The trek had not been long yet, but the adventurers decided it would be a good idea to spend the night in Verdant Haven, and stock up on any supplies they needed. Aaric also noted, that spending the night here would put them on a good cadence to reach regular stopping spots along the way, as they continued their path down the Trade Winds Thoroughfare. The Green Bough Inn provided an easy stopping point, bound to be filled with other travelers, such that the adventures would not draw any undue attention to themselves, which might come up in any of the more remote lodgings that the locals would prefer to use.
In addition to providing rest and food, The Green Bough also provided entertainment, for those who wished to partake. Dart and Dice games were aplenty, in addition to entertainment from local musicians and bards. There was also plenty of shopping and relaxation in the local vicinity for those who wished to spend time away from the Inn.
The other Paladin slipped out of the tavern to follow Kerwin to the Botanical Garden. The Gardens were a site to behold, housing plants from many regions of the empire that were not native to the region. Many of them Kerwin recognized as potent ingredients in potions, poisons, and salves. Although they were not taking the same path, both were approached by an old gardener, who noticed how they stood out from among the normal visitors to the grounds. "I've misplaced my spectacles in these Marigolds," he had asked Gillindan. It didn't take the Paladin long to find he glasses, though he could imagine if you were looking for them while half blind, it would have been a challenge. "Oh, thank you!" said the old gardener, and gave Gallindan a small pouch of specialized tea extract as a thank you.
Kerwin was later approached by the same old gardener and asked, "One of my students made a mistake in this patch, can you spot the calibrachoa from the petunias?" The two followers looked very similar, but Kerwin knew the difference between the two flowers, by spotting the minute differences in their flowers, petals, and growth patterns. Identifying plants was something he had to become very adept at in his arts of alchemy, and this seemed like a rather rudimentary problem. "Well done!" the Gardener explained. And, like Gallindan, Kerwin was given a small pouch of tea extract as a reward.
This small bag of tea extract smells of rosemary and ginger. It may be used to make one cup of tea, with a flavor that most would find repugnant. The tea itself though, has amazing healing qualities, and can completely restore the health of the drinker over a short rest.
Later that evening, the travelers found themselves all grouped together at one table, relaying the events of the evening. Isabella had a wonderful new traveling dress, green in color, with many pockets that could hold all kinds of small bobbles and trinkets they might find along the way. Daybreak looked rather frazzled from the experience, not enjoying all of the social interaction. She had done her job though, keeping an eye on the young woman, and making sure she didn't get into trouble.
Aaric had been chatting up the traveling merchants at the tavern, and had received some news. "I talked to a few merchants who have come from Bluemoon. We actually might have some problems. I had heard rumors about the Grakobian and Zarahenian City States having a conflict, and it seems those were true. They have armies skirmishing along a few sections of The Trade Winds Thoroughfare that separate their regions. They are trying to let merchants through without harassment since both heavily depend on trade, but sometimes you can get caught in the crossfire. We might want to consider going around that region, either to the north or the south. Either way will be a delay though, and may not be that safe. Ultimately, it's your call. Keep the path, and keep our eyes open, or try to avoid the region. What do you think?"
Oren appreciates Aaric's reconnaissance work. It was a much better use of time than tossing dice, he thinks, patting his purse that is now a few coins lighter.
"I don't know these lands, nor the dangers they pose to a small group like ours. It seems though like we have a better chance learning something about this Cloak of Aramok among civilized folk rather than skulking through the wilds. Perhaps they're even part of the conflict."
He muses, "I wonder if we couldn't pass as merchants, or even performers? Either way it probably wouldn't do to be pegged as an adventurer in the middle of two warring factions looking to tip the scales." Glancing at each of his companions he finishes, "Something is telling me to seek out the Trade Winds Thoroughfare and not risk a delay. What do you think?"
Last edited by mountainbound; Mar 4th, 2024 at 11:17 PM.
