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, Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous (see below)
You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.
Investiture (UA). You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.Ceremony, 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
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I have taken the Oath of Sangus!
Last edited by Azure Nokori; Nov 16th, 2022 at 04:41 AM.
Initiative: Action: Grab crossbow Free Action: Drop from tree. Move Action: Run towards Halas grouping Reaction: Conditions: OOC:
Aender GhostWalker 4th-Lvl Forest Gnome Rogue (Arcane Trickster) | Height: 3'5", Weight: 40 lbs. Stats:STR: 8 (-1) | DEX: 18 (+4) | CON: 14 (+2) | INT: 16 (+3) | WIS: 12 (+1) | CHA: 8 (-1) | AC: 15 HP: 8/37 | Initiative: +4 | Passive Perception: 15 Weapons:+6 to hit, 1d6+4/1D6 P, finesse, lightShortsword Dual Wield, +6 to hit, 1d4+4 P, finesse, light, thrownDagger, +6 to hit, 1D6+4 range, light, Hand Crossbow Skills: Acrobatics +6, Athletics +1, Deception +1, Perception +5, Sleight of Hand +6, Stealth +7, Magic Items:While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.Cloak of Elvenkind, You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
You can use an Action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used this way again until the next dawn.Dagger of Venom, Racial Traits:You can see in darkness (shades of gray) up to 60 ft.Darkvision, You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Gnome Cunning, You know the minor illusion cantrip. INT is your spellcasting ability for it.Natural Illusionist, You can communicate simple ideas with Small or smaller beasts.Speak with Small Beasts, Rogue Features:You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.False Identity, LightArmor Proficiencies, Simple weapons, hand crossbows, longswords, rapiers, shortswordsWeapon Proficiencies, Disguise Kit, Forgery Kit, Thieves' Tools, Tool Proficiencies, Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.Expertise, Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.Song of Rest, At 3rd level, choose two of your skill proficiencies (Stealth & Perception). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.Expertise, Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.Sneak Attack, You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.Cunning Action, You can cast known wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4).Spellcasting, When you cast mage hand, you can make the spectral hand invisible, stow or retrieve objects, or use thieves’ tools to pick locks and disarm traps at range. You can disguise this with a Sleight of Hand check, and you can use the bonus action granted by your Cunning Action to control the hand.Mage Hand Legerdemain,
Cantrips Known:Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: 1 round Source: SCAG, pg. 142
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).Booming Blade, Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: Instantaneous Source: SCAG, pg. 142
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).Green Flame Blade, Casting Time: 1 action Range/Area: 30ft. Components: V, S Duration: 1 minute Source: PHB, pg. 256
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand, Casting Time: 1 action Range/Area: 30ft./5ft. Components: S, M(a bit of fleece) Duration: 1 minute Source: PHB, pg. 260
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.Minor Illusion,
1st-Level Spells Known:Casting Time: 1 action Range/Area: Self Components: V, S Duration: 1 hour Source: PHB, pg. 233 You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self, Casting Time: 1 hour Range/Area: 10ft. Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous Source: PHB, pg. 240 You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar, Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.Silent Image, Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute Attack/Save: WIS 13 Source: PHB, pg. 280 A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.Tasha's Hideous Laughter,
Beth was pleased that her spell hit, but it didn’t seem to make much impact on the two wolves. She called on her necklace again and threw another fire mote at the second wolf.
She was too busy to focusing on the southern pack to pay much attention to what was happening to Polly, Mara and Jhorn.
Then the ground near her started to shake as the old dead tree started to move.
