Features and Abilities: YYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Horns | Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.Goring Rush | Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.Hammering Horns | Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack | At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Danger Sense | When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Magic Awareness | Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.Wild Surge
__________________
I have taken the Oath of Sangus!
Izim watches as the adventurers fill the phials, his mouth showing the same vague satisfaction they have seen on it before. "I do not hold the necessary ob-jects immeeeediately accessible, you understand," he explains to the party, "but it will not be long. Keep your blood for now, and return tomorrow evening." Once the adventurers complete the procedure, there is a short exchange of pleasantries before they exit.
Honeysuckle withdraws his hand and wraps a strip of cloth around it. Unperturbed he responds "Okay. We shake on it tomorrow. That is when deal is made."He nods with the upmost certainty to himself and then looks to the others to leave.
Features and Abilities: YYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Horns | Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.Goring Rush | Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.Hammering Horns | Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack | At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Danger Sense | When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Magic Awareness | Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.Wild Surge
__________________
I have taken the Oath of Sangus!
Torgrun did like having to draw his own blood for this opaque glasses wearing mustachioed fellow but he knew he must if they wanted to find their mark. "Aye, here's me blood," he said with resignation as he handed the vial to Glanteth for safe keeping until they would return the next day. He wrapped the hand with cloth to stop the bleeding and then turned with the others to leave Izzy to his own devices.
Initiative: +2 |HP: 59/59 |AC:hide armor (12) + Dex (+2) + Shield (+2)16) |Speed: 25 ft |HD: 7/7 Ability Scores: Str: 14(+2), Dex: 15(+2), Con: 14(+2), Int: 12(+1), Wis: 16(+3), Cha: 12(+1) |Saves: Con: +5, Int: +4, Wis: +6 Passive Perception: 16 Passive Investigation: 11 Proficiencies: Animal Handling (+6), Nature (+4), Perception (+6), Survival (+6), Mason's Tools Inspiration: No Languages: Common, Dwarvish, Druidic Abilities:Can see in dim light as if bright light and in darkness as if dim light out to 60 ftDarkvision|Advantage on saves vs poison, poison damage resistanceDwarven Resilience|Battleaxe, handaxe, throwing hammer, warhammer proficiencyDwarven Combat Training|Double proficiency bonus to History checks concerning stonework (even if not proficient)Stonecunning|Increase max hp by 1Dwarven Toughness|Use your action to magically assume the shape of a beast that you have seen before.Wild Shape|As an action expend 1 use of Wild Shape to cast Find Familiar without material components and lasts half druid level in hrs. Wild Companion|Gain ability to converse with beasts and many feySpeech of the Woods|For 1 min create aura 30 ft in diameter. 1) Bear Spirit - grants temp HP = 5+druid lvl for yourself and allies within the aura; 2) Hawk Spirit - use your reaction to grant advantage to ally's attack roll against creature within aura; 3) Unicorn Spirit - when you cast a healing spell, ally's in the aura also regain HP = druid lvlSpirit Totem|Increase Con score by 1 and gain proficiency in Con savesResilient (Con) Feat|Max Cr is now 1/2 and can have swim speedImproved Wild Shape|Any beast or fey summoned or created by a spell that you cast gains two benefits: (1)The creature appears with 2 extra hit points per Hit Die it has; (2) The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.Mighty Summoner Resources: Spirit Totem (1/1 per short or long rest) | Wild Shape (2/2 per short or long rest) Weapons: Quarterstaff +4, 1d6+2 B
Spells Prepared:Wis Mod (+3) + Druid Lvl (+7)10 Spell Attack Bonus:Wis Mod (+3) + Prof Bonus (+3)+6 Spell Save DC:8 + Wis Mod (+3) + Prof Bonus (+3)14 Cantrips: Frostbite | Magic Stone | Guidance 1st Level (4/4): Absorb Elements | Detect Magic (rc) | Entangle (c) | Goodberry 2nd Level (3/3): Pass Without Trace (c) | Summon Beast (c) 3rd Level (3/3): Conjure Animals (c) | Dispel Magic | Revivify 4th Level (1/1): Polymorph (c)
1 quarterstaff
1 hide armor
1 wooden shield
1 druidic focus (totem)
20 mason's tools
1 shovel
1 iron pot
1 common clothes
1 belt pouch
1 backpack
1 bedroll
1 mess kit
1 tinderbox
10 torches
10 days rations
1 rope, hempen (50 ft)
1 waterskin
1 If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If you issue no commands, the creature defends itself but takes no other actions.figurine of wondrous power - Becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.travail goat