Her foul mood faded as the day wore on into evening, and Adelaide found herself enjoying a drink while listening to the others recount their adventures with their free time. It seemed as though most of them had enjoyed a good day, aside from Oren who had been spectacularly unlucky with the dice. Her own games had gone well, and she found herself rewarded with an intriguing new weapon. The gnome traveller had been kind enough to explain that it wasn’t a regular dart, and even how to use it. While it might only be useful once she looked forward to putting it to use on their journey.
”A sound idea, I think,” she uttered as she considered Oren’s response to Aaric’s information. Her order focused a great deal on the well-being of the natural world, but armoured knights weren’t likely skulking about in the wilds. She looked to Gallindan, curious to see which way her master would come down on the idea.
Rolls Action: Reaction: Opportunity Attack if Available Bonus: Haste Action: Move: Interaction: Concentration:
Adelaide Darkdraft | Lawful Good | Human | Paladin 7 (Oath of the Ancients) Armor Class: 19 | Hit Points: 60/60 | Speed: 30 | Proficiency Bonus +3 Ability Scores: Str 16/+3 | Dex 8/-1 | Con 14/+2 | Int 8/-1 | Wis 12/+1 | Cha 16/+3 With +3 from Aura of ProtectionSaving throws: Str +6 | Dex +2 | Con +5 | Int +2 | Wis +7 | Cha +9 Skills: Athletics +6 | Insight +4 | Intimidation +6 | Nature +2 | Persuasion +6 Passive Perception: 11 | Languages: Common, Dwarven, Goblin, Elvish Longsword: +6, 1d8+5 | Javelin: +6, 1d6+5, 30/120 | Splint Armour: AC 17 | Shield: AC +2 |
Dagger x 2
Bullseye Lantern (filled and lit) x 2
Steel Mirror x 2
10 foot pole x 2
Hempen Rope (50 feet, coiled) x 2
Sack x 2
2 Mastiffs x 2
Bag of 100 gp x 1
10 gems worth 100 gp each x 2
Portable Ram x 1
10x10x10 pit x 1
Robe of Useful Items | This dart looks like a mundane dart, with a gold band in the center. When thrown, and the command word 'Catch This' is uttered, the dart acts like a level 1 magic missile spell, with all 3 darts hitting the same target. After it is used once, the magic is lost, and it becomes a mundane dart permanently. (This effect may be used as a free action, not requiring an action or bonus action to throw the dart or invoke its magic)Dart of Magic Missile Relevant Skills/Feats: Fighting Style: Dueling | Divine Sense | Divine Health | Divine Smite | Lay on Hands: 35/35 | Channel Divinity: 1/1 | Extra Attack | 10ft radius, +3 to all saving throwsAura of Protection | 10ft radius, resistance to damage from spellsAura of Warding |
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Slasher Spell Slots: 4/4, 3/3 | Spell Save DC: 14 | Spell Attack Bonus: +6 | Spells Prepared: 6 Oath Spells: Ensnaring Strike, Speak with Animals, Moonbeam, Misty Step Spells: Compelled Duel, Protection from Good and Evil, Thunderous Smite, Lesser Restoration, Protection from Poison, Find Steed
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Originality is the fine art of remembering what you hear but forgetting where you heard it. - Laurence J. Peter
[tt]Herbal Tea[/tt] This small bag of tea extract smells of rosemary and ginger. It may be used to make one cup of tea, with a flavor that most would find repugnant. The tea itself though, has amazing healing qualities, and can completely restore the health of the drinker over a short rest.[/tt]
Cantrips Known:Enchantment cantrip Casting Time: 1 action Range: Self Components: S, M (a small amount of makeup applied to the face as this spell is cast) Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.Friends, Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, Evocation cantrip Casting Time: 1 action Range: 60 feet 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 it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Frostbite, Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Prestidigitation
1st-Level Spells Known:1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.Unseen Servant, 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour
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, 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missile, 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.Sleep, 1st-level abjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.Alarm, 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.Catapult, 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield, 1st-level evocation Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.Tasha's Caustic Brew
2nd-Level Spell 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 transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.Rope Trick, 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, 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.Arcane Lock
3rd-Level Spells Known:3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Leomund's Tiny Hut, 3rd-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.Enemies Abound, 3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.Counterspell, 3rd-level transmutation
Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.Haste, 3rd-lvl abjuration Casting Time: 1 minute Range: 10 feet Target: A 10-foot-radius, 20-foot-tall cylinder centered on a point on the ground that you can see within range Components: V S M (Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 hour for each slot level above 3rd.Magic Circle, 3rd-level evocation Casting Time: 1 action Range: Self Components: V, S, M (niter, sulfur, and pine tar formed into a bead) Duration: Concentration, up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.Melf's Minute Meteors
4th-Level Spells Known:4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) Duration: Concentration, up to 1 hour
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.
