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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.<br> | | '''Eldritch Strike.''' You can Attack as a Melee Attack with Eldritch Blast, it deals 1d12 Force Damage but has a 5ft Range.<br> |
| '''Agonizing Blast.''' When you cast Eldritch Blast, add your Spellcasting Modifier to the Damage it deals on a hit.<br> | | '''Agonizing Blast.''' When you cast Eldritch Blast, add your Spellcasting Modifier to the Damage it deals on a hit.<br> |
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| === Tiefling Features === | | ==== Cantrips ==== |
| '''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 | | ''Tiefling Racial Trait''<br> |
| | You have the [[Cantrips#Mage Hand|Mage Hand]] and [[Cantrips#Vicious Mockery|Vicious Mockery]] Cantrips. Charisma is your Spellcasting Ability for these Cantrips. |
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| '''Hellish Resistance.''' You have Resistance to Fire Damage, meaning, whenever you take Fire Damage, you take half damage, rounded down. | | ==== Darkvision ==== |
| | ''Tiefling Racial Trait''<br> |
| | You can see in Dim Light within 60ft of you as if it were Bright Light, and in Darkness as if it were Dim Light in the same Range. You can’t discern color in darkness, only seeing things in shades of gray. |
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| === Criminal Feature === | | ==== Hellish Resistance ==== |
| '''Criminal Contact.''' You have a trustworthy contact to access the criminal underworld. Also, Twice per Long Rest, when you roll Deception or Stealth and roll a 9 or lower on the die, you can instead treat the roll as a 10. | | ''Tiefling Racial Trait''<br> |
| | You gain Resistance to Fire Damage. |
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| == Spells == | | ==== Hellish Spells ==== |
| 2, Level 3 Spell Slots
| | ''3rd Level Tiefling Racial Trait''<br> |
| | Choose one of the following Spells: Armor of Faethon, Charm Person, Disguise Self, Floating Disk, Hellish Rebuke, Ray of Sickness. Once per Long Rest you can cast the chosen Spell at 2nd Level, using Charisma as your Spellcasting Ability. You do not need Material Components for this Spell. |
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| === Cantrips === | | ==== Heightened Hellish Spells ==== |
| {| class="wikitable"
| | ''5th Level Tiefling Racial Trait''<br> |
| |+ Chill Touch
| | Choose one of the following Spells: Arcane Lock, Burning Hands, Crown of Madness, Darkness, Detect thoughts, Enthrall Flame Blade, Invisibility, Suggestion. Once per Long Rest you can cast the chosen Spell at 2nd Level, using Charisma as your Spellcasting Ability. You do not need Material Components for this Spell. |
| |-
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| | Level: Cantrip || Casting Time: 1 Action || Necromancy
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| |-
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| | Range: 120ft || Duration: 1 Round || Components: VS
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| |}
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| Choose a creature within 120ft of you and make a Ranged Spell Attack (1d20+6). On a hit, the target takes 1d8 Necrotic Damage and can't heal until the start of your next turn.
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| If you hit an Undead creature, it has Disadvantage (roll 2d20, taking the lower result) on attack rolls against you until the end of your next turn.
| | ==== Criminal Contact ==== |
| | ''Criminal Feature''<br> |
| | You have a trustworthy contact to access the criminal underworld. Also, Twice per Long Rest, when you roll Deception or Stealth and roll a 9 or lower on the die, you can instead treat the roll as a 10. |
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| | == Spells == |
| | 2, Level 3 Spell Slots |
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| | === Hellish Rebuke === |
| {| class="wikitable" | | {| class="wikitable" |
| |+ Lightning Lure | | |+ |
| |- | | |- |
| | Level: Cantrip || Casting Time: 1 Action || Evocation | | | Level: 1 || Casting Time: 1 Reaction (when you are Damaged by a creature within 60ft of you that you an see) || Evocation || Warlock |
| |- | | |- |
| | Range: 15ft || Duration: Instant || Components: V | | | Range: 60ft || Duration: Instant || Components: VS || Arcane |
| |} | | |} |
| 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 point your finger, and the creature that Damaged you is momentarily surrounded by hellish flames, it makes a Dexterity Saving Throw. On a failed Save it takes 2d10 Fire Damage, and it takes half as much Damage on a successful Save.<br> |
| :This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
| | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d10 for each Slot Level above 1st. |
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| {| class="wikitable"
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| |+ Poison Spray
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| | Level: Cantrip || Casting Time: 1 Action || Conjuration
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| | Range: 10ft || Duration: Instant || Components: VS
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| |}
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| 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.
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| :This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
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| {| class="wikitable"
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| |+ Spare the Dying
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| | Level: Cantrip || Casting Time: 1 Action || Necromancy
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| | Range: Touch || Duration: Instant || Components: VS
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| |}
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| You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
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| {| class="wikitable"
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| |+ Toll the Dead (Cleric, Warlock, Wizard)
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| |-
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| | Level: Cantrip || Casting Time: 1 Action || Necromancy
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| |-
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| | Range: 60ft || Duration: Instant || Components: VS
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| |}
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| You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
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| :The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
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| {| class="wikitable"
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| |+ Eldritch Blast
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| |-
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| | Level: Cantrip || Casting Time: 1 Action || Evocation
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| |-
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| | Range: 120ft || Duration: Instant || Components: VS
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| |}
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| 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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| === Level 2 ===
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| {| class="wikitable"
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| |+ Disguise Self (Does not use spell slots)
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| |-
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| | Level: 2 || Casting Time: 1 Action (Ritual) || Illusion
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| | Range: Self || Duration: 1 Hour || Components: VS
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| |}
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| 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 seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
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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.
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| 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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| {| class="wikitable"
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| |+ Drown
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| |-
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| | Level: 2 || Casting Time: 1 Action || Conjuration
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| |-
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| | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater)
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| |}
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| You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot breathe or speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, the target loses 2d8 hit points at the start of each of its turns.
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| At the end of each of its turns, the target can repeat the saving throw. On a success, it breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.
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| :'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating.
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| {| class="wikitable"
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| |+ Hellish Rebuke
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| |-
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| | Level: 2 || Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) || Evocation
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| |-
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| | Range: 60ft || Duration: Instant || Components: VS
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| |}
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| 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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| {| class="wikitable"
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| |+ Magnify Gravity
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| | Level: 2 || Casting Time: 1 Action || Transmutation
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| |-
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| | Range: 60ft || Duration: 1 Round || Components: VS
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| |}
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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>
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| 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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| {| class="wikitable"
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| |+ Misty Step
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| |-
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| | Level: 2 || Casting Time: 1 Bonus Action || Conjuration
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| |-
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| | Range: Self || Duration: 10 Minutes (Concentration) || Components: V
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| |}
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| Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
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| {| class="wikitable"
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| |+ Protection From Evil and Good
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| |-
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| | Level: 2 || Casting Time: 1 Action || Abjuration
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| |-
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| | Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes)
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| |}
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| Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, elementals, fey, highlings, and undead.<br>
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| 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.
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| == Magic Items == | | == Magic Items == |