1 gilded acorn worth 200 gp (summon beast spell component)
1 diamond worth 300 gp (revivify spell component)
LVL
CR
RESTRICTIONS
WILD SHAPE FORMS
2
0
No fly or swim speed
Baboon, Badger, Cat, Deer, Giant Fire Beetle, Goat, Hyena, Jackal, Lizard, Rat, Scorpion, Spider, Weasel
2
1/8
No fly or swim speed
Camel, Giant Rat, Giant Weasel, Mastiff, Mule, Pony
2
1/4
No fly or swim speed
Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Centipede, Giant Goat, Giant Lizard, Giant Wolf Spider, Panther, Riding Horse, Swarm of Rats, Wolf
Ape, Black Bear, Crocodile, Giant Sea Horse, Reef Shark, Swarm of Insects, Warhorse
Str
Dex
Con
Int
Wis
Cha
18 (+4)
11 (0)
16 (+3)
4 (-3)
14 (+2)
5 (-3)
AC
11+spell lvl
HP
20 (Air) or 30 (Land and Water)+5 for each spell lvl above 2nd
Speed
30 ft; climb 30 ft (Land only); fly 60ft (Air only); swim 30 ft (Water only)
Senses
darkvision 60 ft, pass perception 12
Languages
understands the languages Torgrun speaks
Prof Bonus
same as Torgrun's
Abilities
Flyby (Air only); Pack Tactics (Land and Water only); Water Breathing (Water only)
Actions
Multiattack: number of attacks = half the spell's level rounded down; Maul: melee weapon attack, spell attack mod to hit, reach 5 ft, 1 target, does 1d8+4+spell lvl piercing damage
The adventurers return to Izim the next day, and the dealer appears true to his word - that is, he holds an aging book in his lap. On a table beside him is what appears to be a large piece of jewelry – a long, delicate, silvery chain with unusually large clasps. Also in the sitting room is an unfamiliar individual, a male halfling, but one of unusual demeanor, lacking the joviality and openness typical of his people. The halfling hunches slightly as he stands beside Izim, and his eyes move furtively about the room, though they often return to the master of the house. Overall, he seems more a goblin, or even a skittish dog, than a member of a civilized people.
“You see that I have the tooome,” says Izim, lightly touching the book in his lap. “You may have use of it for one day, we have agreed. Return with it tomorrow evening,” he says, “and will provide you with the means to capture your quarry.” As he says this last, Izim nods his head slightly toward the jewelry beside him. “But first, the blood. of course.” Izim waits for the party to offer the phials.
The sequence of this got a little funny b/c Rick moved us forward to giving the blood. This post is after the party withdrew the blood, and will now turn over the full phials (or not). Next post tomorrow morning.
Last edited by secretID; Jan 14th, 2022 at 11:18 AM.
Rolen - Warlock (Hexblade) Male Half-Elf
AC 18+2 | HP: 36/36 | Init: +2 | Move: 30ft , PP 16, PI 9 | Status: normal |
Adv Charm, Immune Sleep, if Adv, re-roll lowest d20Elven Accuracy , Dim and Dark as normal, See through Magical DarknessDevil Sight, : 120ft | Spell Slots 1st(LR) 2/2, 3rd(SR) 2/2 For Target: Crit on 19 or 20, +3 damageHexblade Curse(SR) 1/1 | If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cant use it again until you finish a short or long rest. Favored of Gods 1/1 (SR)
Rolen was not exactly happy to give his blood. It had less to do with Izim betraying them and more to do with the bad things that could be done with blood. In truth, Rolen had not a clue about how his blood could be used. However, he heard a number of Ballads and Plays about the evil things done with a portion of a person's blood. Rolen thought, "It seems that we are aligned in our goal to capture Ignisora. He has little incentive to betray us before the capture. After the capture, we will have proven that we are people who he would want to cross."
Rolen is interested in the Halfling that Izim has with him today. They have mannerisms unlike any Halfling that Rolen has seen before. More importantly, Rolen remembered a maxim from the famous play - "The Duke and his Servants." The saying went "You can know the true nature of Master by the behavior of his servants." Rolen tried to gain some +6 Insightinsight into the relationship between Halfling and Izim
Rolen used his dagger to cut the back of one of his hands and provide a small amount of blood for Izim. "Take this blood as a token that we will not betray or turn on you."
Applicable Spell/skills to your turn: Resources: Movement: Free action: Action: Bonus action: Reaction: Dice rolls: Inisght on Halfling +6
Rolen Saving Throws Str +0, Dex +2, Con +1 , Int -1, *Wis +6, *Cha +8
__________________
Preferred Pronouns: he/him/his | Posting 11-Mar COVID - expect delays |Location:Eastern US. GMT-5 Oath of Sangus | Shared World (new players welcome) The West Marches
"It now time for Minotaur sacred handshake. I hope you not forget." Honeysuckle places his vial of blood down on a table and draws his swordDeception/Persuassion +2 ready to made the "sacred" pact.
