Features and Abilities: You have proficiency with the longsword, shortsword, shortbow, and longbow.Elf Weapon Training | Your base walking speed increases to 35 feet.Fleet of Foot | 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 | 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 do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.Trance | When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.Researcher | 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.Divine Domain: Turn Undead | Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.Divine Domain: Path of the Grave | At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.Eyes of the Grave | At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.Circle of Morality | While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.Item: Periapt of Wound Closure
Spells: Cantrips: This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, 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 Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
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..Sacred Flame, 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, Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Word of Radience, Casting Time: 1 bonus action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Cleric
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying (Domain) Lv1: Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
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, Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.Healing Word, Casting Time: 1 action
Range: 30 feet
Components: V S M (A sprinkling of holy water)
Duration: Up to 1 minute
Classes: Cleric, Paladin
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless, Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
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 action
Range: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic, 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 DM 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: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bane (Domain), Casting Time: 1 action
Range: Self
Components: V S M (A small amount of alcohol or distilled spirits)
Duration: 1 hour
Classes: Sorcerer, Wizard
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.Flase Life (Domain) Lv2:Casting Time: 1 bonus action
Range: 60 feet
Components: V S
Duration: 1 minute
Classes: Cleric
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.Spiritual Weapon, Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.Gentle Repose (Domain), Casting Time: 1 action
Range: 60 feet
Components: V, S
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 (Domain)
AC: 10 | HP: 11
Stats: Str 14 (+2), Dex 20 (+0), Con 13 (+1), Int 2 (-4), Wis 10 (+0), Cha 5 (+0) Hooves (attack) +2 to hit, 1d4+2 The mule is considered to be a Large animal for the purpose of determining its carrying capacityBeast of Burden | The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.Sure-footed
__________________
I have taken the Oath of Sangus!
Wanderer: Excellent memory for maps and terrain. Can find food and fresh water for myself and up to five people each day.
Darkvision 60'
Eerie token: As a bonus action once per long rest, create a token from one of your nails/teeth/locks of hair. Until you finish a long rest, use them in one of two ways:
* Telepathic Message: A an action, speak 25 words telepathically to the holder of the token (within 10 miles).
* Remote Viewing: As an action, enter a trance for one minute (or shorter). See and hear through the token, while remaining blinded and deafened to own surroundings. At the end of the trance, the token is destroyed.
Hex magic: Once per long rest, cast Disguise Self or Hex, using wisdom.
Martial arts: Use Dex rather than Str when attacking with a monk weapon; may deal d4 damage with it. When you attack, make an unarmed attack as a bonus action.
Ki: Pool of three points, replenishes on short rest. May be spent on:
* Flurry of blows: as a bonus action, make two unarmed attacks after taking the Attack action.
* Patient Defense: as a bonus action, Dodge
* Step of the Wind: as a bonus action, Dash or Disengage. Your jumping distance is doubled.
Deflect Missiles: When hit by a ranged weapon, decrease the damage by d10+Dex+lvl. If damage is reduced to zero, catch the projectile. You may then spend 1 ki point to throw it back (Dex+prof to hit, counts as Monk weapon)
Radiant Sun Bolt: When using the Attack action, you may make a ranged spell attack (using Dex+prof) to attack a target within 30'. This attack deals d4+Dex radiant damage (increases with level). As a bonus action, spend 1 Ki to make an additional attack. When you gain the Extra Attack feature, you may use this feature for both attacks.
Slow Fall: As a reaction, reduce falling damage by 5*[lvl].
Hurling the frost spell at the last wolf as it turned tail to find it’s remaining pack members Marybeth sank to the damp ground feeling more exhausted than she had felt the night before. The sorceress stretched out her right leg awkwardly before her taking in the bite on her calf as one of the rescue party came up and greeted her in several languages. She understood two of them, common and undercommon, her eyes brightened a bit as Barry spoke.
Beth returned the polite introduction in common, “No… No I don’t know a Strahd,” she started off a bit slow in speech as her mind and body started to shift from Fight or Flight to recovery.
A second approached, the young woman whom had climbed up the boulder and covered Beth’s retreat, “Polly, Barry,” she nodded to both of them, “They did take a good bite out of my leg, your side doesn’t look much better though,” Beth motioned at Polly’s bloodied coat from her place on the ground.
“Maybe between both of us it will right and rain sooner rather than later. I’m a bit of a healer myself. I’m Beth. Marybeth Quinn,” the sorceress introduced herself once a few more had gathered together. “Thank you, all of you. I wasn’t expecting to be chased and cornered like that by a pack of Wolves.
They seemed a bit bold to be out in the morning hunting like that,” Beth went on starting to open her pack and look for her healer’s kit.
“Is Strahd a lord in this area around Langford? I’ve never heard of him,” the injured woman asked backing up to Barry’s question about if she knew him or not.
Wanderer: Excellent memory for maps and terrain. Can find food and fresh water for myself and up to five people each day.
Darkvision 60'
Eerie token: As a bonus action once per long rest, create a token from one of your nails/teeth/locks of hair. Until you finish a long rest, use them in one of two ways:
* Telepathic Message: A an action, speak 25 words telepathically to the holder of the token (within 10 miles).
* Remote Viewing: As an action, enter a trance for one minute (or shorter). See and hear through the token, while remaining blinded and deafened to own surroundings. At the end of the trance, the token is destroyed.
Hex magic: Once per long rest, cast Disguise Self or Hex, using wisdom.
Martial arts: Use Dex rather than Str when attacking with a monk weapon; may deal d4 damage with it. When you attack, make an unarmed attack as a bonus action.
Ki: Pool of three points, replenishes on short rest. May be spent on:
* Flurry of blows: as a bonus action, make two unarmed attacks after taking the Attack action.
