![]() You flourish the weapon used in the casting and then lights up in a fairy fireĬhoose up to two creatures you can see within range. Classes: Artificer, Ranger, Sorcerer, Wizard.Components: V, M (a melee weapon worth at least 1 sp).You touch a creature and are able to sleep comfortably in medium or heavy armor without suffering from exhaustion the following day This spell makes even the clunkiest armor feel soft as silk to the wearer Classes: Artificer, Paladin, Sorcerer, Wizard.Components: V, S, M (a feather or swatch of soft fabric).Roll one d4 to determinate the effect of spell.ġ: Your weapon attacks deal an extra 1d4 radiant damage on a hitģ: the target can roll a d4 and add the number rolled to saving throwĤ: The target can roll a d4 and add the number rolled to the attack roll Bed of Iron His opponent may stumble at an awkward time, a clumsy parry might catch the enemy's weapon at just the right angle, or he happens to notice the foe moving in for a flank attack. This spell alters probability to favor one creature locked in battle. If the container leaves your possession, the spell ends. Any pieces of ammunition created by this spell disintegrate when the spell ends. You touch a container such as a quiver or a pouch that contains nonmagical ammunition, each time you make such a ranged attack, your container magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Classes: Artificer, Bard, Cleric, Ranger, Paladin, Sorcerer, Warlock, Wizard.Components: V, S, M (a single piece of ammunition).You always add your spellcasting ability modifier to the temporary hit points. This spell's temporary hit points increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). The temporary hit points are lost when the spell ends. ![]() If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d6 + your spellcasting ability modifier. You touch one creature, imbuing it with vitality Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. When you cast this spell, you instantly know the direction of north from your current position. On a failed save, a creature become drowsy taking disadvantage on Perception checks and a disadvantage on Wisdom saving throw against sleep effects while the lullaby is in effect. Each creature within the area must make a Wisdom saving throw. You begin to sing a lullaby that makes the creatures who listen to it sleepy in a 10-foot-radius sphere from a point within range. ![]() It must choose to use the bonus before making the roll to which it applies. The target gets advantage on a single Persuasion or Intimidate check. ![]() ![]() You touch a creature and imbue the target with divine diplomacy skills. It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords. Classes: Bard, Cleric, Sorcerer, Warlock, Wizardįor the duration, you know if there is fiends with evil alignment within in a 60-foot cone originating from you, as well as where the creature is located and his the lingering effects caused by their gifts, presence, and spells.Duration: Concentration, up to 1 minute.This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). If you hit an undead target, it also has disadvantage on the next saving throw it makes before the end of your next turn. On a hit, the target takes 1d6 radiant damage. Make a ranged spell attack against the target. ![]()
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