Features and Abilities: YYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Horns | Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.Goring Rush | Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.Hammering Horns | Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack | At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Danger Sense | When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Magic Awareness | Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.Wild Surge
__________________
I have taken the Oath of Sangus!
As the adventurers begin to produce the phials again, the halfling narrows his focus to them alone. Rolen has seen enough of this kind of condition to recognize a thirst for blood, but in any case it shortly becomes completely apparent to the whole party. Honeysuckle opens the skin of his palm once again, and the halfling moves in flash, closing the short distance to the minotaur and grabbing his wrist.
“Ah…ah!” Izim firmly cautions the “halfling,” and the latter stops with its mouth only inches from Honeysuckle’s palm. But the blood drinker’s eyes are not now on Izim, but behind the party. There stands the imposing figure of Birch. How did the big automaton get there, so quickly and without the party noticing? Chagrined, the halfling releases Honeysuckle’s wrist and stands at attention.
“Just the phials, please,” says Izim. “You must content yourselves with my word and rep-u-ta-tion aloooone,” he tells Honeysuckle. “Your ritual carries implications to hyyygiene, and…other health risks.”
“Proceed,” Izim says after a short pause. The halfling glances back at him, then begins a disturbing procedure. In turn, he unstoppers each phial, sniffs at it deeply, then sniffs at the different party members as if he were a dog meeting them for the first time. The implications are clear. Having concluded this process, the halfling then returns to Izim’s side and hands him the phials. Izim puts them in a pouch and hands the book to the halfling, who then passes it to the adventurers.
“I look forward to your return tomorrow e-ve-ning,” Izim says before waiting for the party to leave.
Last edited by secretID; Jan 15th, 2022 at 06:40 PM.
"Don't do anything," the Norseman says low and from the side of his mouth to Rolen. "We'll talk outside." The exchange hopefully concluded, the party finds itself on Izim's doorstep.
"Let's get these books to Brimley," Glanteth announces to the air and begins walking that direction in expectation of being followed. "So... I know that must've seemed weird to everyone, myself included," he says while walking. Turning to Rolen, "especially you - I mean - having been hunting vampires in the town and all. Let's get this done first and save our questions or accusations for when we return the book. I swear, this guy never fails to find new ways to creep me out."
Human (variant) | Cleric of Thor (tempest domain) level 7 HP: 63/63 | AC: 17 / 18 when DW / 19 with shield | Speed: 30' | Passive Perception: 16
Str 16(+3) | Dex 12(+1) | Con 16(+3) | Int 10 (0) | Wis 16(+3) | Cha 14(+2) Saving Throws: Str +3 | Dex +1 | Con +3 | Int 0 | Wis +5* | Cha +4*
Proficiency Bonus: +3 | Melee Attack: +6 | Ranged Attack: +6(javelin) | Spell Attack: +6
Weapons: Frost Brand Scimitar, +6 attk, 1d6+3+1d6 dmg) | War Hammer (+6 attk, 1d8+3 dmg), Javelin (r.30/120, +6attk, 1d6+3 dmg), Items: Frost Brand Languages: Common | Dwarven Trained Skills: Athletics +6, intimidation +5, medicine +6, perception +6, religion +3 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.Heavy Armor Mastery, You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.Dual Wielder,Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.Wrath of the Storm, 1 time per short or long rest 1.) Turn 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. 2.) Destructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.Channel Divinity
Cantrips: Divination Cantrip: Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Concentration up to 1 minute - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the dice before or after making the ability check. The spell then ends.Guidance, Evocation Cantrip: Casting Time: 1 action, Range: Touch, Components: V,M (a firefly or phosphorescent moss), Duration: 1 hour - You touch one object that is no larger than ten feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20-feet. The light can be colored as you like. Completely covering the object with something opaque completely blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.Light, Evocation Cantrip - Casting Time: 1 action, Range: 60 feet, Components: V,S, Duration: Instantaneous - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.Sacred Flame, Necromancy cantrip, Casting Time: 1 action, Range: Touch, Components: V, S, Duration: Instantaneous - 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
1st Level Spells Prepared: 1st Level Evocation - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - A creature you touch regains a number of hit points equal to 1d8 plus 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, 1st-Level Divination - Casting Time: 1 action, Range: Self, Components: V,S, Duration: Concentration up to 10 minutes - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is an object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but 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 Evil and Good, 1st-Level Conjuration - Casting Time: 1 action, Range: 120 feet, Components: V,S, Duration: Concentration up to 1 hour - You create a 20-foot sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.Fog Cloud, 1st-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V, Duration: instantaneous - 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, 1st-Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S,M (holy water or powdered silver and iron, which the spell consumes), Duration: Concentration/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, 1st-Level Evocation - Casting Time: 1 action, Range: Self (15 foot cube), Components: V,S, Duration: Instantaneous - A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunder Wave
