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Jan 19th, 2018
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  1. STATS
  2. RACE: FAIRY
  3. Racial: -2 Str, -2 Con, +2 Dex, +1 Cha
  4. Size: Tiny
  5. HP 19/19
  6. Language(s) :Common / Sylvan
  7. ABILITIES
  8. STR: -5
  9. DEX: 2
  10. CON: -4
  11. INT: 3
  12. WIS: 2
  13. CHA: 4
  14.  
  15. TOTAL DODGE: 14
  16. SKILLS
  17. Performance & Persuasion & Perception
  18. Turn Undead - As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving roll. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
  19.  
  20. Spellcasting - As a Cleric, who have access to magical abilities. Combat spells are not your proficiency, so you only do half damage with those.
  21.  
  22. Spiritual Genius. - When a cast a spell, or a spell requires an Intelligence check, you maybe use your Wisdom modifier instead! Though if it requires a second check, you have to use the same you used before. You can't switch midway.
  23.  
  24. Divine Intervention - Imploring your deity's aid requires you to be completely still and calm. Describe the assistance you seek, and roll 1d20. If you roll a number equal to or above 12, your deity intervenes. The DM chooses the nature of the intervention. If your deity intervenes, you can't use this feature again for 3 days. If not, you have to have a long rest before retrying.
  25.  
  26. Arcane Recovery - You can get a third of your mana back from a short rest, or all of it from a long rest. Provided you aren't interrupted from your break for more than an hour whilst this is happening.
  27.  
  28. Cure Wounds - A creature you touch regains a number of hit points equal to 1d8 + 4 ability modifier. This spell has no effect on Undead or constructs. You can use this three times before a long rest is required. You can use all three charges at once to revive someone from the dead, and put their health to half of their maximum.
  29. ITEMS
  30. SHORTBOW SPELLBOOK
  31. ARROW X 20 Magic Armour/Robes ( 12 Dodge + Dex modifier. Adds +1 Int. LIGHT.)
  32.  
  33.  
  34. MS = 4
  35. Mana: 44
  36. SPELLS (10/10)
  37. Mage Hand - cantrip.
  38. Casting Time: 1 Action. Range: 30 Feet. Duration: 1 Minute.
  39. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand can't attack, activate magic items, or carry more than 10 pounds.
  40.  
  41. Guidance - cantrip. Only Clerics can use this spell.
  42. Casting Time: 1 Action. Range: Touch.
  43. You touch one willing creature. Within the next two minutes, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends!
  44. Spare the Dying - cantrip. Only Clerics can use this spell.
  45. Casting Time: 1 Action. Range: Touch.
  46. You touch a living creature that has 0 hit points. The creature becomes instantly stable. This spell has no effect on undead or constructs.
  47.  
  48. Spider Climb - MS 2.
  49. Casting Time: 1 Action. Range: Touch. Mana: 7. Duration: 15 Minutes.
  50. Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
  51.  
  52. Fly - MS 3.
  53. Casting Time: 1 Action. Range: Touch. Mana: 5 per minute. Duration: Concentration, up to 10 minutes
  54. You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends the target falls if it is still aloft, unless it can stop the fall. You can have additional creatures fly with you, by multiplying the mana used by the people who are affected. (So 3 party members would mean that it's 15 mana per minute.)
  55.  
  56. Lesser Restoration - MS 2. This spell can only be used by Clerics.
  57. Casting Time: 1 Action. Range: Touch. Mana: 6
  58. You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  59.  
  60.  
  61.  
  62. Enhance Ability - MS 2. This spell can only be used by Clerics.
  63. Casting Time: 1 Action. Range: Touch. Mana: 6. Duration: 1 hour.
  64. You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
  65. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  66. Bull’s Strength. The target has advantage on Strength checks.
  67. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  68. Eagle’s Splendor. The target has advantage on Charisma checks.
  69. Fox’s Cunning. The target has advantage on Intelligence checks.
  70. Owl’s Wisdom. The target has advantage on Wisdom checks.
  71.  
  72. Prayer of Healing - MS 2. This spell can only be used by Clerics.
  73. Casting Time: 10 minutes. Range: 30 Feet. Mana: 8
  74. Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  75.  
  76. Greater Invisibility - MS 4.
  77. Casting Time: 1 action. Range: Touch. Mana: 10. Duration: 10 minutes.
  78. You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
  79.  
  80. Counterspell - MS 3.
  81. Casting Time: 1 Action. Range: 60 Feet. Mana: 4
  82. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of MS level 3 or lower, its spell fails and has no effect. If it is casting a spell of MS level 4 or higher, make a 1d20+(MS Level) roll. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
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