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| Armor Class (AC): 13 || Initiative Bonus: +0 | | Armor Class (AC): 13 || Initiative Bonus: +0 | ||
|- | |- | ||
| Max HP: | | Max HP: 22 || Speed: 30ft, Walking and Flying | ||
|} | |} | ||
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If you hit an Undead creature, it has Disadvantage (roll 2d20, taking the lower result) on attack rolls against you until the end of your next turn. | If you hit an Undead creature, it has Disadvantage (roll 2d20, taking the lower result) on attack rolls against you until the end of your next turn. | ||
{| class="wikitable" | |||
|+ Lightning Lure | |||
|- | |||
| Level: Cantrip || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 15ft || Duration: Instant || Components: V | |||
|} | |||
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. | |||
:This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | |||
{| class="wikitable" | |||
|+ Spare the Dying | |||
|- | |||
| Level: Cantrip || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: Touch || Duration: Instant || Components: VS | |||
|} | |||
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. | |||
{| class="wikitable" | |||
|+ Toll the Dead (Cleric, Warlock, Wizard) | |||
|- | |||
| Level: Cantrip || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: VS | |||
|} | |||
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. | |||
:The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). | |||
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|} | |} | ||
Choose a target within 120ft of you and make a Ranged Spell attack (roll 1d20+6). On a hit, the target takes 1d10 Force Damage. | Choose a target within 120ft of you and make a Ranged Spell attack (roll 1d20+6). On a hit, the target takes 1d10 Force Damage. | ||
=== Level 2 === | === Level 2 === | ||
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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. | 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. | ||
{| class="wikitable" | |||
|+ Drown | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Conjuration | |||
|- | |||
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater) | |||
|} | |||
You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, 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. While the spell continues, the target loses 2d8 hit points at the start of each of its turns. | |||
At the end of each of its turns, the target can repeat the saving throw. On a success, it breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating. | |||