2nd Level Spells Prepared: 2nd-Level Evocation - Casting Time: 1 action, Range: Self (60ft long - 10ft wide), Components: V,S,M Duration: 1 minute concentration - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.Gust of Wind, 2nd-Level Abjuration - Casting Time: 1 action, Range: Touch, Components: V,S, 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, 2nd-level evocation, Casting Time: 1 action, Range: 60ft (10ft radius globe), Components: V, S, M (a forked twig), Duration: Instantaneous - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Shatter, 2nd-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V,S, Duration: 1 minute - 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 takes the form of Thor's War Hammer. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.Spiritual Weapon
3rd Level Spells Prepared: 3rd-Level Conjuration - Casting Time: 1 action, Range: 120 feet (60ft radius cylinder), Components: V,S, Duration: 10 minutes concentration - 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 within range 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 under the cloud. 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, 3rd Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S, Duration: Instantaneous - At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.Remove Curse, 3rd Level Necromancy - Casting Time: 1 action, Range: touch, Components: V,S,M (diamonds worth 300gp, which the spell consumes), Duration: Instantaneous - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.Revivify, 3rd Level Conjuration - Casting Time: 1 action, Range: 150 feet (40ft radius cylinder), Components: V,S,M, Duration: 1 minute concentration - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.Sleet Storm, 3rd Level Conjuration - Casting Time: 1 action, Range: self (40ft radius global), Components: V,S,M, Duration: 10 minutes concentration - You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Spirit Guardians
4th Level Spells Prepared: 4th Level Abjuration - Casting Time: 1 action, Range: 60ft, Components: V,S,M, Duration: Concentration/1 minute - You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.Banishment,4rd Level Transmutation - Casting Time: 1 action, Range: 300ft, Components: V,S,M, Duration: 10 minutes concentration - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.Control Water, 4th Level Divination - Casting Time: 1 action (or ritual), Range: self, Components: V,S,M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes), Duration: Instantaneous - Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.Divination, 4rd Level Evocation - Casting Time: 1 action, Range: 300ft (20ft radius cylinder), Components: V,S,M, Duration: Instantaneous - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.Ice Storm
1st Level Spells left: 4/4
2nd Level Spells left: 4/4
3rd Level Spells left: 3/3
4th Level Spells left: 1/1
Thunderous Rebukes: 3/3
Channel Divinity: 2/2
Initiative:
Applicable Status/Skills: H.A.M. , possible Dual Wielder benefits (currently wielding shield for AC 19)
Movement:
Free action:
Action:
Bonus action:
Reaction: Thunderous Rebuke (with Destructive Wrath Enhancement locked and loaded)
Fortunately, the somewhat helpful sage Brimley Walton remains easy to find, at what the party now identifies as his usual table at the Quill. The proudly present him borrowed book, which he receives with some surprise. “Interesting,” he says, before actually reviewing its contents. “I was not suggesting that you actually acquire a copy. And in only a few days…I may ask for the name of your librarian when I am next in need.”
Walton clears a space and carefully opens the tome. “I have not seen a copy in years,” he says, taking his time with each of the early pages. Eventually he remembers the party’s presence. “You had a question,” he remembers aloud. “The instruction book?” he requests, then begins to flip through it as well, eventually becoming engrossed in moving between the tomes and scribbling notes on separate paper.
After several minutes of this, the adventurers take a seat at another table. Then the minutes turn to hours. Party members trickle in and out, tending to various errands, and order multiple rounds to pay the rent on their table. Eventually, all part to head to their respective beds, as even Walton calls it a night. He doesn’t give the adventurers their answers until the next afternoon.
“The ritual,” he begins, “creates a conduit between the caster’s location and one of two others, one on this plane and one in the nine hells. The conduit allows movement in only one direction each time it is cast. The ritual, as designed, is unusual in that the caster chooses neither with which location to connect nor the direction of travel; both of these decisions rest with some other, unidentified, party. One may note that this unusual quality fits with the pedantic nature of the manual.” Walton pauses to allow the listeners to catch up, but doesn’t wait long enough for all of them. “It appears that a more knowledgeable individual gave this book to a subordinate, retaining control of the specifications of each use. Perhaps the superior did not trust the user’s competence, or perhaps this was a security measure – a wise one, apparently.”
