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Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | ||
{| class="wikitable" | |||
|+ Flash (Cleric, Paladin, Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 5ft || Duration: 1 Round || Components: VSM (a bit of phosphorus) | |||
|} | |||
You burst with blinding light that shines briefly from your skin before fading away. Each other creature within range must make a Constitution Saving Throw. On a failed saving throw, a creature is blinded until the end of your next turn, and any opportunity attacks it makes against you this turn automatically miss.<br> | |||
Until the end of your next turn, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. | |||
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=== H-R === | === H-R === | ||
{| class="wikitable" | |||
|+ Halo of Glory (Cleric, Paladin) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Touch || Duration: 10 Minutes || Components: VS | |||
|} | |||
A glowing halo of light appears above the head of a creature you touch and lasts for the duration. The halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet, follows the target as it moves, and bathes the target in an impression of heavenly glory, granting it advantage on Charisma (Intimidation) and Charisma (Persuasion) checks.<br> | |||
If a creature hits the target with an attack before the spell ends, the halo shoots a ray of light at the attacker, which must make a Dexterity saving throw if it is within 60 feet of the target. On a failed saving throw, the attacker takes 2d6 Radiant Damage. The spell ends after shooting one ray. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the number of rays the halo can shoot before the spell ends increases by one for each slot level above 1st. | |||
{| class="wikitable" | {| class="wikitable" | ||
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| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) | | Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) | ||
|} | |} | ||
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). | This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).<br> | ||
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. | Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. | ||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. | :'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. | ||
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|} | |} | ||
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. | You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. | ||
{| class="wikitable" | |||
|+ Sudden Spark (Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Reaction (When you hit with or are hit by a melee weapon attack) || Evocation | |||
|- | |||
| Range: Self || Duration: Instant || Components: V | |||
|} | |||
You electrify the attacker's weapon as it strikes its target. The spell deals a creature 2d6 lightning damage on a failed Constitution saving throw, or half as much damage on a successful save. If the attack was a critical hit, the damage increases by 1d6. The spell's target is determined by who made the triggering attack.<br> | |||
'''Defensive.''' If you were hit by the triggering attack, the attacker makes the Saving Throw, with disadvantage if it used a metal weapon to make the attack, on a failed Save, it also drops the weapon used in the attack.<br> | |||
'''Offensive.''' If you made the triggering attack, the target of your attack makes the Saving Throw, with disadvantage if it is wearing armor made of metal, on a failed Save, it also can't take reactions until the start of your next turn. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. | |||