Nowhere: Difference between revisions

2,825 bytes added ,  14:36, 13 September 2022
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| Eldritch Blast, Melee || Melee || 1d20+6 || N/A || 1d12 Force Damage || N/A
| Eldritch Blast, Melee || Melee || 1d20+6 || N/A || 1d12 Force Damage || N/A
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| Alchemist's Fire Thrower || Ranged || 1d20+6 || 1 Charge || 1d6+4 Fire Damage || The target takes 1d6 Fire Damage at the start of its next turn.
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| Chill Touch || Ranged, 60ft || 1d20+6 || N/A || 1d8 Necrotic Damage || Target cannot heal for one round, if it's an Undead, it has Disadvantage on attack rolls against you.
| Chill Touch || Ranged, 60ft || 1d20+6 || N/A || 1d8 Necrotic Damage || Target cannot heal for one round, if it's an Undead, it has Disadvantage on attack rolls against you.
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! Name !! Range !! Saving Throw !! Resources Expended !! Damage !! Notes
! Name !! Range !! Saving Throw !! Resources Expended !! Damage !! Notes
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| Hellish Rebuke || 60ft, when damage is taken || DC14 Dex || Level 2 Spell Slot || 3d10 Fire Damage, half if successful Save || N/A
| Hellish Rebuke || 60ft, when damage is taken || DC14 Dexterity || Level 2 Spell Slot || 3d10 Fire Damage, half if successful Save || N/A
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| Magnify Gravity || 60ft, 10ft-Radius Sphere || DC14 Strength || Level 2 Spell Slot || 3d8 Force Damage || Target's speed halved
| Magnify Gravity || 60ft, 10ft-Radius Sphere || DC14 Strength || Level 2 Spell Slot || 3d8 Force Damage || Target's speed halved
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| War Horn || 15ft-radius Sphere || DC(1d20+1) Constitution || N/A || N/A || All creatures who fail become Deafened for one minute and can repeat the save at the end of their turn to end the effect. If a creature fails by 5 or more, they fall Prone.
| War Horn || 15ft-radius Sphere || DC(1d20+1) Constitution || N/A || N/A || All creatures who fail become Deafened for one minute and can repeat the save at the end of their turn to end the effect. If a creature fails by 5 or more, they fall Prone.
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| Alchemist's Line-Fire || 30ft long, 5ft wide Line || DC15 Dexterity || 10 Charges || 8d6 Fire Damage || N/A
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Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, elementals, fey, highlings, and undead.<br>
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, elementals, fey, 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 charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
== Magic Items ==
=== Rare ===
==== Nowhere's Alchemist's Firethrower ===
''Wondrous Item, Rare''
This handheld metal device weighs 8 pounds and measures about 2 feet long and 6 inches across at its widest point. Parts of it resemble a crossbow, such as its stock and trigger, but is otherwise unique in its design. It has a pair of gaps in its wooden stock which can hold two flasks of Alchemist's Fire<sup>*</sup>, fitting the flasks' mouths into a hole in the bottom of the space. Upending a flask into one of the gaps in this way allows its contents to run through a hidden pipeline within the stock and into the rest of the machine, causing a glass-covered chamber on the top of the device to fill with bubbling liquid. When filled in this way, the two vertical slots at the front of the machine give off a warm and foreboding glow.<br>
This item is a unique ranged weapon with the two-handed property that you are proficient with. The device can hold a maximum of 100 charges, and gains 50 charges for each bottle of Alchemist's Fire<sup>*</sup> that's loaded into its stock. You can use an Action to load a new flask into the stock while simultaneously discharging the old one. While a flask of Alchemist's Fire<sup>*</sup> is typically thrown, this device converts and concentrates a tiny portion of the sticky solution into a superheated discus that flies from the weapon instead, allowing the normally single-use flasks to power the machine for many attacks instead.<br>
You can expend 1 charge to perform a Ranged Weapon Attack using Charisma with this item, which has a range of 30/90ft. On a hit, the target takes 1d6+Charisma Fire Damage, then, at the end of the targets next turn, it takes an additional 1d6 Fire Damage.
Also, once per day, you can also expend 10 charges to release a belching stream of concentrated Alchemist's Fire from the item in a 30ft long, 5ft wide line. Each creature in the line must succeed on a DC15 Dexterity Saving Throw, or your Spell Save DC, whichever is higher, taking 8d6 Fire Damage on a failed Saving Throw.
<sup>'''*'''</sup>'''Alchemist's Fire, Flask (50GP, 1lbs)'''. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.