Aberrant Spirit Medium aberration Armor Class: 11 + the level of the spell (natural armor) Hit Points: 40 + 10 for each spell level above 4th Speed: 30 ft., fly 30 ft. (hover) (Beholderkin only)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
15 (+2)
16 (+3)
10 (+0)
6 (−2)
Damage Immunities: psychic Senses: darkvision 60 ft., passive Perception 10 Languages: Deep Speech, understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point. Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated. Actions Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn. Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage. Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damageSummon Abberation
Features:Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Alert, Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.Transmutation Savant, Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.Minor Alchemy, Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.Transmuter's Stone, You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.Arcane Recovery
Gallindan thought for a long moment. He would quite enjoy "skulking in the woods." But speed mattered. And Kerwin's cart had to get where they were going one way or another. It would be impossible to hide it, so why not use it as an advantage? "That makes sense to me, Kerwin. And merchants would be fools not to hire a guard or two. Lies that are close to the truth are the strongest."
"I thought you were probably going to say something like that," Aaric said with a smile. "Just wanted to make sure you understood the situation. But, if we are going to play the part of Merchants.... well, I took the liberty of making it authentic. I bought several rolls of fabric made of unique hemp and linen variants that grow here. Should fetch a good return price for them in Bluemoon!"
Daybreak gave Aaric an ugly stare. "So, we are paying you so that we can be your 'armed guards'? Seems a little backward to me." Daybreak was convinced that every transaction in this town was about merchants trying to take advantage of everyone else, a notion reinforced by how much Isabella seemed to be willing to pay for some silly trinkets and shawls.
Aaric gave a nonchalant shrug. "Just making the most of the situation." He wasn't offended, and offered an apologetic grin.
Lux, invisible, perched on Oren's shoulder, "He is a genius! Why didn't we think of that?" As a general rule of thumb, Lux and Daybreak had opposite opinions about everything.
A week later, the travelers, laden down with heavy fabric, continued their trek across the Trade Winds Thoroughfare. The travel so far had been swift, and rather uneventful. Small settlements dotted the road, which seemed to be placed at just the right spots to spend the night. It was proof that the Thoroughfare had been well-planned and built to connect trace across great distances. Today though, things were different. The travelers passed long rows of wagons, hauling not just merchants, but peasants and commoners hauling their belongings. They were evacuating their homes, for fear of being in the crossfire caught in a battle.
Pressing on, a checkpoint had been erected where several mercenaries were positioned. "Hrm, looks like men from The Ironclad Vanguard. They are another mercenary company, much like my own Knights of Neomosis," Aaric explained. At the checkpoint, a large (for his race), well-armed Gnome approached. He seemed to recognize Aaric, and gave him a nod of affirmation.
"Ah, Aaric! It's been a while since our paths crossed," the Gnome exclaimed as if meeting an old friend.
"Yes, indeed Garrick. I'm glad we are not on opposite sides of a contract this time!" Aaric proclaimed. He turned for an introduction. "Friends, this is Captain Garrick Stonehelm of The Ironclad Vanguard."