* Patient Defense: as a bonus action, Dodge
* Step of the Wind: as a bonus action, Dash or Disengage. Your jumping distance is doubled.
Deflect Missiles: When hit by a ranged weapon, decrease the damage by d10+Dex+lvl. If damage is reduced to zero, catch the projectile. You may then spend 1 ki point to throw it back (Dex+prof to hit, counts as Monk weapon)
Radiant Sun Bolt: When using the Attack action, you may make a ranged spell attack (using Dex+prof) to attack a target within 30'. This attack deals d4+Dex radiant damage (increases with level). As a bonus action, spend 1 Ki to make an additional attack. When you gain the Extra Attack feature, you may use this feature for both attacks.
Slow Fall: As a reaction, reduce falling damage by 5*[lvl].
Features and Abilities: You have proficiency with the longsword, shortsword, shortbow, and longbow.Elf Weapon Training | Your base walking speed increases to 35 feet.Fleet of Foot | 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 | 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 do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.Trance | When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.Researcher | 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.Divine Domain: Turn Undead | Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.Divine Domain: Path of the Grave | At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.Eyes of the Grave | At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.Circle of Morality | While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.Item: Periapt of Wound Closure
Spells: Cantrips: This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, 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 Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
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..Sacred Flame, 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, Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Word of Radience, Casting Time: 1 bonus action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Cleric
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying (Domain) Lv1: Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
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, Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.Healing Word, Casting Time: 1 action
Range: 30 feet
Components: V S M (A sprinkling of holy water)
Duration: Up to 1 minute
Classes: Cleric, Paladin
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless, Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
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 action
Range: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic, 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 DM 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: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bane (Domain), Casting Time: 1 action
Range: Self
Components: V S M (A small amount of alcohol or distilled spirits)
Duration: 1 hour
Classes: Sorcerer, Wizard
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.Flase Life (Domain) Lv2:Casting Time: 1 bonus action
Range: 60 feet
Components: V S
Duration: 1 minute
Classes: Cleric
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.Spiritual Weapon, Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.Gentle Repose (Domain), Casting Time: 1 action
Range: 60 feet
Components: V, S
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 (Domain)
AC: 10 | HP: 11
Stats: Str 14 (+2), Dex 20 (+0), Con 13 (+1), Int 2 (-4), Wis 10 (+0), Cha 5 (+0) Hooves (attack) +2 to hit, 1d4+2 The mule is considered to be a Large animal for the purpose of determining its carrying capacityBeast of Burden | The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.Sure-footed
__________________
I have taken the Oath of Sangus!
Last edited by Azure Nokori; Aug 24th, 2022 at 01:13 AM.
The Halfling, Halas, made quick introductions. As names were called, a hand or head waved or nodded at her as she took them all in for the first time without being attacked. Beth looked at each of them but her gaze lingered on Jhorn longer than the others. Another one afflicted by the darkness beyond our world… I’m sure he’s nicer than my husband was. Too bad Johnathan’s face didn’t look like that when he was alive it would have matched his horrid temperament, Beth thought to herself.
“I do recall walking through and in a heavy mist for some time yesterday,” Beth informed Halas. She chewed on her lower lip thinking about what he was telling her about Barovia and Stradh, So… we can’t leave? He won’t let us go even if we explain we're not from here? So what are you doing about it? Why are you all here anyway?”
She had half pulled out her own healer’s box as Ireena settled before her and quickly went to work evaluating, cleaning, medicating and wrapping her bite before she could say anything. She shoved her kit back in her bag. “Yes, I’ll have to return the favor sometime, I’m also a healer,” the sorceress told her before she moved on to Polly.
Beth watched as what she was assuming would be her new traveling companions, made quick work of two of wolves. Two mules were retrieved from the brush loaded down with supplies and draped in the new wolf pelts. She concluded they had been traveling together for a bit as everyone seemed to know what to do without being told.
“So how long have you all been together,” she inquired to Halas sitting nearby playing an instrument.
__________________
Beth Quinn
Tower graduate #820
Last edited by silverfeathers; Aug 26th, 2022 at 01:09 AM.
Wanderer: Excellent memory for maps and terrain. Can find food and fresh water for myself and up to five people each day.
Darkvision 60'
Eerie token: As a bonus action once per long rest, create a token from one of your nails/teeth/locks of hair. Until you finish a long rest, use them in one of two ways:
* Telepathic Message: A an action, speak 25 words telepathically to the holder of the token (within 10 miles).
* Remote Viewing: As an action, enter a trance for one minute (or shorter). See and hear through the token, while remaining blinded and deafened to own surroundings. At the end of the trance, the token is destroyed.
Hex magic: Once per long rest, cast Disguise Self or Hex, using wisdom.
Martial arts: Use Dex rather than Str when attacking with a monk weapon; may deal d4 damage with it. When you attack, make an unarmed attack as a bonus action.
Ki: Pool of three points, replenishes on short rest. May be spent on:
* Flurry of blows: as a bonus action, make two unarmed attacks after taking the Attack action.
* Patient Defense: as a bonus action, Dodge
* Step of the Wind: as a bonus action, Dash or Disengage. Your jumping distance is doubled.
Deflect Missiles: When hit by a ranged weapon, decrease the damage by d10+Dex+lvl. If damage is reduced to zero, catch the projectile. You may then spend 1 ki point to throw it back (Dex+prof to hit, counts as Monk weapon)
Radiant Sun Bolt: When using the Attack action, you may make a ranged spell attack (using Dex+prof) to attack a target within 30'. This attack deals d4+Dex radiant damage (increases with level). As a bonus action, spend 1 Ki to make an additional attack. When you gain the Extra Attack feature, you may use this feature for both attacks.
Slow Fall: As a reaction, reduce falling damage by 5*[lvl].