"Yikes! I suppose that makes any kind of a surprise attack impossible. I don't care for the idea that one of these locations might be a prison cell, either." Thinking a moment, he decides he has more questions for Brimley. "What if the ritual is performed at one of these two locations? Would it select the other location by default, or simply fail to go anywhere at all? Also, what if this - as of now - unidentified party is dead or unconscious at the time of the casting? What would the spell do then?"
Human (variant) | Cleric of Thor (tempest domain) level 7 HP: 63/63 | AC: 17 / 18 when DW / 19 with shield | Speed: 30' | Passive Perception: 16
Str 16(+3) | Dex 12(+1) | Con 16(+3) | Int 10 (0) | Wis 16(+3) | Cha 14(+2) Saving Throws: Str +3 | Dex +1 | Con +3 | Int 0 | Wis +5* | Cha +4*
Proficiency Bonus: +3 | Melee Attack: +6 | Ranged Attack: +6(javelin) | Spell Attack: +6
Weapons: Frost Brand Scimitar, +6 attk, 1d6+3+1d6 dmg) | War Hammer (+6 attk, 1d8+3 dmg), Javelin (r.30/120, +6attk, 1d6+3 dmg), Items: Frost Brand Languages: Common | Dwarven Trained Skills: Athletics +6, intimidation +5, medicine +6, perception +6, religion +3 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.Heavy Armor Mastery, You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.Dual Wielder,Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.Wrath of the Storm, 1 time per short or long rest 1.) Turn 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. 2.) Destructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.Channel Divinity
Cantrips: Divination Cantrip: Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Concentration up to 1 minute - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the dice before or after making the ability check. The spell then ends.Guidance, Evocation Cantrip: Casting Time: 1 action, Range: Touch, Components: V,M (a firefly or phosphorescent moss), Duration: 1 hour - You touch one object that is no larger than ten feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20-feet. The light can be colored as you like. Completely covering the object with something opaque completely blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.Light, Evocation Cantrip - Casting Time: 1 action, Range: 60 feet, Components: V,S, Duration: Instantaneous - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.Sacred Flame, Necromancy cantrip, Casting Time: 1 action, Range: Touch, Components: V, S, Duration: Instantaneous - 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
1st Level Spells Prepared: 1st Level Evocation - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - A creature you touch regains a number of hit points equal to 1d8 plus 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, 1st-Level Divination - Casting Time: 1 action, Range: Self, Components: V,S, Duration: Concentration up to 10 minutes - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is an object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but 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 Evil and Good, 1st-Level Conjuration - Casting Time: 1 action, Range: 120 feet, Components: V,S, Duration: Concentration up to 1 hour - You create a 20-foot sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.Fog Cloud, 1st-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V, Duration: instantaneous - 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, 1st-Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S,M (holy water or powdered silver and iron, which the spell consumes), Duration: Concentration/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, 1st-Level Evocation - Casting Time: 1 action, Range: Self (15 foot cube), Components: V,S, Duration: Instantaneous - A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunder Wave
2nd Level Spells Prepared: 2nd-Level Evocation - Casting Time: 1 action, Range: Self (60ft long - 10ft wide), Components: V,S,M Duration: 1 minute concentration - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.Gust of Wind, 2nd-Level Abjuration - Casting Time: 1 action, Range: Touch, Components: V,S, 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, 2nd-level evocation, Casting Time: 1 action, Range: 60ft (10ft radius globe), Components: V, S, M (a forked twig), Duration: Instantaneous - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Shatter, 2nd-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V,S, Duration: 1 minute - 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 takes the form of Thor's War Hammer. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.Spiritual Weapon
