Level 3: Difference between revisions

5,779 bytes added ,  14:23, 10 September 2022
Line 115: Line 115:
|+ Beacon of Hope (Cleric)
|+ Beacon of Hope (Cleric)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
|}
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom Saving Throws and Death Saving Throws, and regains the maximum number of hit points possible from any healing.




Line 124: Line 125:
|+ Bestow Curse (Bard, Cleric, Wizard)
|+ Bestow Curse (Bard, Cleric, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VS
|}
|}
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
*Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
*While cursed, the target has disadvantage on attack rolls against you.
*While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
*While the target is cursed, your attacks and spells deal an extra 1d8 Necrotic Damage to the target.
*While cursed, target is Slowed.
*While cursed, the target cannot speak.
*While cursed, the target shouts its thoughts out loud.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
{| class="wikitable"
|+ Bite the Hand (Cleric, Druid, Paladin, Sorcerer, Wizard)
|-
| Level: 3 || Casting Time: 1 Bonus Action || Enchantment
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
With a short command and a wave of the hand, you compel a Charmed or summoned creature to attack the creature that has Charmed or summoned it. The target creature must make a Wisdom Saving Throw, or, as a reaction, moving up to its movement speed and making a single attack against the creature that summoned or Charmed it as a reaction. If the creature fails the Saving Throw by 5 or more, it also ends the Charmed condition on it.




Line 133: Line 154:
|+ Blinding Smite (Paladin)
|+ Blinding Smite (Paladin)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Bonus Action || Evocation
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
|}
The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 Radiant Damage to the target. Additionally, the target must succeed on a Constitution Saving throw or be Blinded until the spell ends.<br>
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer Blinded.




Line 142: Line 165:
|+ Blink (Sorcerer, Wizard)
|+ Blink (Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 1 Minute || Components: VS
|}
|}
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Second Ward. At the start of your next turn, and when the spell ends if you are in the Second Ward, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.<br>
While on the Second Ward, you can see and hear the material world, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.




Line 151: Line 176:
|+ Bloatbomb (Warlock, Wizard)
|+ Bloatbomb (Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: Instant || Components: VS
|}
|}
You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer remaining Hit Points than the amount rolled, it immediately drops to zero Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft radius sphere, centered on the target. Creatures within range must make a Dexterity Saving throw, taking 3d6 Acid Damage on a failed Save, or half as much damage on a successful Save.




Line 160: Line 186:
|+ Body Double (Bard, Warlock)
|+ Body Double (Bard, Warlock)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: V
|}
Choose two creatures of the same size within range, designate one as a primary target and one as a secondary target. the primary target makes a Charisma Saving throw, on a failure, or if it chooses to fail, its appearance, scent, sounds, and mannerisms change to match those of the secondary target. As long as the two targets are of the same size, they are indistinguishable from each other.<br>
'''At Higher Levels.''' If you cast this with a spell slot of 5th level or higher, the duration is instead 8 hours.
 
 
{| class="wikitable"
|+ Bolstering Brew (Bard, Cleric)
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: Instant || Components: VSM (Exotic ingredients worth 100GP)
|}
|}
Invoking the deep magic of ancient brewers, you bring forth a vibrant brew of beer or ale. You and up to five other creatures within range can partake of this drink and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains the following benefits for 8 hours:
*The creature gains 2d4 Temporary Hit Points
*The creature is immune to the Frightened condition
*The creature has Resistance to Cold Damage
*The creature has Advantage on Constitution Saving Throws
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature and creatures gain 1d4 additional Temporary Hit Points for each spell slot above 3rd. When you cast this spell using a spell slot of 7th level or higher, the benefits last for 24 hours and the creatures are immune to the Poisoned condition for the duration.