The song Halas played, reminded Beth of better days. Days when she didn’t have to travel to keep herself fed and ahead of anyone that was pursuing her. She shooke her head to clear the dark memories from her mind. At least she could relax slightly knowing she was nowhere near her old home, but there were new dangers in Barovia that she needed to watch out for, besides the Dire Wolves.
She settled into the pace as they resumed their walk along the river. She fell more towards the back than she would have liked but it was the speed she could maintain with the bite to her leg. The sun did not get brighter, nor did the clouds clear. Beth made a mental note that if she saw anything useful in the flora she needed to grab it. This place was not welcoming in anyway and if they were to continue to survive then any medicinal plants they came across needed to be collected.
AS the high and narrow bridge was pointed out, she agreed with Jhorn, ‘I am as well. I wouldn’t be alive if you had chosen the other route.”
A wide dry spot in the river bed was selected for camp. The walking had not been overly strenuous but to her leg it felt like they had walked twice as far. She settled on the ground and began to change the bandage on her leg and replaced the dirty one with a clean one. Beth then washed the old one in the river and set it to dry next to the cooking fire.
“I don’t mind taking part in the watch rotation,” Beth offered as the topic was starting to be discussed among the others while camp was made and the stew was started. “I mean as long as it doesn’t disrupt whatever flow you already have.”
Wanderer: Excellent memory for maps and terrain. Can find food and fresh water for myself and up to five people each day.
Darkvision 60'
Eerie token: As a bonus action once per long rest, create a token from one of your nails/teeth/locks of hair. Until you finish a long rest, use them in one of two ways:
* Telepathic Message: A an action, speak 25 words telepathically to the holder of the token (within 10 miles).
* Remote Viewing: As an action, enter a trance for one minute (or shorter). See and hear through the token, while remaining blinded and deafened to own surroundings. At the end of the trance, the token is destroyed.
Hex magic: Once per long rest, cast Disguise Self or Hex, using wisdom.
Martial arts: Use Dex rather than Str when attacking with a monk weapon; may deal d4 damage with it. When you attack, make an unarmed attack as a bonus action.
Ki: Pool of three points, replenishes on short rest. May be spent on:
* Flurry of blows: as a bonus action, make two unarmed attacks after taking the Attack action.
* Patient Defense: as a bonus action, Dodge
* Step of the Wind: as a bonus action, Dash or Disengage. Your jumping distance is doubled.
Deflect Missiles: When hit by a ranged weapon, decrease the damage by d10+Dex+lvl. If damage is reduced to zero, catch the projectile. You may then spend 1 ki point to throw it back (Dex+prof to hit, counts as Monk weapon)
Radiant Sun Bolt: When using the Attack action, you may make a ranged spell attack (using Dex+prof) to attack a target within 30'. This attack deals d4+Dex radiant damage (increases with level). As a bonus action, spend 1 Ki to make an additional attack. When you gain the Extra Attack feature, you may use this feature for both attacks.
Slow Fall: As a reaction, reduce falling damage by 5*[lvl].
Wanderer: Excellent memory for maps and terrain. Can find food and fresh water for myself and up to five people each day.
Darkvision 60'
Eerie token: As a bonus action once per long rest, create a token from one of your nails/teeth/locks of hair. Until you finish a long rest, use them in one of two ways:
* Telepathic Message: A an action, speak 25 words telepathically to the holder of the token (within 10 miles).
* Remote Viewing: As an action, enter a trance for one minute (or shorter). See and hear through the token, while remaining blinded and deafened to own surroundings. At the end of the trance, the token is destroyed.
Hex magic: Once per long rest, cast Disguise Self or Hex, using wisdom.
Martial arts: Use Dex rather than Str when attacking with a monk weapon; may deal d4 damage with it. When you attack, make an unarmed attack as a bonus action.
Ki: Pool of three points, replenishes on short rest. May be spent on:
* Flurry of blows: as a bonus action, make two unarmed attacks after taking the Attack action.
