Nowhere: Difference between revisions

917 bytes added ,  15:24, 27 September 2022
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|+ Quick Info
|+ Quick Info
|-
|-
| Class: [[Warlock]], Level 3 || Subclass: The Fiend
| Class: [[Warlock]], Level 4 || Subclass: The Fiend
|-
|-
| Race: Tiefling || Alignment: Lawful Evil
| Race: Tiefling || Alignment: Lawful Evil
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| Armor Class (AC): 13 || Initiative Bonus: +0
| Armor Class (AC): 13 || Initiative Bonus: +0
|-
|-
| Max HP: 22 || Speed: 30ft, Walking and Flying
| Max HP: 28 || Speed: 30ft, Walking and Flying
|}
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! Name !! Range !! Attack Roll !! Resources Expended !! Damage !! Notes
! Name !! Range !! Attack Roll !! Resources Expended !! Damage !! Notes
|-
|-
| Eldritch Blast, Ranged || Ranged, 120ft || 1d20+6 || N/A || 1d10 Force Damage || N/A
| Eldritch Blast, Ranged || Ranged, 120ft || 1d207 || N/A || 1d10+5 Force Damage || N/A
|-
|-
| Eldritch Blast, Melee || Melee || 1d20+6 || N/A || 1d12 Force Damage || N/A
| Eldritch Blast, Melee || Melee || 1d20+7 || N/A || 1d12+5 Force Damage || N/A
|-
|-
| 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.
| Alchemist's Fire Thrower || Ranged || 1d20+7 || 1 Charge || 1d6+5 Fire Damage || The target takes 1d6 Fire Damage at the start of its next turn.
|-
|-
| 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+7 || N/A || 1d8 Necrotic Damage || Target cannot heal for one round, if it's an Undead, it has Disadvantage on attack rolls against you.
|-
|-
| Light Crossbow || Ranged, 80/320ft || 1d20+2 || 1 Bolt || 1d8 Piercing Damage || N/A
| Light Crossbow || Ranged, 80/320ft || 1d20+2 || 1 Bolt || 1d8 Piercing Damage || N/A
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! Name !! Range !! Saving Throw !! Resources Expended !! Damage !! Notes
! Name !! Range !! Saving Throw !! Resources Expended !! Damage !! Notes
|-
|-
| Hellish Rebuke || 60ft, when damage is taken || DC14 Dexterity || Level 2 Spell Slot || 3d10 Fire Damage, half if successful Save || N/A
| Hellish Rebuke || 60ft, when damage is taken || DC15 Dexterity || Level 2 Spell Slot || 3d10 Fire Damage, half if successful Save || N/A
|-
|-
| 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 || DC15 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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| Strength: +1 (12) || Dexterity: 0 (11) || Constitution: +1 (13)
| Strength: +1 (12) || Dexterity: 0 (11) || Constitution: +1 (13)
|-
|-
| Intelligence: +3 (17) || Wisdom: 0 (11) || Charisma: +4 (18)
| Intelligence: +3 (17) || Wisdom: 0 (11) || Charisma: +5 (20)
|}
|}


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=== Eldritch Invocations ===
=== Eldritch Invocations ===
'''Eldritch Strike.''' You can attack as a melee attack with Eldritch Blast, it deals 1d12 Force Damage but has a 5ft range.
'''Eldritch Strike.''' You can attack as a melee attack with Eldritch Blast, it deals 1d12 Force Damage but has a 5ft range.
Agonizing Blast. When you cast eldritch blast, add your Spellcasting modifier to the damage it deals on a hit.


'''Mask of Many Faces.''' As an Action, you cast the Disguise Self spell, which is briefly detailed below. "You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can change your height by 1 foot, and change your build and body shape. You cannot change your body form, such as limb arrangement. The changes made by this spell are not real and physical object pass through them. A creature can make an DC 14 Intelligence (Investigation) check to determine if the illusion is fake.
'''Mask of Many Faces.''' As an Action, you cast the Disguise Self spell, which is briefly detailed below. "You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can change your height by 1 foot, and change your build and body shape. You cannot change your body form, such as limb arrangement. The changes made by this spell are not real and physical object pass through them. A creature can make an DC 14 Intelligence (Investigation) check to determine if the illusion is fake.
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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.
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).
:This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
{| class="wikitable"
|+ Poison Spray
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
|-
| Range: 10ft || Duration: Instant || Components: VS
|}
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
:This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).




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| Range: 120ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS
|}
|}
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+7). On a hit, the target takes 1d10+5 Force Damage, you can also make a Melee Spell attack instead, and deal 1d12+5 Force Damage.




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The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.


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 a DC15 Intelligence (Investigation).




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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 3d8, 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.<br>
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 3d8, 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.<br>
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.
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.
{| class="wikitable"
|+ Misty Step
|-
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: V
|}
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.