Level 3: Difference between revisions

3,748 bytes added ,  19:21, 2 November 2022
Line 950: Line 950:
|+ Spirit Guardians (Cleric)
|+ Spirit Guardians (Cleric)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VSM ()
|}
|}
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.<br>
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.




Line 959: Line 962:
|+ Spirit Shroud (Cleric, Paladin, Warlock, Wizard)
|+ Spirit Shroud (Cleric, Paladin, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS
|}
|}
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.<br>
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.<br>
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.




Line 968: Line 975:
|+ Stinking Cloud (Bard, Sorcerer, Wizard)
|+ Stinking Cloud (Bard, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
 
 
{| class="wikitable"
|+ Swift Ward (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a rotten egg or several skunk cabbage leaves)
|}
|}
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.<br>
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.<br>
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.




Line 986: Line 987:
|+ Tactical Acumen (Sorcerer, Wizard)
|+ Tactical Acumen (Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Illusion
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V
|}
|}
Tactical acumen grants your allies a mastery of battlefield tactics. Choose up to three creatures you can see within range. Whenever a target would make an attack with advantage, they may reroll one of the dice once.




Line 995: Line 997:
|+ Terra Steed (Druid, Paladin, Wizard)
|+ Terra Steed (Druid, Paladin, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a pebble or small rock)
|}
|}
You conjure an earthen boulder, which you leap atop as part of casting the spen and your magic causes it to float and fly. You gain a flying speed of 30 feet for the duration. While you fly in this way, the boulder remains beneath you and can provide half cover. If you fall while flying in this way, the spell ends immediately.<br>
In addition, if you fly at least 20 feet straight toward a target using this flying speed on your turn, you can use your bonus action to slam the target using the boulder. Make a melee spell attack against the target. On a hit, the target takes 2d6 nonmagical bludgeoning damage.<br>
When the spell ends, the boulder turns to dust and you fall if you are still aloft, unless you can stop the fall<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the flying speed you gain increases by 30 feet for each slot level above 3rd




Line 1,067: Line 1,073:
|+ Vile Swarm (Druid, Warlock)
|+ Vile Swarm (Druid, Warlock)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Illusion
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny bug or other vermin which the spell consumes)
|}
|}
You call forth a swarm of vermin that attacks all other creatures within its area. The swarm begins adjacent to you, and you may move it up to 20 feet as an Action on subsequent turns. A creature that begins its turn in the swarm or enters it for the first time on a turn must make a Constitution saving throw, suffering 5d10 poison damage on a failed save, or half damage on a success.<br>
The swarm has a 13AC and 25HP, it cannot act on its own.