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May 23rd, 2018
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  1. Utility:
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  3. Alarm - Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm.
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  5. Comprehend Languages - For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
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  7. Detect Magic - For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any
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  9. Cause Fear - The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A construct or undead is immune to this spell.
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  11. Charm Person - You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw. It has advantage if you or your companions are fighting it. If it fails, it is charmed by you until the spell ends, or until you or your companions do something harmful to it. When the spell ends, it knows it has been charmed.
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  13. False Life - You gain 1d4 + 4 temporary hit points for the duration. (1 hour)
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  15. Feather Fall - Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
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  17. Grease - Grease covers the ground in a 10-foot square within range. It's difficult terrain for the duration.
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  19. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.
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  21. Longstrider - The target’s speed increases by 10 feet until the spell ends.
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  23. Protection from Evil and Good - One willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. 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 already has such an effect by one of them, the target has advantage on any new saving throw against the relevant effect.
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  25. Shield - Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile.
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  29. Combat:
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  31. Chromatic Orb - Make a ranged spell attack against a creature you can see. You choose the damage type: acid, cold, fire, lightning, poison, or thunder. If the attack hits, the creature takes 3d8 damage of the type you chose. (needs a diamond that costs 50GP)
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  33. Burning Hands - Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
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  35. Ice Knife - Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
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  37. Thunderwave - Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
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  39. Witch Bolt - Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
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