* Patient Defense: as a bonus action, Dodge
* Step of the Wind: as a bonus action, Dash or Disengage. Your jumping distance is doubled.
Deflect Missiles: When hit by a ranged weapon, decrease the damage by d10+Dex+lvl. If damage is reduced to zero, catch the projectile. You may then spend 1 ki point to throw it back (Dex+prof to hit, counts as Monk weapon)
Radiant Sun Bolt: When using the Attack action, you may make a ranged spell attack (using Dex+prof) to attack a target within 30'. This attack deals d4+Dex radiant damage (increases with level). As a bonus action, spend 1 Ki to make an additional attack. When you gain the Extra Attack feature, you may use this feature for both attacks.
Slow Fall: As a reaction, reduce falling damage by 5*[lvl].
Features and Abilities: You have proficiency with the longsword, shortsword, shortbow, and longbow.Elf Weapon Training | Your base walking speed increases to 35 feet.Fleet of Foot | You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.Mask of the Wild | Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Darkvision | You have advantage on saving throws against being charmed, and magic can't put you to sleep.Fey Ancestry | Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.Trance | When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.Researcher | As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.Divine Domain: Turn Undead | Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.Divine Domain: Path of the Grave | At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.Eyes of the Grave | At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.Circle of Morality | While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.Item: Periapt of Wound Closure
Spells: Cantrips: This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object. Mending Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw..Sacred Flame, You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance, Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Word of Radience, Casting Time: 1 bonus action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Cleric
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying (Domain) Lv1: Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.Cure Wounds, Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.Healing Word, Casting Time: 1 action
Range: 30 feet
Components: V S M (A sprinkling of holy water)
Duration: Up to 1 minute
Classes: Cleric, Paladin
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless, Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection from Evil and Good, Casting Time: 1 action
Range: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic, You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no Effect if the target is Undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their Effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, Ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no Actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can affect one additional creature for each slot level above 1st. The Creatures must be within 30 feet of each other when you target them.Command, Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bane (Domain), Casting Time: 1 action
Range: Self
Components: V S M (A small amount of alcohol or distilled spirits)
Duration: 1 hour
Classes: Sorcerer, Wizard
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.Flase Life (Domain) Lv2:Casting Time: 1 bonus action
Range: 60 feet
Components: V S
Duration: 1 minute
Classes: Cleric
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.Spiritual Weapon, Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.Gentle Repose (Domain), Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.Ray of Enfeeblement (Domain)
AC: 10 | HP: 11
Stats: Str 14 (+2), Dex 20 (+0), Con 13 (+1), Int 2 (-4), Wis 10 (+0), Cha 5 (+0) Hooves (attack) +2 to hit, 1d4+2 The mule is considered to be a Large animal for the purpose of determining its carrying capacityBeast of Burden | The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.Sure-footed
__________________
I have taken the Oath of Sangus!
Last edited by Azure Nokori; Sep 17th, 2022 at 04:01 AM.
The “Goat trail” as it had been identified, had been no more than series of narrow ledges that they all had to balance on with a sheer drop before them that made it all the more terrifying on the decent. Beth could hear cursing and braying from the mules when they shifted too much, rocks skittering down the cliff side. She dared not to take her eyes off the ledge infront of her, lest she frighten herself from the height or become too worried about the other groups ahead and behind.
Marybeth had been paired with the siblings, she had hardly spoken to them beyond having her leg looked at, and to rely on their skills to help get her down. Though she weighed nearly nothing compared to Jhorn or Mara, she at least had good sense in placing her feet that kept the three of them slipping to their deaths. The Sorceress silently prayed to her Patron that her soul would not be stuck in this place should she parish. If anything she wished to haunt the town that had pushed her out all those years ago and torment the people and their families that had despised her.
Reaching the bottom she quickly untied the rope she shared with the siblings and sat down to massage her injured leg. “I just need a few minutes to stretch this out. Nothing long. I would like to keep going until we find some place else to camp for the night” Beth voiced her opinion. She hoped their destination was too much farther. At least not through another gorge like this one. They might not be as lucky if they had to do another decent like that again.
