Wednesday, September 9, 2015

Tiron's Spells


Casting Attack Spells: 1d20 + 6 vs AC
Proficiency Bonus (2) + Charisma Modifier (4) + 1d20 vs. Target's AC

Casting Save Spells: 14 vs. Roll
Proficiency Bonus (2) + Charisma Modifier (4) vs. Target's Saving Throw roll (1d20 + mods)

Spells:


Cantrips
Eldritch Blast - casting time: 1 action. Range: 120 feet. VS. Duration: Instant. Spell attack vs opponent (1d20+6 vs. AC) 1d10 force damage.

Poison Spray - casting time: 1 action. Range: 10 feet. VS. Duration: Instant. Poison gas appears, targets make a Constitution saving throw (1d20 + it's con bouns vs. 14) or take 1d12 damage.

Mage Hand - casting time: 1 action, range: 30 feet. VS. Duration: 1 minute. A floating, spectral hand appears within range. It lasts until you dismiss it or time ends or moves 30 feet away. You can use your action to control the hand: manipulate an object, open an unlocked door, container, stow or retrieve an item, etc. The hand can't attack, activate magic items, or carry more than 10 pounds.

Message - casting time: 1 action. range: 120 feet. VSM (a short piece of copper wire). Duration: 1 round. You can whisper a message to a target creature in range. The target can reply in a whisper only you can hear. You can cast it through barriers, magical silences, 1 foot of stone, an inch of common metal, a thin sheet of lead, or 3 feet of wood blocks, if you know the target. The spell doesn't have to follow a straight line.

Guidance - casting time: 1 action. Range: touch. VS. Duration: concentration, up to 1 minute.

One willing creature, after being touched, gains a 1d4 to all ability check rolls. The spell ends after the check.

Thaumaturgy - casting time: 1 action, range: 30 feet. V. Duration: Up to 1 minute. Perform a minor wonder. Detail here.

Shillelagh - 1 minute, touch, bonus action, VSM (mistletoe, shamrock leaf, quarterstaff or club). Weapon becomes magical. Use spellcasting ability instead of strength for attack and damage rolls (+4), damage is 1d8.


Spells
Hellish Rebuke (once a day) - 1 reaction, taken after being attacked by a creature you can see within 60 feet. Range: 60 feet. VS. Duration: Instant. The creature that damaged you is surrounded in hellish flames, must make a Dex savings throw (1d20 + it's dex bonus vs. 14). It takes 2d10 fire damage if it fails. When casting this spell in a level 2 (or higher) spell slot, the damage increases by 1d10.

Identify - casting time: 1 minute, range: touch, VSM (a pearl worth at least 100 gp and an owl feather), duration: instant. Touch an object and learn if its magic, its properities, how to use them, whether it requires attunement to use, and how many charges it has. You learn what spells are affecting the object; also if the item was created by a spell. If you touch a creature, you learn what spells are affecting it.

Find Familiar - casting time: 1 hour, range: 10 feet, VSM (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier). Duration: instant. You gain the service of a spirit that appears as an animal. It is independent but will obey your commands. It rolls initiative but does not attack. It disappears upon hitting 0 hp but can be summoned again. You have a telepathic link, can communicate to it and see and hear through it. You can cast a spell through it, using your modifiers. You can dismiss it as an action.

Armor of Agathys - casting time: 1 action, range: self, VSM (a cup of water), duration: 1 hour. Gain 5 hitpoints. If hit by melee, the attacker takes 5 cold damage. As a level 2 (and higher) spell, add 5 more hitpoints and damage. (At level 2, +10 hp and 10 cold damage)

Arms of Hadar - casting time: 1 action, range: self (10 foot radius), VS, duration: instant. You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Witch Bolt - casting time: 1 action, range: 30 feet, VSM (a twig from a tree that has been struck by lightning), duration: concentration up to a minute.
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Shatter - casting time: 1 action, range: 60 feet, VSM (a chip of mica), duration: instant.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Invisibility - casting time: 1 action, range: touch, VSM (an eyelash encased in gum arabic), duration: concentration, up to 1 hour. Can concentrate AND move.

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. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Breakdown:

2 Racial Abilities

Thaumaturgy
Hellish Rebuke (usable once a day)

2 Invocations

Agonizing Blast - add your Charisma modifier (+3) to eldritch blast damage

Book of Ancient Secrets - two ritual spells
1. Idenfity
2. Find Familiar

3 Warlock Cantrips

Eldritch Blast
Poison Spray
Shillelagh

3 Extra Cantrips of Any Class (Pact of the Tome)

Mage Hand
Message
Guidance

5 Spells / 2 spell slots - can be level 2

1st Level

2nd LevelEdit

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