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*You are Immune to the [[Conditions#Frightened|Frightened]] Condition. | *You are Immune to the [[Conditions#Frightened|Frightened]] Condition. | ||
You can transform a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can transform a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
<br> | <br><br> | ||
==== Grave Touched ==== | ==== Grave Touched ==== | ||
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<br><br> | <br><br> | ||
=== Eldritch Invocations === | ==== Eldritch Invocations ==== | ||
'''Eldritch Strike.''' You can | '''Eldritch Strike.''' You can Attack as a Melee Attack with Eldritch Blast, it deals 1d12 Force Damage but has a 5ft Range.<br> | ||
'''Agonizing Blast.''' When you cast Eldritch Blast, add your Spellcasting Modifier to the Damage it deals on a hit.<br> | |||
'''Mask of Many Faces.''' As an Action, you cast the [[Level 1#Disguise Self|Disguise Self]] Spell at will, without expending a Spell Slot.<br> | |||
'''Devil's Sight.''' You can see normally in magical and mundane Dim Light and Darkness, out to a Range of 120ft. | |||
<br><br> | |||
==== Cantrips ==== | |||
''Tiefling Racial Trait''<br> | |||
You have the [[Cantrips#Mage Hand|Mage Hand]] and [[Cantrips#Vicious Mockery|Vicious Mockery]] Cantrips. Charisma is your Spellcasting Ability for these Cantrips. | |||
<br><br> | |||
''' | ==== Darkvision ==== | ||
''Tiefling Racial Trait''<br> | |||
You can see in Dim Light within 60ft of you as if it were Bright Light, and in Darkness as if it were Dim Light in the same Range. You can’t discern color in darkness, only seeing things in shades of gray. | |||
<br><br> | |||
=== | ==== Hellish Resistance ==== | ||
''' | ''Tiefling Racial Trait''<br> | ||
You gain Resistance to Fire Damage. | |||
<br><br> | |||
==== Hellish Spells ==== | |||
''3rd Level Tiefling Racial Trait''<br> | |||
Choose one of the following Spells: Armor of Faethon, Charm Person, Disguise Self, Floating Disk, Hellish Rebuke, Ray of Sickness. Once per Long Rest you can cast the chosen Spell at 2nd Level, using Charisma as your Spellcasting Ability. You do not need Material Components for this Spell. | |||
<br><br> | |||
''' | ==== Heightened Hellish Spells ==== | ||
''5th Level Tiefling Racial Trait''<br> | |||
Choose one of the following Spells: Arcane Lock, Burning Hands, Crown of Madness, Darkness, Detect thoughts, Enthrall Flame Blade, Invisibility, Suggestion. Once per Long Rest you can cast the chosen Spell at 2nd Level, using Charisma as your Spellcasting Ability. You do not need Material Components for this Spell. | |||
<br><br> | |||
=== Criminal | ==== Criminal Contact ==== | ||
''Criminal Feature''<br> | |||
You have a trustworthy contact to access the criminal underworld. Also, Twice per Long Rest, when you roll Deception or Stealth and roll a 9 or lower on the die, you can instead treat the roll as a 10. | |||
<br><br> | |||
== Spells == | == Spells == | ||
2, Level 3 Spell Slots | 2, Level 3 Spell Slots | ||
<br><br> | |||
=== | === Bloatbomb === | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: | | Level: 3 || Casting Time: 1 Action || Necromancy || Maledictor, Warlock, Wizard | ||
|- | |- | ||
| Range: | | Range: 60ft || Duration: Instant || Components: VS || Arcane | ||
|} | |} | ||
You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer current Hit Points than the result of the dice, it immediately drops to 0 Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft Radius Sphere, centered on the target. Creatures in the explosion make a Dexterity Saving Throw. On a failed Save, a creature takes 3d6 Acid Damage, and a creature takes half as much Damage on a successful Save.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you increase the Hit Points effected by 1d8 and the Damage dealt by 1d6 for each Slot Level above 3rd. | |||
<br><br> | |||
=== Drown === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: | | Level: 3 || Casting Time: 1 Action || Conjuration || Artificer, Druid, Maledictor, Shaman, Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater) || Arcane, Primal | ||
|} | |} | ||
You | You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature within Range that you can see. The target makes a Strength Saving Throw. On a failed Save, the target cannot breathe or speak and has Disadvantage on Attack Rolls and on Wisdom (Perception) Checks that rely on sight or hearing until the Spell ends.<br> | ||
At the start of the target's turns, it loses 3d8 Hit Points, and at the end of each of its turns it repeats the Saving Throw. On a successful Save the Spell ends. If the creature can breathe water, it automatically succeeds the Saving Throw.<br> | |||
<br><br> | |||