3rd Level Spells Prepared: 3rd-Level Conjuration - Casting Time: 1 action, Range: 120 feet (60ft radius cylinder), Components: V,S, Duration: 10 minutes concentration - 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 within range 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 under the cloud. 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, 3rd Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S, Duration: Instantaneous - At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.Remove Curse, 3rd Level Necromancy - Casting Time: 1 action, Range: touch, Components: V,S,M (diamonds worth 300gp, which the spell consumes), Duration: Instantaneous - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.Revivify, 3rd Level Conjuration - Casting Time: 1 action, Range: 150 feet (40ft radius cylinder), Components: V,S,M, Duration: 1 minute concentration - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.Sleet Storm, 3rd Level Conjuration - Casting Time: 1 action, Range: self (40ft radius global), Components: V,S,M, Duration: 10 minutes concentration - You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Spirit Guardians
4th Level Spells Prepared: 4th Level Abjuration - Casting Time: 1 action, Range: 60ft, Components: V,S,M, Duration: Concentration/1 minute - You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.Banishment,4rd Level Transmutation - Casting Time: 1 action, Range: 300ft, Components: V,S,M, Duration: 10 minutes concentration - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.Control Water, 4th Level Divination - Casting Time: 1 action (or ritual), Range: self, Components: V,S,M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes), Duration: Instantaneous - Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.Divination, 4rd Level Evocation - Casting Time: 1 action, Range: 300ft (20ft radius cylinder), Components: V,S,M, Duration: Instantaneous - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.Ice Storm
1st Level Spells left: 4/4
2nd Level Spells left: 4/4
3rd Level Spells left: 3/3
4th Level Spells left: 1/1
Thunderous Rebukes: 3/3
Channel Divinity: 2/2
Initiative:
Applicable Status/Skills: H.A.M. , possible Dual Wielder benefits (currently wielding shield for AC 19)
Movement:
Free action:
Action:
Bonus action:
Reaction: Thunderous Rebuke (with Destructive Wrath Enhancement locked and loaded)
Torgrun tried to follow along. He was pretty smart at least for dwarf standards, but he was not versed in these arcane rituals that Brimley spoke of. He wanted to hear the answers to Glanteth's questions, but he also had a few of his own, to clarify in his mind exactly so that he knew exactly what it was he was getting himself into. "Aye, so ya say that the ritual can go in either direction, and we ain't got no control of it eh? So we performs this ritual and instead a going to that other place, wherever that other place is, somethin' maybe like a big ugly devil from that other place could be summoned to where we be? Any idea who or what this other unidentified party that be controllin' everythin' could be, from what ya can find in the book?"
Initiative: +2 |HP: 59/59 |AC:hide armor (12) + Dex (+2) + Shield (+2)16) |Speed: 25 ft |HD: 7/7 Ability Scores: Str: 14(+2), Dex: 15(+2), Con: 14(+2), Int: 12(+1), Wis: 16(+3), Cha: 12(+1) |Saves: Con: +5, Int: +4, Wis: +6 Passive Perception: 16 Passive Investigation: 11 Proficiencies: Animal Handling (+6), Nature (+4), Perception (+6), Survival (+6), Mason's Tools Inspiration: No Languages: Common, Dwarvish, Druidic Abilities:Can see in dim light as if bright light and in darkness as if dim light out to 60 ftDarkvision|Advantage on saves vs poison, poison damage resistanceDwarven Resilience|Battleaxe, handaxe, throwing hammer, warhammer proficiencyDwarven Combat Training|Double proficiency bonus to History checks concerning stonework (even if not proficient)Stonecunning|Increase max hp by 1Dwarven Toughness|Use your action to magically assume the shape of a beast that you have seen before.Wild Shape|As an action expend 1 use of Wild Shape to cast Find Familiar without material components and lasts half druid level in hrs. Wild Companion|Gain ability to converse with beasts and many feySpeech of the Woods|For 1 min create aura 30 ft in diameter. 1) Bear Spirit - grants temp HP = 5+druid lvl for yourself and allies within the aura; 2) Hawk Spirit - use your reaction to grant advantage to ally's attack roll against creature within aura; 3) Unicorn Spirit - when you cast a healing spell, ally's in the aura also regain HP = druid lvlSpirit Totem|Increase Con score by 1 and gain proficiency in Con savesResilient (Con) Feat|Max Cr is now 1/2 and can have swim speedImproved Wild Shape|Any beast or fey summoned or created by a spell that you cast gains two benefits: (1)The creature appears with 2 extra hit points per Hit Die it has; (2) The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.Mighty Summoner Resources: Spirit Totem (1/1 per short or long rest) | Wild Shape (2/2 per short or long rest) Weapons: Quarterstaff +4, 1d6+2 B