Initiative: 15 Movement: stay out of way of Trent and being stepped on. Free action: Action: Firebolt at 2nd wolf in southern pack
Str 8(-1) | Dex 14(+2) | Con 14(+2) | Int 9 (-1) | Wis 10(+0) | Cha 18(+4) Saving Throws: Str -1 | Dex +2 | Con +4* | Int -1 | Wis +2* | Cha +6* Proficiency Bonus: +2 Skills: Acrobatics +2, Arcana +1, Deception +4, Insight +2, Intimidation +4, Medicine +2, Persuasion +4, Performance +4, Religion +1, Sleight of Hand +2, Stealth +2, (athletics, history, nature -1), (animal handling, perception, survival +0) Languages:Common, Undercommon, Abyssal Shadow Sorcerer Abilities:Starting at 1st level you have darkvision up to 120ft. At 3rd level you learn the Darkness spell, which does not count against your spells known. In addition it can be cast by spending 2 sorcery points or a spell slot. If using sorcery points you can see through the darkness created by this spell. Eyes of the Dark| Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hp, you can make a Charisma saving throw (DC 5+damage taken). On a success, you instead drop to 1 hp. You can’t use this feature if you are reduced to 0 hp by radiant damage or a critical hit. After the saving throw succeeds, you cannot use this feature again until after completing a long rest. Strength of the Grave|
Cantrips: Casting Time: 1 action Range: 120ft Components: V,S Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Chill Touch, Casting Time: 1 action Range: 120ft Components: V,S Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Fire Bolt, Casting Time: 1 action Range: 60ft Components: V,S Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range.The target must make a constitution saving throw. On a failed save, the target takes 1d6 cold damage, and has disadvantage on the next weapon attack it makes before the end of its next turn. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Frostbite,
Casting Time: 1 action Range: 120ft Components: V,S, M (short piece of copper wire) Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target hears the message and can reply in a whisper that only can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings. Message, Casting Time: 1 action Range: 60ft Components: V,S Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Ray of Frost
Level 1: Casting Time: 1 action Range: 120ft Components: V,S Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 +1d6 damage. Choose one of the d8s. The number rolled on the that die determines the attack’s damage type, as shown on the tablet. ((I will always chose the 1st d8 to keep this simple.))Chaos Bolt, Casting Time: 1 action Range: self (15ft cube) Components: V,S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15ft cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10ft away from you. On a successful save, the creature takes half damage and isn’t pushed back.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10ft away by the spell’s effect, and the spell emits a thunderous boom audible out to 300ft.
When you cast this spell using a slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st level.Thunderwave, Casting Time: 1 action Range: Touch Components: V,S, M (a piece of cured leather) Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13+ its dexterity modifier. The spell ends if the target dons armor or it you dismiss the spell as an action.Mage Armor, Slots Available: 3/4
Mara's whirling attacks with her halberd caused the already singed DW3dire wolf to yelp, stumble, and then retreat as blood fanned up into the air. The ferocious warrioress maintained enough control to hold her departing attack on the fleeing beast as it Polly may use her reaction on an OA to finish DW3 if she wishescrawled past Polly, leaving an opening in the line that the massive werewolf leapt into - where it was another OA for Marabrutally introduced to the Half-Orc's cleaving halberd. With the rock shelf on their left, the wolves seem to be stacked in a queue, waiting their chance to attack I need your AC to match in your stat block and CS - get your stat block updated pleaseJhorn. Jhorn swings at the first beast in line and his 9 damageaxe bites into DW2the beast's shoulder, only seeming to antagonize its killing frenzy. Polly's thrust with her staff seemed to connect withDW7 - DW6 is her righthand opponent a dire wolf's windpipe, causing it to emit a choked yelp. patient defense consumes the bonus attack (as does the martial arts skill that allows for a 2nd attack) as well as a Ki point. I have her in patient defense.That was all she could do, as she found herself once again attempting to dodge some answering bite attacks. Barry I moved Barry on Tableplop the 35ft, then saw he was moved back about halfway. ?maybe the full move put him out of spell range?ran to the west before fumbling his magical bastard sword swipe, attacking empty air as the werewolf leapt forward but landed a 7 damagedamaging beam of radiance that seemed to startle the creature as it moved into Mara's halberd range. After dropping his crossbow, Aender dropped himself a couple branches before allowing himself to hit the ground. He managed to retrieve the weapon from the roiling earth where the tree was uprooting itself before I charged Aender 10ft of movement to drop from the tree and retrieve weapon, then moved him 15ft westrunning several paces to the west, ending at the bottom of the only place he has a chance of ascending the rock shelfthe climbable channelNot really, but I'm hoping he will begin doing so in the future. This gives Mara advantage on her OA.He barely remembers in time to direct his familiar to help against the werewolf. Halas successfully levels his bardic magic at the werewolf. Just as the monstrosity leaps into Mara's cleaving halberd strike, disoriented by Barry's radiant beam from the heavens, but still with claws set to rend, the bard's spell 11 damage + the creature has already leapt into Mara's range for an OA, then back out. She doesn't get a 2nd reaction this turn, but Polly can choose the OA on him instead of DW3penetrates its simple brain and it turns and flees instead of attacking her. The second DW4 - previously awaiting its chance to attack Jhorn.dire wolf in line immediately fills the opening left by the packleader, apparently a slow learner. Marybeth Quinn fires her spell past the treant and into one of the approaching dire wolves, barely doing more than singing its fur - definitely not slowing it. It's then that I took the liberty of rolling a knowledge check for her in the secret thread.she realizes that this is no treant, but a tree blight.
