Lazarus Akela: Difference between revisions

3,420 bytes added ,  15:41, 30 August 2022
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| Spear, Two-Handed || Melee, Ranged (20/60) || +1 || N/A || 1d8-1 Piercing Damage || N/A
| Spear, Two-Handed || Melee, Ranged (20/60) || +1 || N/A || 1d8-1 Piercing Damage || N/A
|-
|-
| Guiding Bolt || Ranged, 120ft || +6 || Level 1 Spell Slot || 4d6 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
| Cure Wounds || Touch || N/A || 1st Level Spell Slot || 1d8+7 Healing || N/A
|-
|-
| Inflict Wounds || Melee || +6 || Level 1 Spell Slot || 3d10 Necrotic Damage || N/A
| Cure Wounds, Level 2 || Touch || N/A || 2nd Level Spell Slot || 2d8+8 Healing || N/A
|-
| Healing Word || Ranged, 60ft || N/A || 1st Level Spell Slot || 1d4+7 Healing || N/A
|-
| Healing Word, Level 2 || Ranged, 60ft || N/A || 2nd Level Spell Slot || 2d4+8 Healing || N/A
|-
| Guiding Bolt || Ranged, 120ft || +6 || 1st Level Spell Slot || 4d6 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
|-
| Guiding Bolt, Level 2 || Ranged, 120ft || +6 || 2n Level Spell Slot || 456 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
|-
| Inflict Wounds || Melee || +6 || 1st Level Spell Slot || 3d10 Necrotic Damage || N/A
|-
| Inflict Wounds, Level 2 || Melee || +6 || 2nd Level Spell Slot || 4d10 Necrotic Damage || N/A
|-
| Spiritual Weapon || Created within 60ft, move 20ft and attack as bonus action || +6 || 2nd Level Spell Slot || 1d8+4 Force || N/A
|}
|}


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! Name !! Range !! Save DC !! Resources Expended !! Damage !! Notes
! Name !! Range !! Save DC !! Resources Expended !! Damage !! Notes
|-
|-
| Sacred Flame || 60ft || DC14 || N/A || 1d8 Radiant Damage on failed Save || N/A
| Sacred Flame || 60ft || DC14 Dex || N/A || 1d8 Radiant Damage on failed Save || N/A
|-
|-
| Command || 60ft || DC13 || Level 1 Spell Slot || N/A || You give a one word command for a creature to follow to the best of its ability if it fails the Save.
| Zone of Truth || 60ft, 15ft Radius Sphere || DC14 Cha || 2nd Level Spell Slot || N/A || If a creature fails, they can't tell a deliberate lie, you know if a creature succeeds or fails.
|}
|}


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{| class="wikitable"
{| class="wikitable"
|+ Command
|+ Create or Destroy Water
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 60ft || Duration: 1 Round || Components: V
| Range: 30ft || Duration: 1 Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it)
|}
|}
You speak a one-word command to a creature you can see within range. The target must succeed on a DC14 Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
You either create or destroy water.
 
:'''Create Water.''' You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
:'''Destroy Water.''' You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
:'''Approach.''' The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
:'''Drop.''' The target drops whatever it is holding and then ends its turn.
:'''Flee.''' The target spends its turn moving away from you by the fastest available means.
:'''Grovel.''' The target falls prone and then ends its turn.
:'''Halt.''' The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
:'''Silence.''' The target stops speaking for the duration of the spell.
:'''Speak.''' The target speaks for the duration of the spell.




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{| class="wikitable"
{| class="wikitable"
|+ Protection From Evil and Good
|+ Shield of Faith
|-
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small parchment with a bit of holy text written on it)
|}
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
 
=== Level 2 ===
{| class="wikitable"
|+ Bless, Level 2
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a sprinkling of holy water)
|}
You bless up to four creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
 
 
{| class="wikitable"
|+ Create or Destroy Water, Level 2
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes)
| Range: 30ft || Duration: 1 Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it)
|}
|}
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, elementals, fey, highlings, and undead.
You either create or destroy water.
:'''Create Water.''' You create up to 20 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 35-foot cube within range, extinguishing exposed flames in the area.
:'''Destroy Water.''' You destroy up to 20 gallons of water in an open container within range. Alternatively, you destroy fog in a 35-foot cube within range.


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.
 
{| class="wikitable"
|+ Cure Wounds, Level 2
|-
| Level: 2 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: 1 Instant || Components: VS
|}
A creature you touch regains a number of hit points equal to 2d8+8. This spell has no effect on Undead or constructs.




{| class="wikitable"
{| class="wikitable"
|+ Shield of Faith
|+ Guiding Bolt, Level 2
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Round || Components: VS
|}
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack (+6) against the target. On a hit, the target takes 5d6 Radiant Damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
 
 
{| class="wikitable"
|+ Healing Word, Level 2
|-
| Level: 2 || Casting Time: 1 Bonus Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: V
|}
A creature of your choice that you can see within range regains hit points equal to 2d4+8. This spell has no effect on Undead or Constructs.
 
 
{| class="wikitable"
|+ Inflict Wounds, Level 2
|-
| Level: 2 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: Instant || Components: VS
|}
Make a melee spell attack (+6) against a creature you can reach. On a hit, the target takes 4d10 necrotic damage.
 
 
{| 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"
|+ Prayer of Healing
|-
| Level: 2 || Casting Time: 10 Minutes || Necromancy
|-
| Range: 30ft || Duration: Instant || Components: V
|}
Choose up to six creatures within 30ft of you that you can see. Roll 2d8+8, each creatures you chose regains that much health. This spell has no effect on undead or constructs.
 
 
{| class="wikitable"
|+ Spiritual Weapon
|-
| Level: 2 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: 60ft || Duration: 1 Minute || Components: VS
|}
You create a floating weapon within 60ft. When you cast this spell, make a Melee Spell Attack against a creature within 5ft of the weapon. On a hit the target takes 1d8+4 Force Damage. As a Bonus Action, you can move the weapon up to 20ft and repeat the attack against a creature within 5ft of it.
 
 
{| class="wikitable"
|+ Zone of Truth
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small parchment with a bit of holy text written on it)
| Range: 60ft || Duration: 10 Minutes || Components: VS
|}
|}
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
You create a 15ft radius sphere on a point within 60ft of you. All creatures in the sphere must make a DC14 Charisma Saving Throw. If they fail, a creature cannot speak a deliberate lie while in the Zone of Truth. You know whether each creature succeeds or fails its Save. Affected creatures are aware of the spell.