Spells Prepared:Wis Mod (+3) + Druid Lvl (+7)10 Spell Attack Bonus:Wis Mod (+3) + Prof Bonus (+3)+6 Spell Save DC:8 + Wis Mod (+3) + Prof Bonus (+3)14 Cantrips: Frostbite | Magic Stone | Guidance 1st Level (4/4): Absorb Elements | Detect Magic (rc) | Entangle (c) | Goodberry 2nd Level (3/3): Pass Without Trace (c) | Summon Beast (c) 3rd Level (3/3): Conjure Animals (c) | Dispel Magic | Revivify 4th Level (1/1): Polymorph (c)
1 quarterstaff
1 hide armor
1 wooden shield
1 druidic focus (totem)
20 mason's tools
1 shovel
1 iron pot
1 common clothes
1 belt pouch
1 backpack
1 bedroll
1 mess kit
1 tinderbox
10 torches
10 days rations
1 rope, hempen (50 ft)
1 waterskin
1 If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If you issue no commands, the creature defends itself but takes no other actions.figurine of wondrous power - Becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.travail goat
1 gilded acorn worth 200 gp (summon beast spell component)
1 diamond worth 300 gp (revivify spell component)
LVL
CR
RESTRICTIONS
WILD SHAPE FORMS
2
0
No fly or swim speed
Baboon, Badger, Cat, Deer, Giant Fire Beetle, Goat, Hyena, Jackal, Lizard, Rat, Scorpion, Spider, Weasel
2
1/8
No fly or swim speed
Camel, Giant Rat, Giant Weasel, Mastiff, Mule, Pony
2
1/4
No fly or swim speed
Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Centipede, Giant Goat, Giant Lizard, Giant Wolf Spider, Panther, Riding Horse, Swarm of Rats, Wolf
Ape, Black Bear, Crocodile, Giant Sea Horse, Reef Shark, Swarm of Insects, Warhorse
Str
Dex
Con
Int
Wis
Cha
18 (+4)
11 (0)
16 (+3)
4 (-3)
14 (+2)
5 (-3)
AC
11+spell lvl
HP
20 (Air) or 30 (Land and Water)+5 for each spell lvl above 2nd
Speed
30 ft; climb 30 ft (Land only); fly 60ft (Air only); swim 30 ft (Water only)
Senses
darkvision 60 ft, pass perception 12
Languages
understands the languages Torgrun speaks
Prof Bonus
same as Torgrun's
Abilities
Flyby (Air only); Pack Tactics (Land and Water only); Water Breathing (Water only)
Actions
Multiattack: number of attacks = half the spell's level rounded down; Maul: melee weapon attack, spell attack mod to hit, reach 5 ft, 1 target, does 1d8+4+spell lvl piercing damage
So we performs this ritual and instead a going to that other place, wherever that other place is, somethin' maybe like a big ugly devil from that other place could be summoned to where we be?
"Well, yes," Walton confirms, "as originally de - "
Also, what if this - as of now - unidentified party is dead or unconscious at the time of the casting? What would the spell do then? What if the ritual is performed at one of these two locations? Would it select the other location by default, or simply fail to go anywhere at all?
"As originally designed, the ritual is dependent upon this other individual's consent...their consent, and more; they need to take some action on their side. In the second circumstance you mention, this individual would choose whether to allow the ritual to function.
"But I should finish my first thoughts," Walton says. "I have described to you the ritual as originally designed. I believe that Elurik can help us control both the location and the direction. If you know what you prefer to do, I can make the necessary changes for you."
Any idea who or what this other unidentified party that be controllin' everythin' could be, from what ya can find in the book?
Ooh - ooh - ooh! The Norseman is thinking, almost bouncing in his seat and barely stopping himself from raising his hand like a good pupil until he takes a couple deep, calming breaths. "That would be greatly appreciated, Archmage Walton. I'm sure you understand that we'd need two versions: one to get us to the nine hells and another to get us back again. Is this something you could sketch out for us in a few hours time?"
Glanteth leans back in his chair and sighs, "You don't owe us anything, and a man of your standing and expertise rarely offers such efforts for free. At the moment, our purses are disappointingly flat as well. The treatise on the planes is only on loan..." The Viking strokes his beard as he thinks. "Our trip to the nine hells may offer certain opportunities. I know that devils summoned here melt away with death, but there they do not. Are there any parts of certain devils that you might wish for as a rare spell component or alchemical ingredient? We can guarantee little, but I would hate to leave behind something you might value out of ignorance. If we're unable to meet our debt to you in such a way, rest assured that it's a debt we'll nonetheless take seriously. The presence of the book - while only a loan - must display some sense of our ability to procure rare items at need."
