Nowhere: Difference between revisions

3 bytes removed ,  13:25, 30 August 2022
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|+ Quick Info
|+ Quick Info
|-
|-
| Class: [[Warlock]], Level 2 || Subclass: The Fiend
| Class: [[Warlock]], Level 3 || Subclass: The Fiend
|-
|-
| Race: Tiefling || Alignment: Lawful Evil
| Race: Tiefling || Alignment: Lawful Evil
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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 Dex || Level 1 Spell Slot || 2d10 Fire Damage, half if successful Save || N/A
| Hellish Rebuke || 60ft, when damage is taken || DC14 Dex || Level 2 Spell Slot || 3d10 Fire Damage, half if successful Save || N/A
|-
|-
| Magnify Gravity || 60ft, 10ft-Radius Sphere || DC14 Strength || Level 1 Spell Slot || 2d8 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
|-
|-
| 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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=== The Fiend Features ===
=== 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 (2), total: 6.
'''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 (3), total: 7.


=== Eldritch Invocations ===
=== Eldritch Invocations ===
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== Spells ==
== Spells ==
2 Level 1 Spell Slots
2 Level 2 Spell Slots


=== Cantrips ===
=== Cantrips ===
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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 1 ===
=== Level 2 ===
{| class="wikitable"
{| class="wikitable"
|+ Disguise Self (Does not use spell slots)
|+ Disguise Self (Does not use spell slots)
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion
| Level: 2 || Casting Time: 1 Action (Ritual) || Illusion
|-
|-
| Range: Self || Duration: 1 Hour || Components: VS
| Range: Self || Duration: 1 Hour || Components: VS
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|+ Hellish Rebuke
|+ Hellish Rebuke
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) || Evocation
| Level: 2 || 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
| 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.
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 3d10, if the target fails the Save, it takes Fire Damage equal to your roll, if it succeeds it takes half that damage, rounded down.




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|+ Magnify Gravity
|+ Magnify Gravity
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 60ft || Duration: 1 Round || Components: VS
| 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.
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.


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|+ Protection From Evil and Good
|+ Protection From Evil and Good
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes)
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes)
|}
|}
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
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.