Ismark and Ireena both loose arrows at the lead dire wolf running the top of the shelf towards them, but all shots are deflected by the foliage. The Tree Blight left behind a no longer the dead tree depicted on the map, but an area of difficult terrain nonethelesstwenty-foot diameter crater of soft earth as it moved into the melee. You can feel the party's collective sigh of relief while joining into it as you realize the creature is attacking the wolves. The winding roots that seem to make up its right leg suddenly whip out and around the wolf to Polly's left, dragging it quickly back to a jagged maw that bites the beast in half, both pieces dropping messily to the ground among a shower of blood and viscera.
The southwestern grouping: Shocked at the animation of the tree blight, as well as the retreat of their alpha, most of them run past the thing to join the werewolf and then follow his lead. DW10The wolf trapped inside Halas's entangled area attempts ineffectually to break free, and DW11one of its packmates cuts too close to the tree blight, for 12taking a swipe from a branch across its flanks as it it just replaced the position of the wolf that was bitten in halfcomes at Polly with a bite that misses. The other wolf next to the monk - shocked at the fate of its packmate - bites so distractedly that the Hexborn doesn't even need to dodge the missed attack. The one filling in the space of the retreating werewolf lunges at Mara, 13 damagehitting her with another bleeding bite. The massive werewolf seems to collect itself and rush back in, frustrated to find its opening filled by a packmate.
The two wolves running the upper shelf come in at Ismark simultaneously. One misses its bite as the baron pulls his leg aside in time, but the other lands a hard bite that spits his mail on the side and he cries out. He's not the only one to cry out. "Halas!" comes Ireena's desperate plea. "Help us!"
Don't forget about Aender's familiar offering advantage to someone's attack roll. Note: You need to say you're using it before rolling. You're not allowed to miss and then decide retroactively that you're the one using it. There's also Mara with an inspiration & Polly, Jhorn, Mara, Aender under effects of Bless. Also, if Hex is concentration then I need to CON saves from Polly to maintain.
Last edited by Wretched Rick; Nov 23rd, 2022 at 12:31 PM.
Aender cast a glance back and saw the tree attacking the dire wolves and was shocked. It was the first time something from this land was not trying to kill them instead the tree seemed to dislike the wolves more, perhaps they urinated on him one too many times. Whatever the case it gave him a chance to try and get to Halas to offer aid to the small group up there. still he had to climb and as evidenced int eh past it was not always a simple task.
Thankfully this time seemed to be an exception and he managed to scramble up relatively easily. Still it took all his effort to do so leaving him unable to do much else to aid his companions.
Initiative: Action: Climbing to get to Halas
Dice Roll:
1D20+6
(15)+6
Total = 21
Free Action: Have familiar continue to press for advantage to companion, using flyby. Move Action: Run towards Halas grouping Reaction: Conditions: OOC:
Aender GhostWalker 4th-Lvl Forest Gnome Rogue (Arcane Trickster) | Height: 3'5", Weight: 40 lbs. Stats:STR: 8 (-1) | DEX: 18 (+4) | CON: 14 (+2) | INT: 16 (+3) | WIS: 12 (+1) | CHA: 8 (-1) | AC: 15 HP: 8/37 | Initiative: +4 | Passive Perception: 15 Weapons:+6 to hit, 1d6+4/1D6 P, finesse, lightShortsword Dual Wield, +6 to hit, 1d4+4 P, finesse, light, thrownDagger, +6 to hit, 1D6+4 range, light, Hand Crossbow Skills: Acrobatics +6, Athletics +1, Deception +1, Perception +5, Sleight of Hand +6, Stealth +7, Magic Items:While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.Cloak of Elvenkind, You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
You can use an Action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used this way again until the next dawn.Dagger of Venom, Racial Traits:You can see in darkness (shades of gray) up to 60 ft.Darkvision, You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Gnome Cunning, You know the minor illusion cantrip. INT is your spellcasting ability for it.Natural Illusionist, You can communicate simple ideas with Small or smaller beasts.Speak with Small Beasts, Rogue Features:You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.False Identity, LightArmor Proficiencies, Simple weapons, hand crossbows, longswords, rapiers, shortswordsWeapon Proficiencies, Disguise Kit, Forgery Kit, Thieves' Tools, Tool Proficiencies, Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.Expertise, Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.Song of Rest, At 3rd level, choose two of your skill proficiencies (Stealth & Perception). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.Expertise, Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.Sneak Attack, You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.Cunning Action, You can cast known wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4).Spellcasting, When you cast mage hand, you can make the spectral hand invisible, stow or retrieve objects, or use thieves’ tools to pick locks and disarm traps at range. You can disguise this with a Sleight of Hand check, and you can use the bonus action granted by your Cunning Action to control the hand.Mage Hand Legerdemain,
Cantrips Known:Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: 1 round Source: SCAG, pg. 142
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).Booming Blade, Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: Instantaneous Source: SCAG, pg. 142
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).Green Flame Blade, Casting Time: 1 action Range/Area: 30ft. Components: V, S Duration: 1 minute Source: PHB, pg. 256
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand, Casting Time: 1 action Range/Area: 30ft./5ft. Components: S, M(a bit of fleece) Duration: 1 minute Source: PHB, pg. 260
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.Minor Illusion,
1st-Level Spells Known:Casting Time: 1 action Range/Area: Self Components: V, S Duration: 1 hour Source: PHB, pg. 233 You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self, Casting Time: 1 hour Range/Area: 10ft. Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous Source: PHB, pg. 240 You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar, Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.Silent Image, Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute Attack/Save: WIS 13 Source: PHB, pg. 280 A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.Tasha's Hideous Laughter,
"Halas! Help us!" Ireena yelled toward the bard. Dropping his crossbow, he pulled his shortsword from its sheath and ran to stand beside the beset Ismark. A bit closer to the massive beasts only made the halfling feel smaller than he normally did. Glancing at his tiny sword, a new thought pierced the battle haze. Making some gestures with his free hand which caused his fingers to bend at odd angles, Halas pulled a new spell out of his repertoire as to yet unused in Barovia. He intoned words of magic and three identical copies of himself appeared next to Isamark making four Halases for the wolves to choose from. Valor was one thing...staying alive was still on top of the halfling's list.
