Alduin: Difference between revisions

1,356 bytes added ,  22:53, 30 August 2022
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| Armor Class (AC): 14/11 || Initiative Bonus: +0
| Armor Class (AC): 14/11 || Initiative Bonus: +0
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| Max HP: 13 || Speed: 30ft
| Max HP: 20 || Speed: 30ft
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=== Sorcerer Features ===
=== Sorcerer Features ===
'''Font of Magic.''' You have a number of Sorcery Points equal to your level (3), and regain Sorcery Points up to your maximum at the end of a long rest. As a bonus action you can convert sorcery points to spell slots (2 Points = Level 1 Slot, 3 Points = Level 2 Slot), you can also convert spell slots into sorcery points (Level 1 Slot = 1 Point, Level 2 Slot = 2 Points).
'''Font of Magic.''' You have a number of Sorcery Points equal to your level (3), and regain Sorcery Points up to your maximum at the end of a long rest. As a bonus action you can convert sorcery points to spell slots (2 Points = Level 1 Slot, 3 Points = Level 2 Slot), you can also convert spell slots into sorcery points (Level 1 Slot = 1 Point, Level 2 Slot = 2 Points).
'''Metamagic.''' Can use these to transmute spells, one per spell.
:'''Transmuted Spell.''' When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
:'''Empowered Spell.''' When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.


=== Storming Soul Features ===
=== Storming Soul Features ===
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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"
|+ Iron Spine
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| Level: 2 || Casting Time: 1 Action || Transmutation
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot)
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You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.