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=== Spells === |
=== Spells === |
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+ | Cantrips: |
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− | * Cantrips: {{Spell5e|Message|Message|#00C2C2}}, {{Spell5e|Minor_Illusion|Minor Illusion|#9999C2}} |
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+ | <ul> |
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− | * 1st Level: {{Spell5e|Charm_Person|Charm Person|#00C200}}, {{Spell5e|Sleep|Sleep|#00C200}}, {{Spell5e|Bane|Bane|#00C200}}, {{Spell5e|Silent_Image|Silent Image|#9999C2}} |
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+ | <li>{{Spell5e|Message 5e|Message|#00C2C2}}</li> |
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+ | <li>{{Spell5e|Minor Illusion 5e|Minor Illusion|#9999C2}}</li> |
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+ | </ul> |
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+ | Level 1 spells |
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+ | <ul> |
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+ | <li>{{Spell5e|Charm Person 5e|Charm Person|#00C200}}</li> |
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+ | <li>{{Spell5e|Sleep 5e|Sleep|#00C200}}</li> |
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+ | <li>{{Spell5e|Bane 5e|Bane|#00C200}}</li> |
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+ | <li>{{Spell5e|Silent Image 5e|Silent Image|#9999C2}}</li> |
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+ | </ul> |
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+ | |||
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[[Category:5th Edition Characters]] |
[[Category:5th Edition Characters]] |
Revision as of 18:06, 1 March 2021
History
- Sings tales of her many lovers.
- Drawn to the ocean.
- Spent aprox. 1 year in the village, celebrity in town.
- Frequently flits with barters for discount, caused distrust from Kyra
- Stays at the Bread and Breakfast, as a singular guest
Features & Traits
Tool Proficiencies
- Leather armor
- Double daggers
Equipment
- Leather armor
- Double daggers
- Lyre
Languages
Spells
Cantrips:
- Message V S M 0 Message Range 120 feet Concentration No Casting Time 1 action Duration 1 round Save Damage Target A creature within range Materials A short piece of copper wire You point your finger toward a creature within range and Whisper a message. The target (and only the target) hears the message and can reply in a Whisper that only you 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, 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can Travel freely around corners or through openings. School Transmutation Classes Bard, Sorcerer, Wizard
- Minor Illusion S M 0 Minor Illusion Range 30 feet Concentration No Casting Time 1 action Duration 1 minute Save Damage Target See text Materials A bit of fleece 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. School Illusion Classes Bard, Sorcerer, Warlock, Wizard
Level 1 spells
- Charm Person V S 1 Charm Person Range 30 feet Concentration No Casting Time 1 action Duration 1 hour Save Damage Target A humanoid you can see within range 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. Higher Spell Slot 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. School Enchantment Classes Bard, Druid, Sorcerer, Warlock, Wizard
- Sleep V S M 1 Sleep Range 90 feet Concentration No Casting Time 1 action Duration 1 minute Save Damage 5d8 (Hit Points of Creatures) Target Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures) Materials A pinch of fine sand, rose petals, or a cricket 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. Higher Spell Slot 2d8 When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. School Enchantment Classes Bard, Sorcerer, Wizard
- Bane V S M 1 Bane Range 30 feet Concentration Yes Casting Time 1 action Duration Up to 1 minute Save Damage Target Up to three creatures of your choice that you can see within range Materials A drop of blood 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. Higher Spell Slot 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. School Enchantment Classes Bard, Cleric
- Silent Image V S M 1 Silent Image Range 60 feet Concentration Yes Casting Time 1 action Duration Up to 10 minutes Save Damage Target A spot within range Materials A bit of fleece 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. School Illusion Classes Bard, Sorcerer, Wizard