Mara has Bardic Inspiration
Initiative: 16 Movement: per table plop, next to Ismark Action: Cast 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.Mirror Image Bonus Action: Reaction: Free Action: Draw shortsword / drop crossbow Conditions: Bardic Inspiration to Mara; Entangle between Jhorn and tree to his southwest Rolls:
Halas Fogbarrel 4th-Lvl Lightfoot Halfling College of Whispers Bard | 2'11", 37 lbs. HP: 25/25 | AC: 14 | Speed: 25' | Init: +3 | Spell DC: 14 | Luck: 12 Stats:STR: 8 (-1) | DEX: 16 (+3) | CON: 10 (0) | INT: 10 (0) | WIS: 14 (+2) | CHA: 18 (+4) Weapons:+5 to hit, 1d6+3 P, finesse, lightShortsword, +5 to hit, 1d4+3 P, finesse, light, thrown, 20/60Dagger, +5 to hit, 1d6+3 P, Ammunition, Light, Loading, 30/120Hand Crossbow Features:When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.Lucky, You have advantage on saving throws against being frightened.Brave, You can move through the space of any creature that is of a size larger than yours.Nimble, You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.Naturally Stealthy, You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Criminal Contact, LightArmor Proficiencies, Simple weapons, hand crossbows, longswords, rapiers, shortswordsWeapon Proficiencies, Pan Flute, Lute, Drums, Thieves' Tools, Gaming Set: DominoesTool Proficiencies, You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Bardic Inspiration, Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.Jack of All Trades, Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.Song of Rest, At 3rd level, choose two of your skill proficiencies (Stealth & Deception). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.Expertise, When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.Psychic Blades, At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.Words of Terror
Instrument of the Bards - Fochlucan Bandore An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Fochlucan bandore Uncommon 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.Entangle, 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.Faerie Fire, Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.Shillelagh, 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.Speak with Animals, 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.fly, 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.invisibility, 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) Duration: Concentration, up to 10 minutes
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.levitate, 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, 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
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).Vicious Mockery, 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 10 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 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, Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.Mage Hand
1st-Level Spells Known:1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.Tasha's Hideous Laughter, 1st-level enchantment Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.Heroism, 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Dissonant Whispers, 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.Charm Person
2nd-Level Spells Known:2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.Detect Thoughts, 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 illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.Mirror Image
Barry could hear Ireena's call for help and cast a spell to toast the wolf harrying Ismark.
His attention came back to the fray Infront of him and he called Kallemvor's bastard sword to come to Polly's aid.
...
...
.... ....
"Whaaaaaat?!" with all of the chaos happening around him, Barry had spared little time to look back. And there, right behind him, was a massive dang tree! Moving! Stomping forward. He gave it a nervous side ways glances as it chomped down on a wolf. He cautiously moved forward, hoping not to get in the creature's way .
Movement: 15ft north. 5ft west.
Action: Sacred Flame the Wolf 8. DEX DC14 Save or
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, Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous (see below)
You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.
Investiture (UA). You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.Ceremony, 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
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I have taken the Oath of Sangus!
Last edited by Azure Nokori; Nov 21st, 2022 at 09:33 PM.
The southern fragment of the pack retreated as the Tree blight moved forward. Beth took the chance to relocate herself and try to give support to Jhorn, Mara and Polly whom seemed to be taking the brunt of the fight.
