Feat (Magic Initiate): Knows Guidance and Druidcraft, and may cast Goodberry once per long rest.
Position of Privilege: Welcome in high society, people assume I have the right to be wherever I am. Commoners attempt to avoid my displeasure, and highborn treat me as an equal. May secure audience with local noble.
Font of Magic: Pool of Sorcery points, which may be used to create spell slots or vice versa. Replenishes on long rest.
Metamagic: May use the following options when casting a spell;
* Twinned spell: spend sorcery points equal to level to affect an additional creature with a spell that normally affects only one.
* Quickened spell: spend 2 sorcery points to cast a spell as a bonus action instead of an action.
Wild Magic Surge: Once per turn, DM may decide to have me roll a d20 when I cast a spell. On a 1, roll on Wild Magic Surge table.
Tides of Chaos: Gain advantage on attack roll, saving throw or ability check. May be used once per long rest; after use, DM may have me roll on Wild Magic Surge once per turn when casting a spell (>=1st level), without rolling the d20 first.
Torinn Linxakasendalor Dragonborn (Emerald) | Paladin 3 (Oath of Conquest) | Faction Agent | Feats: None. HP: 28/28 | Armor Class: 18 | Saves: Str +3 / Dex +0 / Con +2 / Int +0 / Wis +3 / Cha +3 Senses: Initiative +0, Passive Perception 13, Move: 30' | Conditions: None. Languages: Celestial, Common, Draconic, Infernal, Telepathy 30'. Tool Proficiencies: None Attack Bonuses:Melee +5 | Ranged +2 Weapons: Longsword: +5 strike, 1D8+5 Martial, Versatile 1D10+3 Hand Axe: +5 strike, 1D6+5 Simple, Light, Thrown, Range (20/60), Trained Skills: Athletics +5, Insight +3, Perception +3, Religion +2, Spells: (DC 11, +3 spell attack bonus) (1):Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water)
Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.Armor of Agathys, Casting Time: 1 action Range/Area: 60ft.
Components: V Duration: 1 round Attack/Save: WIS 11 Source: PHB, pg. 223
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Command, Casting Time: 1 action Range/Area: Touch Components: V, S, M(holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes
Source: PHB, pg. 270
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection from Evil and Good, Casting Time: 1 bonus action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Attack/Save: STR 11 Source: PHB, pg. 282
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.Thunderous Smite, Features and Traits:When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Fighting Style (Dueling), As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 2 times per long rest.Divine Sense, You have a pool of healing power that can restore 15 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.Lay on Hands, When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).Divine Smite, You are immune to disease.Divine Health, Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 11) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns.
Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result.Channel Divinity, When you take the Attack action on your turn, you can replace one attack with a 15 ft. cone breath weapon. Each creature must make a DEX save (DC 12) taking 1d10 psychic damage on a fail or half as much on a success.Breath Weapon, You can send telepathic messages to any creature you see within 30 ft. of you. You don’t need to share any languages with the creature but it must be able to understand at least one language to comprehend these messages.Psionic Mind, You can use a bonus action to manifest spectral wings for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.Gem Flight, Special Equipment: TBD
Torinn Linxakasendalor Dragonborn (Emerald) | Paladin 3 (Oath of Conquest) | Faction Agent | Feats: None. HP: 28/28 | Armor Class: 18 | Saves: Str +3 / Dex +0 / Con +2 / Int +0 / Wis +3 / Cha +3 Senses: Initiative +0, Passive Perception 13, Move: 30' | Conditions: None. Languages: Celestial, Common, Draconic, Infernal, Telepathy 30'. Tool Proficiencies: None Attack Bonuses:Melee +5 | Ranged +2 Weapons: Longsword: +5 strike, 1D8+5 Martial, Versatile 1D10+3 Hand Axe: +5 strike, 1D6+5 Simple, Light, Thrown, Range (20/60), Trained Skills: Athletics +5, Insight +3, Perception +3, Religion +2, Spells: (DC 11, +3 spell attack bonus) (1):Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water)
Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.Armor of Agathys, Casting Time: 1 action Range/Area: 60ft.
