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Feather Fall

Feather Fall 1st-level (transmutation; arcane, protection) Class(es): Bard, sorcerer, wizard Casting Time: 1 Reaction which you take when you or a creature within range falls Range: Medium (60 feet) Target: Up to five falling creatures within range Components: V, M (a small feather or pinch of down) Duration: 1 minute Magic slows the descent of each target. Until the spell ends, a target’s rate of descent slows to 60 feet per round. If a target lands before the spell ends,

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False Life

False Life 1st-level (necromancy; arcane, enhancement) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Self Components: V, S, M (alcohol or distilled spirits) Duration: 1 hour You are bolstered with fell energies resembling life, gaining 1d4+4 temporary hit points that last until the spell ends. Cast at Higher Levels. Gain an additional 5 temporary hit points for each slot level above 1st.

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Faerie Fire

Faerie Fire 1st-level (evocation; arcane, utility) Class(es): Bard, druid Casting Time: 1 Action Range: Medium (60 feet) Area: 20-foot cube Components: V Duration: Concentration (1 minute) Saving Throw: Dexterity (special) Each object in a 20-foot cube within range is outlined in light (your choice of color). Any creature in the area when the spell is cast is also outlined unless it makes a Dexterity saving throw. Until the spell ends, affected objects and creatures shed 

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Expeditious Retreat

Expeditious Retreat 1st-level (transmutation; arcane, movement) Class(es): Sorcerer, warlock, wizard Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: Concentration (10 minutes) Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action. Cast at Higher Levels. Your Speed increases by 10 feet for each slot level above 1st.

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Entangle

Entangle 1st-level (conjuration; nature, plants, terrain) Class(es): Druid Casting Time: 1 Action Range: Long (120 feet) Area: 20-foot square centered on the target Target: A point on the ground within range Components: V, S Duration: Concentration (1 minute) Constraining plants erupt from the ground in the spell’s area, wrapping vines and tendrils around creatures. Until the spell ends, the area is difficult terrain. A creature in the area when you cast the spell ma

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Divine Favor

Divine Favor 1st-level (evocation; attack, divine, radiant, weaponry) Class(es): Paladin Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: Concentration (1 minute) You imbue divine power into your strikes. Until the spell ends, you deal an extra 1d4 radiant damage with your weapon attacks.

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Disguise Self

Disguise Self 1st-level (illusion; arcane, obscurement) Class(es): Bard, sorcerer, wizard Casting Time: 1 Action Range: Self Components: V, S Duration: 1 hour Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hairstyle and

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Detect Poison and Disease

Detect Poison and Disease 1st-level (divination; divine, nature, senses) [ritual] Class(es): Cleric, druid, paladin Casting Time: 1 Action Range: Special (30-foot radius) Target: Self Components: V, S, M (yew leaf) Duration: Concentration (10 minutes) On the round you cast it, and as an action on subsequent turns, until the spell ends, you can attempt to sense the presence of poisons, poisonous creatures, and disease by making a Perception check. On a success, you identify

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Detect Magic

Detect Magic 1st-level (divination; arcane, divine, nature, senses) [ritual] Class(es): Bard, cleric, druid, paladin, sorcerer, wizard Casting Time: 1 Action Range: Special (30-foot radius Target: Self Components: V, S Duration: Concentration (10 minutes) Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any). The spell penetrates most barrier

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Detect Evil and Good

Detect Evil and Good 1st-level (divination; divine, senses) Class(es): Cleric, paladin Casting Time: 1 Action Range: Special (30-foot radius) Target: Self Components: V, S Duration: Concentration (10 minutes) You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell end

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Cure Wounds

Cure Wounds 1st-level (evocation; divine, healing, nature) Class(es): Bard, cleric, druid, paladin Casting Time: 1 Action Range: Touch Target: One creature that is neither a construct nor undead Components: V, S Duration: Instantaneous The target regains hit points equal to 1d8 + your spellcasting ability modifier. Cast at Higher Levels. The hit points regained increase by 1d8 for each slot level above 1st.