She loaded her crossbow again and took aim at another one of the smaller wolves. She didn’t have a great shot at the leader and didn’t want to risk getting too close.
Initiative: 15 Movement: Move east 25 ft to get a shot at the DW by the green dot (familiar) Free action: Action: Crossbow at DW flanking Werewolf.
Str 8(-1) | Dex 14(+2) | Con 14(+2) | Int 9 (-1) | Wis 10(+0) | Cha 18(+4) Saving Throws: Str -1 | Dex +2 | Con +4* | Int -1 | Wis +2* | Cha +6* Proficiency Bonus: +2 Skills: Acrobatics +2, Arcana +1, Deception +4, Insight +2, Intimidation +4, Medicine +2, Persuasion +4, Performance +4, Religion +1, Sleight of Hand +2, Stealth +2, (athletics, history, nature -1), (animal handling, perception, survival +0) Languages:Common, Undercommon, Abyssal Shadow Sorcerer Abilities:Starting at 1st level you have darkvision up to 120ft. At 3rd level you learn the Darkness spell, which does not count against your spells known. In addition it can be cast by spending 2 sorcery points or a spell slot. If using sorcery points you can see through the darkness created by this spell. Eyes of the Dark| Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hp, you can make a Charisma saving throw (DC 5+damage taken). On a success, you instead drop to 1 hp. You can’t use this feature if you are reduced to 0 hp by radiant damage or a critical hit. After the saving throw succeeds, you cannot use this feature again until after completing a long rest. Strength of the Grave|
Cantrips: Casting Time: 1 action Range: 120ft Components: V,S Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Chill Touch, Casting Time: 1 action Range: 120ft Components: V,S Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Fire Bolt, Casting Time: 1 action Range: 60ft Components: V,S Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range.The target must make a constitution saving throw. On a failed save, the target takes 1d6 cold damage, and has disadvantage on the next weapon attack it makes before the end of its next turn. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Frostbite,
Casting Time: 1 action Range: 120ft Components: V,S, M (short piece of copper wire) Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target hears the message and can reply in a whisper that only can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings. Message, Casting Time: 1 action Range: 60ft Components: V,S Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Ray of Frost
Level 1: Casting Time: 1 action Range: 120ft Components: V,S Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 +1d6 damage. Choose one of the d8s. The number rolled on the that die determines the attack’s damage type, as shown on the tablet. ((I will always chose the 1st d8 to keep this simple.))Chaos Bolt, Casting Time: 1 action Range: self (15ft cube) Components: V,S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15ft cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10ft away from you. On a successful save, the creature takes half damage and isn’t pushed back.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10ft away by the spell’s effect, and the spell emits a thunderous boom audible out to 300ft.
When you cast this spell using a slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st level.Thunderwave, Casting Time: 1 action Range: Touch Components: V,S, M (a piece of cured leather) Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13+ its dexterity modifier. The spell ends if the target dons armor or it you dismiss the spell as an action.Mage Armor, Slots Available: 3/4
Mara isn’t even certain what happens as the giant werewolf leaps towards her, and her slashing halberd, Last Turn OA on Werewolf w/advantage, 27 to hit, 9 damagefeeling the axe-head connect even as the creature tries to run away. Satisfaction at a well-timed attack is broken as she hears Ireena’s pleas, almost turning towards them before another wolf catches her with her guard down. A growl escapes the warrior’s lips as she pries it off her with the haft of the halberd and throws it back, BA - Second Wind - 12 hplucky that the wound is not worse.
”Protect them,” she calls to barely noticed companions behind her as she waves a free hand towards the nobleman and his sister. She seems to be almost purposefully ignorant of the killer tree behind her, but with a killer werewolf in front of her, Mara is simply choosing her battles.
Quickly she turns her focus to the wolf next to Jhorn, both in hopes of putting another down, but also preventing any more from circling around. The halberd spins around to deliver Attack DW2, 12 to hit, missa vicious upward strike with the spike on the back of the axe, only to find air as the creature unexpectedly lunges at her companion.
Reaction: PAM - Halberd attack against enemy entering Mara’s reach (10 feet), or leaving.
