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The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. | The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. | ||
== Level 2 == | |||
{| class="wikitable" | |||
|+ Aid | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny strip of white cloth) | |||
|} | |||
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. | |||
{| class="wikitable" | |||
|+ Bestow Proficiency | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: Touch || Duration: 8 Hours || Components: V | |||
|} | |||
You touch a willing creature. Choose a skill, tool, weapon, or language proficiency you are proficient with, the target gains proficiency with the chosen proficiency for the duration. | |||
{| class="wikitable" | |||
|+ Branding Smite | |||
|- | |||
| Level: 2 || Casting Time: 1 Bonus Action || Evocation | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d10 Radiant Damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. | |||
{| class="wikitable" | |||
|+ Demand Offering | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: Touch || Duration: Instant || Components: V | |||
|} | |||
You reach out and touch a creature holding one or more items, forcing it to make a Wisdom Saving Throw. On a failure, the target uses its reaction to hand you the objects it's holding. | |||
{| class="wikitable" | |||
|+ Dragon's Voice | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: Self || Duration: 1 Hour || Components: V | |||
|} | |||
By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons. When you make a Charisma (Persuasion) or Charisma (Deception) check while dealing with Dragons, you can treat a d20 roll of 9 or lower as a 10. | |||
{| class="wikitable" | |||
|+ Find Steed | |||
|- | |||
| Level: 2 || Casting Time: 10 Minutes || Conjuration | |||
|- | |||
| Range: 30ft || Duration: Instant || Components: VS | |||
|} | |||
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a Warhorse, a Pony, a Camel, an Elk, Mastiff, or a Moorbounder. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a fey or highling (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.<br> | |||
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. | |||
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.<br> | |||
While your steed is within 1 mile of you, you can communicate with each other telepathically.<br> | |||
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. | |||
{| class="wikitable" | |||
|+ Gale Weapons | |||
|- | |||
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation | |||
|- | |||
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS | |||
|} | |||
One or two weapons that you are holding are enveloped in small whirlwinds. For the duration, the weapons are magical if they weren't already, and they also have a +1 bonus to damage rolls. This effect is suppressed for a weapon while you aren't holding it. | |||
In addition, if you use an affected weapon to make a weapon attack on your turn, the attack gains benefits based on whether it is melee or ranged<br> | |||
'''Melee.''' The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.<br> | |||
'''Ranged.''' The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one ofyour free hands at the end of your turn if it has the thrown property. | |||
{| class="wikitable" | |||
|+ Lesser Restoration | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Touch || Duration: Instant || Components: VS | |||
|} | |||
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned. | |||
{| class="wikitable" | |||
|+ Locate Object | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Divination | |||
|- | |||
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig) | |||
|} | |||
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.<br> | |||
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.<br> | |||
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. | |||
{| class="wikitable" | |||
|+ Magic Weapon | |||
|- | |||
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation | |||
|- | |||
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS | |||
|} | |||
You touch a weapon. Until the spell ends, that weapon becomes a magic weapon if it was not already, and has a +1 bonus to attack rolls and damage rolls. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. | |||
{| class="wikitable" | |||
|+ Protection From Poison | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Touch || Duration: 1 Hour || Components: VS | |||
|} | |||
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.<br> | |||
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to Poison damage. | |||
{| class="wikitable" | |||
|+ Zone of Truth | |||
|- | |||
| Level: 2 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 60ft || Duration: 10 Minutes || Components: VS | |||
|} | |||
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.<br> | |||
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. |