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Create or Destroy Water

Create or Destroy Water 1st-level (transmutation; divine, utility, water) Class(es): Cleric, paladin Casting Time: 1 Action Range: Short (30 feet) Target: Open container or 30-foot cube area Components: V, S, M (drop of water to create water or grains of sand to destroy it) Duration: Instantaneous Choose one of the following. Create Water: You fill the target with up to 10 gallons of nonpotable water. Alternatively, the water falls as rain that extinguishes exposed fla

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Comprehend Languages

Comprehend Languages 1st-level (divination; communication, knowledge) [ritual] Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Action Range: Self Components: V, S, M (ribbon with symbols of different languages written upon it) Duration: 1 hour You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but it may be

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Command

Command 1st-level (enchantment; compulsion, divine) Class(es): Cleric, paladin Casting Time: 1 Action Range: Medium (60 feet) Target: One creature Components: V Duration: 1 round Saving Throw: Wisdom negates You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.

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Color Spray

Color Spray 1st-level (illusion; arcane, prismatic, senses) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Self Area: 15-foot cone Target: 6d10 hit points worth of creatures Components: V, S, M (pinch of red, yellow, and blue colored sand or powder) Duration: 1 round A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious crea

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Charm Person

Charm Person 1st-level (enchantment; arcane, compulsion) Class(es): Bard, druid, sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Target: One humanoid Components: V, S Duration: 1 hour Saving Throw: Wisdom negates You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towar

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Burning Hands

Burning Hands 1st-level (evocation; arcane, fire) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Self Area: 15-foot cone Components: V, S Duration: Instantaneous Saving Throw: Dexterity halves A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area. Cast at Higher Levels. The damage increases by 1d6 for each slot level above 1st.

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Bless

Bless 1st-level (enchantment; divine, enhancement) Class(es): Cleric, paladin Casting Time: 1 Action Range: Short (30 feet) Target: Up to three creatures Components: V, S, M (sprinkle of holy water) Duration: Concentration (1 minute) The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target. Cast at Higher Levels. You target one additional creature for each slot

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Bane

Bane 1st-level (enchantment; affliction) Class(es): Bard, cleric Casting Time: 1 Action Range: Short (30 feet) Target: Up to three creatures Components: V, S, M (a small straw dolly) Duration: Concentration (1 minute) Saving Throw: Charisma negates The senses of the targets are filled with phantom energies that make them more vulnerable and less capable. Until the spell ends, a d4 is subtracted from attack rolls and saving throws made by a target. Cast at Higher Leve

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Animal Friendship

Animal Friendship 1st-level (enchantment; beasts, compulsion, nature) Class(es): Bard, druid Casting Time: 1 Action Range: Short (30 feet) Target: Beast that you can see that is able to hear you and has Intelligence 3 or less Components: V, S, M (red ribbon) Duration: 24 hours Saving Throw: Wisdom negates You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your compan

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Alarm

Alarm 1st-level (abjuration; arcane, protection, scrying, utility) [ritual] Class(es): Wizard Casting Time: 1 Minute Range: Medium (60 feet) Target: Object or area up to 20-foot cube Components: V, S, M (miniature trip wire) Duration: 8 hours You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don’t set off the alarm.

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Vicious Mockery

Vicious Mockery Cantrip (enchantment; arcane, attack, psychic) Class(es): Bard Casting Time: 1 Action Range: Medium (60 feet) Target: One creature Components: V Duration: Instantaneous Saving Throw: Wisdom negates You verbally insult or mock the target so viciously that its mind is seared. As long as the target hears you (understanding your words is not required) it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next

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True Strike

True Strike Cantrip (divination; arcane, attack, enhancement) Class(es): Bard, paladin, sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Components: S Duration: Concentration (1 round) You gain an innate understanding of the defenses of a creature or object in range. You have advantage on your first attack roll made against the target before the end of your next turn.

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Thaumaturgy

Thaumaturgy Cantrip (transmutation; divine, enhancement) Class(es): Cleric, paladin Casting Time: 1 Action Range: Short (30 feet) Components: V Duration: 1 minute You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following: Your voice booms up to three times louder than normal You cause flames to flicker, brighten, dim, or change color You send harmless tremors throughout the ground. You create

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Spare the Dying

Spare the Dying Cantrip (necromancy; divine, healing) Class(es): Cleric Casting Time: 1 Action Range: Touch Target: One living creature with 0 hit points Components: V, S Duration: Instantaneous A jolt of healing energy flows through the target and it becomes stable.

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