Move:
Interaction:
Mara Blackwood Chaotic Good | Half orc | Fighter (Champion) 4 Armor Class: 18 | Hit Points: 23/36 | Speed: 30 ft | Luck Points: 15 Str 16 | Dex 10 | Con 15 | Int 10 | Wis 10 | Cha 14 Saving throws: Str +5 | Dex 0 | Con +4 | Int 0 | Wis 0 | Cha +2 Skills: Athletics +5 | History +2 | Insight +2 | Intimidation +3 | Performance +4 | Drum Weapons: +1 to attack and damage rolls+1 Halberd, +6 to hit, 1d10+4, Reach, Magical | Longbow, +2 to hit, 1d8, 150/600 | Handaxe, +5 to hit, 1d6+3, 20/60 Darkvision: 60 ft. | Passive Perception: 10 Features: Add one weapon damage die to a critical hit. See also Improved Critical subclass featureSavage Attacks | When dropped to zero hp and not killed outright, drop to 1 hp instead, once per long rest.Relentless Endurance | Can find lodging in exchange for performances.By Popular Demand | Fighting Style: Reroll 1's or 2's when rolling damage for a two-handed or versatile melee weapon. Must use new rolls.Great Weapon Fighting | Bonus Action - Heal 1d10+Fighter Level, once per restSecond Wind 0/1 | Take an extra action on your turn, once per rest.Action Surge 0/1 | Score a critical hit on a 19 or 20. See also Savage Attacks racial feature.Improved Critical |
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Jhorn smiles with grim satisfaction as the blade of his gruesome axe sinks into the wolf's shoulder, causing it to yelp in pain. He sees Mara hacking away next to him, and blood flying from her work. Out of the corner of his eye he can see Polly who looks to be seriously wounded and doing her best to avoid the blows of the wolves attacking her. He can hear a heavy thudding approaching from behind, and he grits his teeth as he expects the worst - only to discover an animated tree of all things, attacking the wolves!
This place is insane! he thinks to himself, as he renews his attack on the DW2dire wolf he is engaged with. However, his distraction at the enormous walking tree causes him to completely flub his next blow, almost burying the blade into the dirt with his downward blow.
Move: Standing his ground. Action: Attack with silver battle axe.
Dice Roll:
1d20+5
(1)+5
Total = 6
1d8+5
(5)+5
Total = 10
Dice Attack roll bonus due to Bless:
1d4
1
Reaction: If it looks like he's about to get his butt kicked, Shield! Bonus Action: Object Interaction: Effects: Hidden from Divination magic. Advantage on saving throws vs spells/magical effects, spell attacks vs him at disadvantage.
Spells: (DC 12, +4 spell attack bonus)((1) 3/3) (0): Chill Touch. Light. (1): Absorb Elements. Burning Hands. Protection from Good and Evil. Shield.
Observant (Feat): Can read lips if he knows language and can see a person's mouth. +5 passive Investigation and Perception checks. Fighting Style (Dueling): +2 melee damage if wielding weapon with one hand and no other weapons. Second Wind: As bonus action, heal 1D10+3 HP. Recovers after short/long rest. Action Surge: Can make additional action during that round, in addition to bonus actions. Recovers after short/long rest. Weapon Bond: Cannot be disarmed while wielding a bonded weapon. Can summon weapon to his hand as a bonus action if it is on the same plane of existence. Skilled (4th level Feat): Gains proficiency in Insight, Intimidation, Religion.
Special Equipment: Currently wears an attuned Amulet of Proof against Detection and Location. Spell Guard Shield +1 strapped on his left arm.
__________________
02/26/2023 - New hours and position at work, might be a bit slower than before until I get used to it.
Last edited by Grouchy; Nov 23rd, 2022 at 12:42 AM.
Opportunity attack vs DW3; 26 to hit, 7 damagePolly's staff lashed out towards the fleeing wolf, which, instinctually, snapped its jaw at the length of wood. Which was exactly what Polly had been waiting for- the hateful bite put the wolf's neck at an awkward angle- and one swift kick from the Hexblood made the angle even more awkward. Without making a sound, save its body impacting against the ground, the wolf lay dead. The monk allowed herself a smug little grin, before some ominous sound caught her attention.
Hearing the creaking of wood come ever closer behind her, Polly spared a moment between deflecting two sets of jaws to look over her shoulder. 'Is that tree walking,' she said, nonplussed. 'Cegilune's warty nose, I swear, this place...' Fighting off several wolves at once left little time in the monk's mind for considerations of fear or awe- this was reality now, and she had to be practical in dealing with it.
The first thing which registered in Polly's mind was that there was a werewolf and its pack in front of her. The second thing was that there was a wolf-murdering tree crawling closer behind her. The final thought in the Hexblood's considerations was that she was about to become to sandwiched between the two. 'To Cegilune's cabin with that,' Polly muttered, her voice a mix of frustration and alarm. She performed a feint at the wolves with her staff, Step of the Wind (disengage)then jumped back gracefully, kicking up dirt to dissuade the wolves from following. 'How about we let the tree be the punching bag for a while?' she muttered, avoiding the tree's wicked branches before rounding Mara, Barry and Jhorn. Seeing one wolf stubbornly refusing to get hit by either Mara or Jhorn, Polly lunged at the wolf, Attack DW2; 22 to hit, 5 damagetrying to spear the beast with her staff. It would've been a lethal blow, but unfortunately the nimble wolf moved slightly, causing Polly's weapon to find muscle rather than joint or windpipe. Nonetheless, the monk allowed herself a little smile at the wolf's pain. 'Yeah, how do you like being ganged up on for a change,' she challenged the wolf, hoping the animal would at least understand the spite in her voice.
