JaqueRabbit

Phenex

Jul 7th, 2019
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  1. BAG OF HOLDING 20 --> Guild Expense
  2. Inventory~ Gold: 2429.05
  3.  
  4. -Bag of lolis
  5. -Ink
  6. -Empty Box + Lock
  7. -32 Potions
  8. -5 Greater Potions
  9. -Polish
  10. -Adventurer's Pack
  11. -Neverbloom Gloves (+4 Dex)
  12. -Garyx Blessed Amulet
  13. -4 Boreal Rocks
  14. -Water Skin (From Shrine: Holy Water)
  15. +1 Fire Short Sword
  16. +1 Ice Short Sword
  17. -Owl Totem (Full Night Vision)
  18. -Jar of Slime
  19. -Large Beautiful Diamond (For spells) Worth: 2k Gold
  20. -A Thorn
  21. -2 Vials of Antidote
  22. -10 Truffels
  23. -Quazet Horns
  24. -Boots of Luck (+1 Luck)
  25. -Artimis' Gaze (+1 Dex)
  26. -Opal Bracelet (Cosmetic -> Grounds the Bag of Holding)
  27. -Ring of Persuasion (+1 Persuasion)
  28. -Book (Used! +1 Sleight of Hand)
  29. -2 Dead Mice
  30. -1 Dead Frog
  31. -Half Chewed Heart
  32. -1 Bone
  33. -Ring with Pearl (+1 Resist: Acid)
  34. -Gaming Set
  35. -Bra x1
  36. -Panties x1
  37. -Lvl 1 Scrolls of:
  38. Ray of Frost
  39. Cure Wounds
  40. Shield
  41.  
  42.  
  43. ----------------------------------------------------
  44.  
  45. (Sneak attack -> + 3d6)
  46.  
  47. -SHORT SWORDS x2
  48. BLUEISH STEEL, BLACK EBONY, ELVISH GLASS
  49. (+3 to Hit) (+2 Shock Damage)
  50. 1d8 ----------^ +2 SHOCK DAMAGE
  51. (+13 to hit. proficiency bonus + dex + sword)
  52. ONLY USE 1 AT A TIME.
  53.  
  54. -GLOVES OF MISSILE SHARING
  55. MELD INTO HANDS
  56. REDUCE DAMAGE BY D10 WHEN HIT BY PROJECTILES
  57. CAN CATCH ATTACKS
  58.  
  59. -CLOAK OF THE BAT
  60. IN AN AREA OF DIM LIGHT, OR DARKNESS,
  61. YOU CAN GRIP THE EDGES OF THE CLOAK
  62. WITH BOTH HANDS AND USE IT TO FLY 40FT.
  63. IN DIM LIGHT/DARKNESS CAN BE USED TO
  64. CAST POLYMORPH INTO A BAT.
  65. DO NOT KEEP STATS -> BUT KEEP INT, WIS, CHA
  66.  
  67. -16 TRICK OR TREAT BAGS
  68. -13 CANDY CORN
  69. -7 CHOCOLATE BARS
  70. -QUEEN OF HEARTS - SUCCUBUS/INCUBUS
  71. -JOKER - PIC OF PHENEX
  72. -ACE OF SPADES - LICH
  73.  
  74. -5 DIMENSION DOOR STONES
  75.  
  76. -OLD KEY - ARCANE
  77.  
  78. -RAPIER - (PROFICIENT) - +1 DMG 7 ATTACK - 1D8 PIERCING
  79. WHEN YOU HIT A DRAGON WITH THIS WEAPON
  80. THE DRAGON TAKES +3D6 DMG PIERCING +
  81. REGULAR DMG. NAME: DRAGON SLAYER
  82.  
  83. -BOOK OF PURIFICATION
  84.  
  85. -AC LEATHER BRACELET
  86. {+1 AC
  87.  
  88. ***IMPORTANT***
  89. -GLOVES THAT CAN CAST BURNING HANDS UPON SPEAKING THE TRIGGER WORD,
  90. AND FIREBALL WITHOUT USING SPELL SLOTS.
  91. ******
  92. -COMMAND SPELL SCROLL (LEARN THIS LVL1 SPELL)
  93. SPEAK ONE WORD TO TARGET. WISDOM SAVING THROW
  94. NO EFFECT IF UNDEAD, DOESNT SPEAK LANGUAGE, OR
  95. COMMAND IS HARMFUL TO IT
  96.  