Human (variant) | Cleric of Thor (tempest domain) level 7 HP: 63/63 | AC: 17 / 18 when DW / 19 with shield | Speed: 30' | Passive Perception: 16
Str 16(+3) | Dex 12(+1) | Con 16(+3) | Int 10 (0) | Wis 16(+3) | Cha 14(+2) Saving Throws: Str +3 | Dex +1 | Con +3 | Int 0 | Wis +5* | Cha +4*
Proficiency Bonus: +3 | Melee Attack: +6 | Ranged Attack: +6(javelin) | Spell Attack: +6
Weapons: Frost Brand Scimitar, +6 attk, 1d6+3+1d6 dmg) | War Hammer (+6 attk, 1d8+3 dmg), Javelin (r.30/120, +6attk, 1d6+3 dmg), Items: Frost Brand Languages: Common | Dwarven Trained Skills: Athletics +6, intimidation +5, medicine +6, perception +6, religion +3 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.Heavy Armor Mastery, You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.Dual Wielder,Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.Wrath of the Storm, 1 time per short or long rest 1.) Turn 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. 2.) Destructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.Channel Divinity
Cantrips: Divination Cantrip: Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Concentration up to 1 minute - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the dice before or after making the ability check. The spell then ends.Guidance, Evocation Cantrip: Casting Time: 1 action, Range: Touch, Components: V,M (a firefly or phosphorescent moss), Duration: 1 hour - You touch one object that is no larger than ten feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20-feet. The light can be colored as you like. Completely covering the object with something opaque completely blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.Light, Evocation Cantrip - Casting Time: 1 action, Range: 60 feet, Components: V,S, Duration: Instantaneous - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.Sacred Flame, Necromancy cantrip, Casting Time: 1 action, Range: Touch, Components: V, S, Duration: Instantaneous - 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
1st Level Spells Prepared: 1st Level Evocation - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - A creature you touch regains a number of hit points equal to 1d8 plus 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, 1st-Level Divination - Casting Time: 1 action, Range: Self, Components: V,S, Duration: Concentration up to 10 minutes - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is an object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but 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 Evil and Good, 1st-Level Conjuration - Casting Time: 1 action, Range: 120 feet, Components: V,S, Duration: Concentration up to 1 hour - You create a 20-foot sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.Fog Cloud, 1st-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V, Duration: instantaneous - 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, 1st-Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S,M (holy water or powdered silver and iron, which the spell consumes), Duration: Concentration/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, 1st-Level Evocation - Casting Time: 1 action, Range: Self (15 foot cube), Components: V,S, Duration: Instantaneous - A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunder Wave
2nd Level Spells Prepared: 2nd-Level Evocation - Casting Time: 1 action, Range: Self (60ft long - 10ft wide), Components: V,S,M Duration: 1 minute concentration - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.Gust of Wind, 2nd-Level Abjuration - Casting Time: 1 action, Range: Touch, Components: V,S, 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, 2nd-level evocation, Casting Time: 1 action, Range: 60ft (10ft radius globe), Components: V, S, M (a forked twig), Duration: Instantaneous - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Shatter, 2nd-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V,S, Duration: 1 minute - 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 takes the form of Thor's War Hammer. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.Spiritual Weapon
3rd Level Spells Prepared: 3rd-Level Conjuration - Casting Time: 1 action, Range: 120 feet (60ft radius cylinder), Components: V,S, Duration: 10 minutes concentration - 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 within range 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 under the cloud. 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, 3rd Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S, Duration: Instantaneous - At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.Remove Curse, 3rd Level Necromancy - Casting Time: 1 action, Range: touch, Components: V,S,M (diamonds worth 300gp, which the spell consumes), Duration: Instantaneous - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.Revivify, 3rd Level Conjuration - Casting Time: 1 action, Range: 150 feet (40ft radius cylinder), Components: V,S,M, Duration: 1 minute concentration - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.Sleet Storm, 3rd Level Conjuration - Casting Time: 1 action, Range: self (40ft radius global), Components: V,S,M, Duration: 10 minutes concentration - You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Spirit Guardians
4th Level Spells Prepared: 4th Level Abjuration - Casting Time: 1 action, Range: 60ft, Components: V,S,M, Duration: Concentration/1 minute - You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.Banishment,4rd Level Transmutation - Casting Time: 1 action, Range: 300ft, Components: V,S,M, Duration: 10 minutes concentration - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.Control Water, 4th Level Divination - Casting Time: 1 action (or ritual), Range: self, Components: V,S,M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes), Duration: Instantaneous - Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.Divination, 4rd Level Evocation - Casting Time: 1 action, Range: 300ft (20ft radius cylinder), Components: V,S,M, Duration: Instantaneous - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.Ice Storm
1st Level Spells left: 4/4
2nd Level Spells left: 4/4
3rd Level Spells left: 3/3
4th Level Spells left: 1/1
Thunderous Rebukes: 3/3
Channel Divinity: 2/2
Initiative:
Applicable Status/Skills: H.A.M. , possible Dual Wielder benefits (currently wielding shield for AC 19)
Movement:
Free action:
Action:
Bonus action:
Reaction: Thunderous Rebuke (with Destructive Wrath Enhancement locked and loaded)