Nowhere: Difference between revisions
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== Level 1 == | == Level 1 == | ||
{| class="wikitable" | |||
|+ Hellish Rebuke | |||
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| Level: 1 || Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) || Evocation | |||
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| Range: 60ft || Duration: Instant || Components: VS | |||
|} | |||
When a creature within 60ft of you deals damage to you, you can use your Reaction to force them to make a DC14 Dexterity Saving Throw. Roll 2d10, if the target fails the Save, it takes Fire Damage equal to your roll, if it succeeds it takes half that damage, rounded down. | |||
{| class="wikitable" | |||
|+ Magnify Gravity | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Transmutation | |||
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| Range: 60ft || Duration: 1 Round || Components: VS | |||
|} | |||
Using your Action, you choose a point within 60ft of you. Each creature within a 10ft radius sphere of that point makes a DC 14 Constitution Saving Throw. Roll 2d8, on a failed Save, a creature takes Force Damage equal to the roll and its speed is halved until the end of its next turn. On a successful Save, the creature takes half that damage, rounded down and its speed isn't reduced. | |||
Until the start of your next turn, In order to pick up an object that isn't being worn or carried, a creature must make a DC14 Strength check to pick up or move the object. |
Revision as of 16:00, 9 August 2022
Nowhere
Class: Warlock | Subclass: The Fiend |
Race: Tiefling | Alignment: Lawful Evil |
Background: Criminal | Game: Peril of the Fire Druid |
Attacks
Name | Range | Resources Expended | Damage |
---|---|---|---|
Eldritch Blast | Ranged, 120ft | N/A | 1d10 Force Damage |
Example | Example | Example | Example |
Example | Example | Example | Example |
Warlock Features
Draw on Power. Twice per Long Rest, you can use an Action to regain all expended Spell Slots.
The Fiend Features
Dark One’s Blessing. When you kill a creature, you gain temporary hit points (Temp HP) equal to your Charisma modifier (+4) plus your warlock level (1), total: 5.
Tiefling Features
Darkvision. You can see in Dim Light within 60ft of you as if it were normal Bright Light, and you can see in Darkness within 60ft of you as if it were Dim Light
Hellish Resistance. You have Resistance to Fire Damage, meaning, whenever you take Fire Damage, you take half damage, rounded down.
Spells
1 Level 1 Spell Slot
Cantrips
Level: Cantrip | Casting Time: 1 Action | Necromancy |
Range: 120ft | Duration: 1 Round | Components: VS |
You create a ghostly, skeletal hand in the space of a creature within range. Make a Ranged Spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic Damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
- This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: Instant | Components: VS |
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force damage.
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 30ft | Duration: Instant | Components: VS |
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Level 1
Level: 1 | Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) | Evocation |
Range: 60ft | Duration: Instant | Components: VS |
When a creature within 60ft of you deals damage to you, you can use your Reaction to force them to make a DC14 Dexterity Saving Throw. Roll 2d10, if the target fails the Save, it takes Fire Damage equal to your roll, if it succeeds it takes half that damage, rounded down.
Level: 1 | Casting Time: 1 Action | Transmutation |
Range: 60ft | Duration: 1 Round | Components: VS |
Using your Action, you choose a point within 60ft of you. Each creature within a 10ft radius sphere of that point makes a DC 14 Constitution Saving Throw. Roll 2d8, on a failed Save, a creature takes Force Damage equal to the roll and its speed is halved until the end of its next turn. On a successful Save, the creature takes half that damage, rounded down and its speed isn't reduced.
Until the start of your next turn, In order to pick up an object that isn't being worn or carried, a creature must make a DC14 Strength check to pick up or move the object.