Components: V Duration: 1 round Attack/Save: WIS 11 Source: PHB, pg. 223
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Command, Casting Time: 1 action Range/Area: Touch Components: V, S, M(holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes
Source: PHB, pg. 270
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection from Evil and Good, Casting Time: 1 bonus action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Attack/Save: STR 11 Source: PHB, pg. 282
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.Thunderous Smite, Features and Traits:When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Fighting Style (Dueling), As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 2 times per long rest.Divine Sense, You have a pool of healing power that can restore 15 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.Lay on Hands, When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).Divine Smite, You are immune to disease.Divine Health, Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 11) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns.
Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result.Channel Divinity, When you take the Attack action on your turn, you can replace one attack with a 15 ft. cone breath weapon. Each creature must make a DEX save (DC 12) taking 1d10 psychic damage on a fail or half as much on a success.Breath Weapon, You can send telepathic messages to any creature you see within 30 ft. of you. You don’t need to share any languages with the creature but it must be able to understand at least one language to comprehend these messages.Psionic Mind, You can use a bonus action to manifest spectral wings for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.Gem Flight, Special Equipment: TBD
Feat (Magic Initiate): Knows Guidance and Druidcraft, and may cast Goodberry once per long rest.
Position of Privilege: Welcome in high society, people assume I have the right to be wherever I am. Commoners attempt to avoid my displeasure, and highborn treat me as an equal. May secure audience with local noble.
Font of Magic: Pool of Sorcery points, which may be used to create spell slots or vice versa. Replenishes on long rest.
Metamagic: May use the following options when casting a spell;
* Twinned spell: spend sorcery points equal to level to affect an additional creature with a spell that normally affects only one.
* Quickened spell: spend 2 sorcery points to cast a spell as a bonus action instead of an action.
Wild Magic Surge: Once per turn, DM may decide to have me roll a d20 when I cast a spell. On a 1, roll on Wild Magic Surge table.
Tides of Chaos: Gain advantage on attack roll, saving throw or ability check. May be used once per long rest; after use, DM may have me roll on Wild Magic Surge once per turn when casting a spell (>=1st level), without rolling the d20 first.
Feat (Magic Initiate): Knows Guidance and Druidcraft, and may cast Goodberry once per long rest.
Position of Privilege: Welcome in high society, people assume I have the right to be wherever I am. Commoners attempt to avoid my displeasure, and highborn treat me as an equal. May secure audience with local noble.
Font of Magic: Pool of Sorcery points, which may be used to create spell slots or vice versa. Replenishes on long rest.
Metamagic: May use the following options when casting a spell;
* Twinned spell: spend sorcery points equal to level to affect an additional creature with a spell that normally affects only one.
* Quickened spell: spend 2 sorcery points to cast a spell as a bonus action instead of an action.
Wild Magic Surge: Once per turn, DM may decide to have me roll a d20 when I cast a spell. On a 1, roll on Wild Magic Surge table.
Tides of Chaos: Gain advantage on attack roll, saving throw or ability check. May be used once per long rest; after use, DM may have me roll on Wild Magic Surge once per turn when casting a spell (>=1st level), without rolling the d20 first.
Feat (Magic Initiate): Knows Guidance and Druidcraft, and may cast Goodberry once per long rest.
Position of Privilege: Welcome in high society, people assume I have the right to be wherever I am. Commoners attempt to avoid my displeasure, and highborn treat me as an equal. May secure audience with local noble.
Font of Magic: Pool of Sorcery points, which may be used to create spell slots or vice versa. Replenishes on long rest.
Metamagic: May use the following options when casting a spell;
* Twinned spell: spend sorcery points equal to level to affect an additional creature with a spell that normally affects only one.
* Quickened spell: spend 2 sorcery points to cast a spell as a bonus action instead of an action.
Wild Magic Surge: Once per turn, DM may decide to have me roll a d20 when I cast a spell. On a 1, roll on Wild Magic Surge table.
Tides of Chaos: Gain advantage on attack roll, saving throw or ability check. May be used once per long rest; after use, DM may have me roll on Wild Magic Surge once per turn when casting a spell (>=1st level), without rolling the d20 first.