"Well, you've arrived at an opportune moment. We have been contracted to bolster the Grakobian defenses An assault from the Zarahenian forces is imminent. Rumor has it, their God-King has conjured up an Avatar to lead the battle. Should be all kinds of fun!" Garrick said with a bit of sarcasm. "Are your travelers as good in a fight as you are? We could use a few extra swords, and the pay is good. Otherwise, you might want to follow the rest of these migrants and stay off the road for a few weeks, still, things simmer down." The function of this checkpoint was clear, they were turning back any travelers coming this way.
Aaric didn't seem too pleased with the news, but turned to Oren, Gallindan, Adelaide, and Kerwin for input.
As a former soldier, Oren takes on the role of guard easily when he interacts with Garrick. "Captain," he says in greeting, with a respectful nod at the large gnome. "How long before open warfare breaks out? Our contract is to see our patron and his daughter," he gestures in Kerwin and Isabella's direction, "safely through these lands before everything goes to hell. I'd rather not be holed up in some backwater or fall into some mass ambush."
As an aside, he asks Aaric and the rest of the group what else is known of both the Grakobians and Zarahenians. "Has anyone come across these people before? What do they stand for?" Always trying to sort out who's in the right, the warlock searches his own memory for any scraps of information as well.
The dour paladin nudged her warhorse closer to Gallindan’s magnificent steed, leaning from the saddle so that she could lower her voice before speaking. ”Looks like we may have to leave the roads if our only other choice is being caught up in a war.”
They had been on the road for days, travelling as merchants, or guards in her case, and she missed the inn. It was not just because she had done well for herself at darts, but she was finding herself ill-tempered for the monotony of the road. She knew it was wrong to wish for danger or violence, yet she had spent the better part of a week looking for an ambush behind everything even barely capable of hiding even a single bandit. Now they were closer to combat than ever before, and she knew the right course of action was to avoid it.
”Well ‘boss’,” she said, raising her voice as she turned in the saddle to face Kerwin, making some effort to maintain the ruse if front of these mercenaries, ”what do you think we ought to do?”
Rolls Action: Reaction: Opportunity Attack if Available Bonus: Haste Action: Move: Interaction: Concentration:
Adelaide Darkdraft | Lawful Good | Human | Paladin 7 (Oath of the Ancients) Armor Class: 19 | Hit Points: 60/60 | Speed: 30 | Proficiency Bonus +3 Ability Scores: Str 16/+3 | Dex 8/-1 | Con 14/+2 | Int 8/-1 | Wis 12/+1 | Cha 16/+3 With +3 from Aura of ProtectionSaving throws: Str +6 | Dex +2 | Con +5 | Int +2 | Wis +7 | Cha +9 Skills: Athletics +6 | Insight +4 | Intimidation +6 | Nature +2 | Persuasion +6 Passive Perception: 11 | Languages: Common, Dwarven, Goblin, Elvish Longsword: +6, 1d8+5 | Javelin: +6, 1d6+5, 30/120 | Splint Armour: AC 17 | Shield: AC +2 |
Dagger x 2
Bullseye Lantern (filled and lit) x 2
Steel Mirror x 2
10 foot pole x 2
Hempen Rope (50 feet, coiled) x 2
Sack x 2
2 Mastiffs x 2
Bag of 100 gp x 1
10 gems worth 100 gp each x 2
Portable Ram x 1
10x10x10 pit x 1
Robe of Useful Items | This dart looks like a mundane dart, with a gold band in the center. When thrown, and the command word 'Catch This' is uttered, the dart acts like a level 1 magic missile spell, with all 3 darts hitting the same target. After it is used once, the magic is lost, and it becomes a mundane dart permanently. (This effect may be used as a free action, not requiring an action or bonus action to throw the dart or invoke its magic)Dart of Magic Missile Relevant Skills/Feats: Fighting Style: Dueling | Divine Sense | Divine Health | Divine Smite | Lay on Hands: 35/35 | Channel Divinity: 1/1 | Extra Attack | 10ft radius, +3 to all saving throwsAura of Protection | 10ft radius, resistance to damage from spellsAura of Warding |
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Slasher Spell Slots: 4/4, 3/3 | Spell Save DC: 14 | Spell Attack Bonus: +6 | Spells Prepared: 6 Oath Spells: Ensnaring Strike, Speak with Animals, Moonbeam, Misty Step Spells: Compelled Duel, Protection from Good and Evil, Thunderous Smite, Lesser Restoration, Protection from Poison, Find Steed
__________________
Originality is the fine art of remembering what you hear but forgetting where you heard it. - Laurence J. Peter
Somehow all eyes turned to Kerwin for answers when the mercenary's warning of imminent battle was given. He was playing at the merchant boss and certainly wasn't really in charge of this endeavor...