  97. -FIREBALL SCROLL (3RD LVL)
  98.  
  99. -SPECIAL BRA OF STONE TURNING
  100. {-1 THING EVERY HOUR CAN BE TURNED TO STONE, DURATION UNKNOWN.
  101.  
  102. -SPECIAL PANTIES OF VULNERABILITY
  103. {-HALF OF ANY SLASHING DMG DONE TO YOU.
  104.  
  105. -BAT POOP + SULFUR (FOR FIREBALL)
  106.  
  107. -SPARE THE DYING SPELL SCROLL + SACRED FLAME SPELL SCROLL
  108.  
  109. ----------------------------------------------------
  110.  
  111.  
  112. >>(***NOTE: These spells were at the BACK of the book so I'm unsure if they belong to Phenex or not. Sorry!***)<<
  113.  
  114. {Dancing Lights}
  115. You create 4 torch-sized lights within range, making them appear as torches, lanterns,
  116. or glowing orbs that hover in the air for the duration. You can also combine the four
  117. lights into one glowing, vaguely humanoid form of your choice. Each light sheds dim
  118. light in a 10-ft radius.
  119.  
  120. As a Bonus Action on your turn you can move the lights up to 60-ft to a new spot within
  121. range. A light must be within 20-ft of another light created by this spell, and a light
  122. winks out if it exceeds the spell's range.
  123.  
  124. {Mage Hand}
  125. A spectral, floating hand appears at a point you choose within range. The hand lasts for
  126. the duration or until you dismiss is as an action. The hand vanishes if it is ever more
  127. than 30-ft away from you or if you cast this spell again.
  128.  
  129. You can use your action to control the hand. You can use the hand to manipulate an object,
  130. open an unlocked door or container, stow or retrieve an item from an open container, or
  131. pour the contents out of something. You can move the hand up to 30-ft each time you use it.
  132. The hand can't attack, activate magical items, or carry more than 10 pounds.
  133.  
  134. {Eldritch Blast}
  135. A beam of crackling energy streaks towards a creature within Range. Make a ranged spell
  136. attack against the target. On a Hit, the Target takes 1d10 Force Damage. Range: 120-ft.
  137.  
  138. The spell creates more than one beam when you reach higher levels.
  139. -Two beams at 5th Level
  140. -Three beams at 11th Level
  141. -Four beams at 17th Level
  142.  
  143. You can direct the beams at the same target or at different targets. Make a separate
  144. attack roll for each beam.
  145.  
  146.  
  147. {{SPELLS}}
  148.  
  149. {Command}-
  150. You speak a One Word command to a creature you can see within range. The target must succeed
  151. on a wisdom saving throw or follow the command on its next turn. The spell has no effect if
  152. the target is undead, if it doesn't understand your language, or if your command is directly
  153. harmful to it. (Typical commands listed in guide)
  154.  
  155. {Cure Wounds}
  156. A creature you touch regains a number of Hit Points equal to 1d8 + your Spell Casting Modifier.
  157. This spell has no effect on Undead or Constructs.
  158.  
  159. At higher levels: When you cast this spell using a Spell Slot of 2nd level or Higher, the healing
  160. increases by 1d8 for each slot level above 1st.
  161.  
  162. {Inflict Wounds}
  163. Make a Melee Spell Attack against a creature you can reach. On a hit, the target takes 3d10
  164. necrotic damage. At higher levels: When you cast this using a spell slot of 2nd level or higher,
  165. the damage increases by 1d10 for each level slot above 1st.
  166.  
  167. {Feather Fall}
  168. Reaction - When you or a creature within 60-ft of you falls, up to five falling creature's rate
  169. of descent slows to 60-ft per round until the spell ends. If the creature lands before the spell
  170. ends, it takes no falling damage and can land on its feet, ending the spell on that creature.
  171.  
  172. {Hideous Laughter}
  173. A creature of your choice that you can see within range perceives that everything is hilariously
  174. funny and falls into fits of laughter if this spell affects it. The target must succeed on a
  175. Wisdom Saving Throw or fall prone, becoming incapacitated and unable to stand up for the duration.
  176. A creature with an Intelligence score of 4 or less is not affected.
  177.  
  178. At the end of each of its Turns, and each time it takes Damage, the target can make another
  179. Wisdom Saving Throw. The target has Advantage on the Saving Throw if it's triggered by Damage. On
  180. Success, the spell ends.
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