![]() On a successful save, creatures take half damage and remain stationary. Release a 5m wide wave that deals 2d8 Thunder damage and pushes enemies and objects back on a failed CON save. Put creatures of a combined 24 hit points to Sleep. Shoot a ray of energy that on a failed CON save deals 2d8 Poison damage to a target. These creatures also have disadvantage on attacking rolls against the target. Protect one creature against being Charmed, Frightened, or possessed by an aberration, celestial, elemental, fey, fiend, or undead. When a creature is not wearing armor, increase its AC to 13 + its DEX modifier. Increase a touched creature's movement by 3m.įire 3 missiles of 1d4 + 1 Force damage. Touch a creature to triple its Jump distance. Creatures that try to move on this ground must make a DEX save or fall Prone. Ranged attacks cannot come in or out of this fog.Ĭover the ground in grease 4m wide. These familiars can be:Ĭreate a dense 4m fog that Obscures and Blinds enemies. Slow the descent on falling creatures and become immune to fall damage. Give yourself 7 temporary hit points until your next long rest. Gain Dash as a Bonus Action until your next long rest. This orb creates a surface of its damage type where it lands.Ĭhange all aspects of your appearance by giving you the choice of changing your race and gender. ![]() At the end of the spell's duration, target may accuse you of having charmed them.Ĭreate dazzling lights that Blinds creatures within a 17ft cone that have 33 or less hit points overall.Ĭreate an orb that deals 3d8 Thunder damage or 2d8 Acid, Cold, Fire, Lightning, or Poison damage. Enemies have advantage on their saving throw. Gain advantage on ability checks made against the charmed creature and prevent it from attacking on a failed WIS saving throw. Shoot fire from your hands for 3d6 Fire damage on a failed DEX save or half as much on a successful one. Additionally, on a failed INT save, the target loses their ability to make Reactions for one turn. Gain advantage when attacking metal-clad enemies with this spell. Melee attack spell that deals 1d8 Lightning damage. Gain advantage on your next attack roll against a chosen target. ![]() Puff noxious gas and deal 1d12 Poison damage on a failed CON save. If used on a creature, they must succeed a DEX saving throw or be illuminated.Ĭreate spectral hand to interact with and move objects up to 18m away.Ĭreate a distracting illusion that compels a creature to investigate. When the spell ends, the creature knows it was Charmed. They are prevented from healing on their next turn, and undead creatures receive disadvantage on their attacks for one turn.Įnchant a creature to gain advantage on Charisma-based checks against it for up to 10 turns. Touch a creature and deal 1d8 Necrotic damage. Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapons. Those that start their turn on the acid must also roll to avoid taking damage and suffer a half movement penalty. Throw a bubble of acid that deals 1d6 Poison damage to a struck target on a failed DEX saving throw. ![]()
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