Dice Concentration:
d20+3
(9)+3
Total = 12
Dice Blessed bonus:
d4
4
Dice Attack of Opportunity vs DW3:
d20+6
(16)+6
Total = 22
Dice Hashtag Blessed:
d4
4
Dice Bludgeoning damage:
d8+4
(3)+4
Total = 7
Dice Attack DW2:
d20+6
(12)+6
Total = 18
Dice Bless Bonus:
d4
4
Dice Bludgeoning damage:
d8+4
(1)+4
Total = 5
Action: Attack DW2 Movement: SE-SE-E-NE-N (25') Bonus action: Step of the Wind (disengage) Reaction: Opportunity attack Ongoing effects: Hex on the alpha wolf (disadvantage on Str checks).
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 two additional attacks. 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].
Aender scrambled up the chute, crossbow still in hand. He ignores Lucian's offered hand at the top - having used a handful of exposed roots instead - and pops off a shot, hitting the DW9dire wolf to Ismark's left in a 10 damagesensitive spot, eliciting a satisfying yelp. Halas created some illusory images of himself before stepping in beside Ismark, hoping to take some of the heat of his employer. Barry hit the same wolf as Aender with a 2 damageminor radiant burst, then managed to direct his spiritual bastard sword to 12 damagesome effect against DW11a wolf southwest of the hybrid. Both Jhorn and Marybeth's attacks are clean misses. Mara steps up to the plate and 9 dmg to the hybrid and a missbunts. Polly brought down DW3a fleeing wolf for good, then moved to back Jhorn by DW2 takes 5 damprodding past him with her staff. Ismark manages to land a pair of DW8 takes 17effective slashes on one of the wolves facing him, but Ireena chokes her bowshot. DW11The wolf that had been clubbed by the tree blight by running to close dodges a couple more attacks from the thing, described abovethen takes the surprise chop from Barry's Broadsword. opens self to OAIt turns to flee its position and has its spine shattered by a clubbing attack from the walking tree.
DW10The beast that had been trapped by Halas' spell manages to tear itself free, ploughing through the low-hanging branches to keep its distance from the blight and ending north of the hybrid. DW12,13,14,15The others from its grouping are now far ahead, running the rock shelf towards Ismark and Halas. Jhorn's opponent manages to grab his axe arm in its mouth, the pressure of 13 damagethe bite nearly breaking the bones beneath. Just as DW6, now engaged with Barrythe farthest western wolf darts past Mara and the tree blight to go after Barry, the massive hybrid crosses into the same zone with a great bounding leap, it's claws flashing and missing. The other dire wolf - DW4previously engaged with the Half-Orc - sneaks 11 more damageanother nasty bite past her guard. Back atop the rock shelf, DW9the wounded wolf to Ismark's left misses its bite attempt. DW8The one to his right seems to ignore Halas and his multiple new images until it perceives him as a threat, instead hits for 8going after Ismark as well.
Mara has an OA on DW6 as it runs by her OR the hybrid as it enters her halberd range mid-leap. Jhorn has advantage on next attack vs DW2 due to Aender's familiar helping. There's also Polly, Jhorn, Mara, Aender under effects of Bless.
Last edited by Wretched Rick; Nov 25th, 2022 at 01:06 AM.
Aender draws his magical dagger in his free hand as he moves forward in an effort to get to the wolf nearest Ismark's side. Shouting to Lucian as he moved "Try and find some cover or something Lucian, something to get out of their reach."
Whispering arcane words he casts one of his few offensive spells as he strikes out with his dagger hoping its magical nature helps his blade find purchase and do enough to if not kill the beast cause it to think twice about continuing its assault. He has to admit to himself a sense of satisfaction as he feels his blade sink into the beasts side a gush of its hot blood flashing back against his hand as he let the blade rest the briefest of moments before yanking it free to leave the wound bleeding freely. As he yanked teh blade free the wolf became enshrouded in a field of energy.
The werewolfs arrival gave Aender an idea nad he sent a mental note to his familiar to flank it to try and give Barry some advantage against the beast.