Features and Abilities: You have proficiency with the longsword, shortsword, shortbow, and longbow.Elf Weapon Training | Your base walking speed increases to 35 feet.Fleet of Foot | You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.Mask of the Wild | Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Darkvision | You have advantage on saving throws against being charmed, and magic can't put you to sleep.Fey Ancestry | Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.Trance | When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.Researcher | As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.Divine Domain: Turn Undead | Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.Divine Domain: Path of the Grave | At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.Eyes of the Grave | At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.Circle of Morality | While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.Item: Periapt of Wound Closure
Spells: Cantrips: This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object. Mending Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw..Sacred Flame, You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance, Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Word of Radience, Casting Time: 1 bonus action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Cleric
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying (Domain) Lv1: Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.Cure Wounds, Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.Healing Word, Casting Time: 1 action
Range: 30 feet
Components: V S M (A sprinkling of holy water)
Duration: Up to 1 minute
Classes: Cleric, Paladin
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless, Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection from Evil and Good, Casting Time: 1 action
Range: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic, You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no Effect if the target is Undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their Effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, Ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no Actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can affect one additional creature for each slot level above 1st. The Creatures must be within 30 feet of each other when you target them.Command, Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bane (Domain), Casting Time: 1 action
Range: Self
Components: V S M (A small amount of alcohol or distilled spirits)
Duration: 1 hour
Classes: Sorcerer, Wizard
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.Flase Life (Domain) Lv2:Casting Time: 1 bonus action
Range: 60 feet
Components: V S
Duration: 1 minute
Classes: Cleric
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.Spiritual Weapon, Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.Gentle Repose (Domain), Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.Ray of Enfeeblement (Domain)
AC: 10 | HP: 11
Stats: Str 14 (+2), Dex 20 (+0), Con 13 (+1), Int 2 (-4), Wis 10 (+0), Cha 5 (+0) Hooves (attack) +2 to hit, 1d4+2 The mule is considered to be a Large animal for the purpose of determining its carrying capacityBeast of Burden | The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.Sure-footed
__________________
I have taken the Oath of Sangus!
Last edited by Azure Nokori; Sep 18th, 2022 at 09:41 PM.
Wanderer: Excellent memory for maps and terrain. Can find food and fresh water for myself and up to five people each day.
Darkvision 60'
Eerie token: As a bonus action once per long rest, create a token from one of your nails/teeth/locks of hair. Until you finish a long rest, use them in one of two ways:
* Telepathic Message: A an action, speak 25 words telepathically to the holder of the token (within 10 miles).
* Remote Viewing: As an action, enter a trance for one minute (or shorter). See and hear through the token, while remaining blinded and deafened to own surroundings. At the end of the trance, the token is destroyed.
Hex magic: Once per long rest, cast Disguise Self or Hex, using wisdom.
Martial arts: Use Dex rather than Str when attacking with a monk weapon; may deal d4 damage with it. When you attack, make an unarmed attack as a bonus action.
Ki: Pool of three points, replenishes on short rest. May be spent on:
* Flurry of blows: as a bonus action, make two unarmed attacks after taking the Attack action.
* Patient Defense: as a bonus action, Dodge
* Step of the Wind: as a bonus action, Dash or Disengage. Your jumping distance is doubled.
Deflect Missiles: When hit by a ranged weapon, decrease the damage by d10+Dex+lvl. If damage is reduced to zero, catch the projectile. You may then spend 1 ki point to throw it back (Dex+prof to hit, counts as Monk weapon)
Radiant Sun Bolt: When using the Attack action, you may make a ranged spell attack (using Dex+prof) to attack a target within 30'. This attack deals d4+Dex radiant damage (increases with level). As a bonus action, spend 1 Ki to make an additional attack. When you gain the Extra Attack feature, you may use this feature for both attacks.
Slow Fall: As a reaction, reduce falling damage by 5*[lvl].