Alduin: Difference between revisions

4,721 bytes added ,  14:54, 30 August 2022
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| Chaos Bolt || Ranged, 120ft || 1d20+6 || 1st Level Spell Slot || 1d6 + 2d8 Damage || Look at spell
| Chaos Bolt || Ranged, 120ft || 1d20+6 || 1st Level Spell Slot || 1d6 + 2d8 Damage || Look at spell
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| Chaos Bolt, Level 2 || Ranged, 120ft || 1d20+6 || 2nd Level Spell Slot || 2d6 + 2d8 Damage || Look at spell
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| Witchbolt || Ranged, 30ft || 1d20+6 || 1st Level Spell Slot || 2d12 Lightning Damage || You can use your action on subsequent turns to deal 2d12 Lightning Damage to the target until the spell ends.
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| Witchbolt, Level 2 || Ranged, 30ft || 1d20+6 || 2nd Level Spell Slot || 4d12 Lightning Damage || You can use your action on subsequent turns to deal 2d12 Lightning Damage to the target until the spell ends.
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| Jolt of Pain || Ranged, 30ft || 1d20+6 || 2nd Level Spell Slot || 5d8 Lightning Damage || Target can't take Reactions until next turn, has disadvantage and -4 on Concentration saves this causes.
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| Dagger || Melee, Thrown 20/60ft || 1d20+3 || N/A || 1d4+1 Piercing Damage || After attacking with a light hammer, handaxe or dagger, you can attack again with the dagger, however you only deal 1d4 Piercing damage.
| Dagger || Melee, Thrown 20/60ft || 1d20+3 || N/A || 1d4+1 Piercing Damage || After attacking with a light hammer, handaxe or dagger, you can attack again with the dagger, however you only deal 1d4 Piercing damage.
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| Shooting Star || 120ft, 5ft Square || N/A || N/A || 1d10 Radiant Damage || Start of your next turn targets in the area take the damage.
| Shooting Star || 120ft, 5ft Square || N/A || N/A || 1d10 Radiant Damage || Start of your next turn targets in the area take the damage.
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| Caustic Brew || Line, 30x5ft || DC14 Dexterity, coated in acid on fail. || 1st Level Spell Slot || 2d8 Acid Damage at the start of a coated creatures turn. || Lasts for 1 minute, creatures can use action to scrape acid off.
| Caustic Brew || Line, 30x5ft || DC14 Dexterity, coated in acid on fail. || 1st Level Spell Slot || 2d4 Acid Damage at the start of a coated creatures turn. || Lasts for 1 minute, creatures can use action to scrape acid off.
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| Caustic Brew, Level 2 || Line, 30x5ft || DC14 Dexterity, coated in acid on fail. || 2nd Level Spell Slot || 4d4 Acid Damage at the start of a coated creatures turn. || Lasts for 1 minute, creatures can use action to scrape acid off.
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| Thunderwave || 15ft Cube from self || DC14 Constitution Save. || 2nd Level Spell Slot || 2d8 Thunder damage and pushed 10ft, half damage on Save. || N/A
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| Thunderwave || 15ft Cube from self || DC14 Constitution Save. || 2nd Level Spell Slot || 3d8 Thunder damage and pushed 10ft, half damage on Save. || N/A
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| Shatter || 60ft, 10ft Radius Sphere || DC14 Constitution Save. || 2nd Level Spell Slot || 3d8 Thunder damage and pushed 10ft, half damage on Save. || Creatures made of inorganic material have disadvantage on the Save.
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| Fire Breath || 15ft Cone || DC11 Dexterity, half damage on success. || 1 of 2 Uses || 1d10 Fire Damage. || N/A
| Fire Breath || 15ft Cone || DC11 Dexterity, half damage on success. || 1 of 2 Uses || 1d10 Fire Damage. || N/A
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After the casting of the spell, a Fire Mephit appears in a point you choose within range. It is neutral towards you but not under your control.
After the casting of the spell, a Fire Mephit appears in a point you choose within range. It is neutral towards you but not under your control.
{| class="wikitable"
|+ Thunderwave
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| Level: 1 || Casting Time: 1 Action || Evocation
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| Range: 15ft Cube || Duration: Instant || Components: VS
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All creatures within 15ft of you must make a DC14 Constitution Saving Throw. Roll 2d8, all creatures how fail take that much damage and are pushed 10ft away from you, all those who succeed take have as much damage and aren't pushed. Unsecured objects in the area are also pushed 10ft away from you, and you make a loud boom, audible out to 300ft.
{| class="wikitable"
|+ Witch Bolt
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| Level: 1 || Casting Time: 1 Action || Evocation
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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning)
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Choose a creature within 30ft, make a Ranged Spell Attack (1d20+6), if you hit you deal 2d12 Lightning Damage. For the rest of the spells duration the target cannot move and you can use your action to deal 2d12 Lightning Damage to the target automatically. If the target is more then 30ft away from you, you use your action to do something else, or has full cover against you, the spell ends.


=== Level 2 ===
=== Level 2 ===
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Choose a creature within 120ft and make a Ranged Spell attack against them (1d20+6). On a hit, roll 2d6 and 2d8. The target takes damage equal to the roll. The type of damage is determined by the roll, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, choose a creature within 30ft of the original target, repeat this spell targeting that creature. A creature can be targeted only once by each casting of this spell.
Choose a creature within 120ft and make a Ranged Spell attack against them (1d20+6). On a hit, roll 2d6 and 2d8. The target takes damage equal to the roll. The type of damage is determined by the roll, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, choose a creature within 30ft of the original target, repeat this spell targeting that creature. A creature can be targeted only once by each casting of this spell.
{| class="wikitable"
|+ Jolt of Pain
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| Level: 2 || Casting Time: 1 Action || Evocation
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| Range: 30ft || Duration: Instant || Components: VS
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Choose a creature within 30ft, make a Ranged Spell Attack (1d20+6), if you hit, the target takes 5d8 Lightning Damage. Additionally, the target cannot take Reactions until the end of your next turn. If the target was Concentrating on a spell, they have disadvantage on their Concentration save, and the DC is increased by 4.
{| class="wikitable"
|+ Shatter
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| Level: 2 || Casting Time: 1 Action || Evocation
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| Range: 60ft || Duration: Instant || Components: VSM (a chip of mica)
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Choose a point within 60ft, all creatures within 10ft of that point make a DC14 Constitution Saving Throw. Roll 3d8, all creatures who fail take that much Thunder damage, all creatures who succeed take half as much damage. Creatures made of inorganic material have disadvantage (roll 2d20 and take the lowest) on the Save.
{| class="wikitable"
|+ Thunderwave, Level 2
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| Level: 2 || Casting Time: 1 Action || Evocation
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| Range: 15ft Cube || Duration: Instant || Components: VS
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All creatures within 15ft of you must make a DC14 Constitution Saving Throw. Roll 3d8, all creatures how fail take that much damage and are pushed 10ft away from you, all those who succeed take have as much damage and aren't pushed. Unsecured objects in the area are also pushed 10ft away from you, and you make a loud boom, audible out to 300ft.
{| class="wikitable"
|+ Witch Bolt, Level 2
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| Level: 2 || Casting Time: 1 Action || Evocation
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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning)
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Choose a creature within 30ft, make a Ranged Spell Attack (1d20+6), if you hit you deal 4d12 Lightning Damage. For the rest of the spells duration the target cannot move and you can use your action to deal 2d12 Lightning Damage to the target automatically. If the target is more then 30ft away from you, you use your action to do something else, or has full cover against you, the spell ends.