However, the prospect of witnessing the avatar of a god was an intriguing concept. "So...your enemy has conjured up some divine avatar...and you'd like us to assist?" If Kerwin's words didn't give away his opinion of the matter his terrorfied face certainly did. "No, no, no, we'd like to cross through, not die out there."
[tt]Herbal Tea[/tt] This small bag of tea extract smells of rosemary and ginger. It may be used to make one cup of tea, with a flavor that most would find repugnant. The tea itself though, has amazing healing qualities, and can completely restore the health of the drinker over a short rest.[/tt]
Cantrips Known:Enchantment cantrip Casting Time: 1 action Range: Self Components: S, M (a small amount of makeup applied to the face as this spell is cast) Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.Friends, Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, Evocation cantrip Casting Time: 1 action Range: 60 feet 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 it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Frostbite, Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Prestidigitation
1st-Level Spells Known:1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.Unseen Servant, 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour
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, 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missile, 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.Sleep, 1st-level abjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.Alarm, 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.Catapult, 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield, 1st-level evocation Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.Tasha's Caustic Brew
2nd-Level Spell 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 transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.Rope Trick, 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, 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.Arcane Lock
3rd-Level Spells Known:3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Leomund's Tiny Hut, 3rd-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.Enemies Abound, 3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.Counterspell, 3rd-level transmutation
Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.Haste, 3rd-lvl abjuration Casting Time: 1 minute Range: 10 feet Target: A 10-foot-radius, 20-foot-tall cylinder centered on a point on the ground that you can see within range Components: V S M (Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 hour for each slot level above 3rd.Magic Circle, 3rd-level evocation Casting Time: 1 action Range: Self Components: V, S, M (niter, sulfur, and pine tar formed into a bead) Duration: Concentration, up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.Melf's Minute Meteors
4th-Level Spells Known:4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) Duration: Concentration, up to 1 hour
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.
Aberrant Spirit Medium aberration Armor Class: 11 + the level of the spell (natural armor) Hit Points: 40 + 10 for each spell level above 4th Speed: 30 ft., fly 30 ft. (hover) (Beholderkin only)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
15 (+2)
16 (+3)
10 (+0)
6 (−2)
Damage Immunities: psychic Senses: darkvision 60 ft., passive Perception 10 Languages: Deep Speech, understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point. Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated. Actions Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn. Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage. Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damageSummon Abberation
Features:Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Alert, Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.Transmutation Savant, Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.Minor Alchemy, Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.Transmuter's Stone, You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.Arcane Recovery
There have been moments over the last few days when Gallindan is painfully aware that his fey mount draws a lot more attention than might otherwise be desired. This was definitely one of those moments. Celebangolad seemed to sense this himself, and tried to look as small as possible. Without much success. Gallindan nods in agreement to Adelaide's comment. He answered quietly, "I don't relish the idea of dragging that cart cross-country. But we may not have a choice. Maybe Daybreak has some spells that would help?" In his unlikely role as a caravan guard, he doesn't join the more important conversation, hoping instead that Kerwin's bluster will carry the day.