Aender GhostWalker 4th-Lvl Forest Gnome Rogue (Arcane Trickster) | Height: 3'5", Weight: 40 lbs. Stats:STR: 8 (-1) | DEX: 18 (+4) | CON: 14 (+2) | INT: 16 (+3) | WIS: 12 (+1) | CHA: 8 (-1) | AC: 15 HP: 8/37 | Initiative: +4 | Passive Perception: 15 Weapons:+6 to hit, 1d6+4/1D6 P, finesse, lightShortsword Dual Wield, +6 to hit, 1d4+4 P, finesse, light, thrownDagger, +6 to hit, 1D6+4 range, light, Hand Crossbow Skills: Acrobatics +6, Athletics +1, Deception +1, Perception +5, Sleight of Hand +6, Stealth +7, Magic Items:While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.Cloak of Elvenkind, You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
You can use an Action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used this way again until the next dawn.Dagger of Venom, Racial Traits:You can see in darkness (shades of gray) up to 60 ft.Darkvision, You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Gnome Cunning, You know the minor illusion cantrip. INT is your spellcasting ability for it.Natural Illusionist, You can communicate simple ideas with Small or smaller beasts.Speak with Small Beasts, Rogue Features:You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.False Identity, LightArmor Proficiencies, Simple weapons, hand crossbows, longswords, rapiers, shortswordsWeapon Proficiencies, Disguise Kit, Forgery Kit, Thieves' Tools, Tool Proficiencies, Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.Expertise, Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.Song of Rest, At 3rd level, choose two of your skill proficiencies (Stealth & Perception). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.Expertise, Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.Sneak Attack, You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.Cunning Action, You can cast known wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4).Spellcasting, When you cast mage hand, you can make the spectral hand invisible, stow or retrieve objects, or use thieves’ tools to pick locks and disarm traps at range. You can disguise this with a Sleight of Hand check, and you can use the bonus action granted by your Cunning Action to control the hand.Mage Hand Legerdemain,
Cantrips Known:Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: 1 round Source: SCAG, pg. 142
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).Booming Blade, Casting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: Instantaneous Source: SCAG, pg. 142
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).Green Flame Blade, Casting Time: 1 action Range/Area: 30ft. Components: V, S Duration: 1 minute Source: PHB, pg. 256
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand, Casting Time: 1 action Range/Area: 30ft./5ft. Components: S, M(a bit of fleece) Duration: 1 minute Source: PHB, pg. 260
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.Minor Illusion,
1st-Level Spells Known:Casting Time: 1 action Range/Area: Self Components: V, S Duration: 1 hour Source: PHB, pg. 233 You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self, Casting Time: 1 hour Range/Area: 10ft. Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous Source: PHB, pg. 240 You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar, Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.Silent Image, Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute Attack/Save: WIS 13 Source: PHB, pg. 280 A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.Tasha's Hideous Laughter,
Frustrated with the wolf's penchant for evading her and her friend's attack, Attack DW2
26 to hit
12 damagePolly lets out a primal scream and brings her staff down on the wolf, hitting it square on the head with none of her usual elegance. She heads an anguished yelp and a crack, of which she isn't certain whether it comes from her staff or the wolf's skull. Then the wolf sinks to the ground, and Polly grins. Defintely the skull, then. Her grin quickly faded, however- there were plenty of wolves left, and then there was the werewolf- and the living tree, as if they didn't have enough problems.
But this was not the time for thinking. There were still wolves between her and the werewolf, and the monk suspected the other animals wouldn't back down until their leader was dead. So, time to make a path for herself. Her hand falling to her belt, Polly quickly produced one of the small black metal knives hanging from it- much smaller than a dagger, and shaped similar to a leaf. Polly had been taught how to use the tiny weapons back during her time with the Dreaming Blossom- she just didn't like them very much. Too fidgety by far. Still, needs must, Polly thought as she threw the small knife in the air, catching it between her thumb and the knuckles of her index finger. In one quick motion she drew back her hand to her ear, Attack DW4 with a dart
Attack 28, 8 damagethen launched the projectile at the remaining wolves. 'Fetch!' she called out to them. Polly was quite certain the tiny blade wouldn't do much good- but perhaps it would cause the wolf to flinch, giving Mara the opening she needed...
Dice Staff attack vs DW2:
d20+6
(17)+6
Total = 23
Dice Hashtag Blessed:
d4
3
Dice Bludgeoning damage:
d8+4
(8)+4
Total = 12
Dice Dart attack vs DW4:
d20+6
(18)+6
Total = 24
Dice Hashtag Blessed:
d4
4
Dice Bludgeoning damage:
d4+4
(4)+4
Total = 8
Damage is piercing, but still, good roll!
Action: Attack DW2 (26 to hit, 12 damage) Movement: Bonus action: Throw dart (martial arts) at Wolf 4 Reaction: Ongoing effects: Hex on the alpha wolf (disadvantage on Str checks).
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 two additional attacks. 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].