of the night."V ("Pòg na h-oidhche."), S}
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.Good Berry {V (look up number, using google translate# Caora Sláintiúla), S, M (a sprig of mistletoe)}
2nd Level Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.Barkskin {V ("Mam Derwydd, amddiffyn fi!"), S, M (a handful of oak bark} Casting Time: 1 bonus action Range: Self Duration: Concentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.Flame Blade {"Create a blade of flame!"V ("Cruthaich lann lasair!"), S, M (Leaf of Sumac)} Casting Time: 1 action Range: Touch Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.Lesser Restoration {"See"/"Hear"/"Move"/"Pure"V ("Faic"/"Cluinn"/"Gluais"/"Fìor"), S} Casting Time: 1 action Range: Touch Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.Protection from Poison {"Protect from poison."V ("Dìon bho phuinnsean."), S}
3rd Level
4th Level Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.Polymorph {"Change to a..."V ("Atharraich gu..."), S, M (a caterpillar cocoon)}