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  1. Force Lightning
  2. Evocation cantrip
  3. Casting Time: 1 action
  4. Range: 60 feet
  5. Components: S
  6. Duration: Instantaneous
  7. You launch an arc of bright blue lightning at one creature you can see in range and make a ranged spell attack. On a hit, the creature takes 1d8 lightning damage. If the attack is a critical hit, you can choose one additional target within 30 feet of the initial target, you may only perform this once per attack.
  8. This spell’s damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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  10. Force Choke
  11. 3rd-level necromancy
  12. Casting time: 1 action
  13. Range: 30 feet
  14. Components: S
  15. Duration: Instantaneous
  16. You extend a clenched fist at one target within range. That target must make a Constitution saving throw. On a failed saving throw, the target takes 1d10 force damage and cannot move or attack on its next turn. On a successful save, the target takes 1d4 force damage and has its speed reduced by half until your next turn.
  17. At higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage on a failed save increases by 1d10 for each level above 3rd, and the damage on a successful save increases by 1d4 for each level above 3rd.
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  19. Force Suppression
  20. 1st-level abjuration
  21. Casting time: 1 action
  22. Range: Self (30-foot radius)
  23. Components: S
  24. Duration: Concentration, up to 1 minute
  25. Through light meditation, you extend a field of suppressive energy. Up to six creatures you choose in range cannot cast any spells above 2nd-level.
  26. At higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s duration increases by 1 minute for each level above 1st.
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  34. Force Push
  35. 2nd-level evocation
  36. Casting time: 1 action
  37. Range: 25 feet
  38. Components: S
  39. Duration: Instantaneous
  40. Extending an open hand, you launch force imbued air at one large or smaller creature in range. The creature must make a Constitution saving throw. On a failed save, the creature is knocked 60 feet away from you. If this attack forces the creature to collide with an object, the creature takes 2d8 force damage and stops. If this attack forces the creature to collide with another creature, both creatures take 2d8 force damage and are knocked prone. If this attack throws the creature from a ledge, the creature must make a DC 15 Dexterity saving throw. On a failed save, the creature is thrown from the ledge and takes normal fall damage. On a successful save, the creature catches itself on the ledge and must spend its movement action on its next turn to pull itself up.
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  42. Force Deflection
  43. 2nd-level abjuration
  44. Casting time: 1 bonus action
  45. Range: self
  46. Components: S
  47. Duration: 1 minute
  48. During this spell’s duration, all attacks on you with ranged weapons are made at disadvantage.
  49. At higher Levels. When you cast this spell using a spell slot of 3nd level or higher, the spell’s duration increases by 1 minute for each level above 2nd.
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  51. Force Redirection
  52. 4th-level abjuration
  53. Casting time: 1 bonus action
  54. Range: self
  55. Components: S
  56. Duration: 1 minute
  57. During this spell’s duration, if you would be damaged by a ranged weapon attack, roll a d8 and add your spellcasting modifier and your spellcaster level. If you reduce the damage to or below zero, you can make a ranged spell attack to reflect the attack back at your attacker. This attack uses the ranged weapon’s damage die.
  58. At higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases by 1 minute for each level above 4th.
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  65. Force Healing
  66. Conjuration cantrip
  67. Casting time: 1 action
  68. Range: touch
  69. Components: S
  70. Duration: Instantaneous
  71. By laying your hand on a creature’s shoulder, you impart the will of the force. A creature you cast this on heals 1d6 + your spellcasting modifier.
  72. This spell’s healing increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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  74. Force Rage
  75. 1st-level enchantment
  76. Casting time: 1 action
  77. Range: 30 feet
  78. Components: S
  79. Duration: concentration, up to 1 minute
  80. Pointing a finger at a creature in range, your target begins to frenzy attacking friend or foe. The target must make a Wisdom saving throw, on a failed save, the creature is enraged and will attack any creature within 5 feet for the spell’s duration, if no creature is within 5 feet the affected creature will move as close as possible to the closest creature. On a successful save, the creature focuses on you and must attack or move towards you with its next turn.
  81. At higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s duration increases by 1 minute for each level above 1st.
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  103. Complete Force Domination
  104. 9th-level enchantment
  105. Casting time: 1 action
  106. Range: 60 feet
  107. Components: S
  108. Duration: Instantaneous
  109. Glaring into the eyes of a creature in range, the target must make an Intelligence saving throw. On a failed save, the target’s Intelligence score becomes 0 and they cannot attack or move. Any attack on the creature automatically succeeds and does +3 damage. On a successful save, the creature takes 8d10 psychic damage and will attempt to escape on its turns.
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  111. Light of the Living Force
  112. 9th-level abjuration
  113. Casting time: 1 action
  114. Range: 120 feet
  115. Components: S
  116. Duration: Instantaneous
  117. Lost in meditation, you and up to 6 creatures you choose within range heal 5d12 hit points and are cured of all ailments. Until your next turn, all attack made against you or your target creatures are made at disadvantage.
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