=== Hellish Rebuke === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: | | Level: 3 || Casting Time: 1 Reaction (when you are Damaged by a creature within 60ft of you that you an see) || Evocation || Warlock | ||
|- | |- | ||
| Range: | | Range: 60ft || Duration: Instant || Components: VS || Arcane | ||
|} | |} | ||
You | You point your finger, and the creature that Damaged you is momentarily surrounded by hellish flames, it makes a Dexterity Saving Throw. On a failed Save it takes 4d10 Fire Damage, and it takes half as much Damage on a successful Save.<br> | ||
<br><br> | |||
=== Magnify Gravity === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: | | Level: 3 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: | | Range: 60ft || Duration: 1 Round || Components: VS || Arcane | ||
|} | |} | ||
The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 4d8 Force Damage and is [[Conditions#Slowed|Slowed]], or half as much Damage on a successful Save and is not [[Conditions#Slowed|Slowed]].<br> | |||
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object. | |||
<br><br> | |||
=== Misty Step === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: | | Level: 3 || Casting Time: 1 Bonus Action || Conjuration || Bard, Maledictor, Shaman, Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: | | Range: Self || Duration: Instant || Components: V || Arcane, Primal | ||
|} | |} | ||
Briefly surrounded by silvery mist, you teleport up to 60ft to an unoccupied space that you can see. | |||
<br><br> | |||
=== Protection From Evil and Good === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: | | Level: 3 || Casting Time: 1 Action || Abjuration || Cleric, Paladin, Shaman, Warlock, Wizard | ||
|- | |- | ||
| Range: | | Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes) || Divine, Arcane | ||
|} | |} | ||
Until the spell ends, up to three willing creatures you touch is protected against certain types of creatures: Aberrations, Elementals, Highlings, and Undead.<br> | |||
The protection grants several benefits. Creatures of those types have Disadvantage on Attack Rolls against the target. The target also can't be [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by them. If the target is already [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by such a creature, the target has Advantage on any Saving Throw against the effect. | |||
<br><br> | |||
=== | === Petrify Limb === | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: | | Level: 3 || Casting Time: 1 Action || Transmutation || Druid, Maledictor, Shaman, Warlock, Wizard | ||
|- | |- | ||
| Range: | | Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP) | ||
|} | |} | ||
A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a Ranged Spell Attack against the target. On a hit, it takes 5d10 Necrotic Damage, and it makes a Constitution Saving Throw if it has any limbs. On a failed Save, you choose one of its limbs to affect. That limb is turned to stone until the Spell ends, and cannot be used to make Attacks. This Spell also has an additional effect based on which limb you chose as follows: | |||
*'''Arm.''' The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all. | |||
The | *'''Leg.''' The target is [[Conditions#Slowed|Slowed]] while walking. If half or more of its legs are not functional or replaced by prosthetics, it must use a cane or crutch to move. If it does not, it falls [[Conditions#Prone|Prone]] if it takes the Dash Action, and it has Disadvantage on all Dexterity Saving Throws it makes. If no legs remain, it can't walk at all, and must crawl. | ||
*'''Wing.''' The target is [[Conditions#Slowed|Slowed]] while flying. If half or more of its wings aren't functional or replaced by prosthetics, it cannot fly without the aid of magic.<br> | |||
*'''Tail.''' The target is [[Conditions#Slowed|Slowed]] while swimming or climbing, except those granted by magic, unless the limb is replaced by a prosthetics.<br> | |||
*'''Fin.''' The target is [[Conditions#Slowed|Slowed]] while swimming unless it is granted by magic or the limb is replaced by a prosthesis. | |||
For the Duration, the target must repeat the Constitution Saving Throw at the end of each of its turns. If it has two successful Saves, the Spell ends.<br> | |||
If you maintain your Concentration on this Spell for the full Duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the [[Conditions#Petrified|Petrified]] Condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.<br> | |||
Undead, Constructs, and creatures that cannot be [[Conditions#Petrified|Petrified]] are unaffected by the Spell.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell slot of 4th Level or higher, the Damage dealt increases by 1d10 for each Slot Level above 3rd. | |||
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== Magic Items == | == Magic Items == | ||