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Shocking Grasp

Shocking Grasp Cantrip (evocation; affliction, arcane, attack, lightning) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Touch Target: One creature Components: V, S Duration: Instantaneous Electricity arcs from your hand to shock the target. Make a melee spell attack (with advantage if the target is wearing armor made of metal). On a hit, you deal 1d8 lightning damage, and the target can’t take reactions until the start of its next turn as the electricity courses

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Shillelagh

Shillelagh Cantrip (transmutation; nature, transformation, weaponry) Class(es): Druid Casting Time: 1 Bonus Action Range: Touch Target: Club or quarterstaff you are holding Components: V, S, M (club or quarterstaff) Duration: 1 minute You imbue the target with nature’s magical energy. Until the spell ends, the target becomes a magical weapon (if it wasn’t already), its damage becomes 1d8, and you can use your spellcasting ability instead of Strength for melee attacks and da

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Sacred Flame

Sacred Flame Cantrip (evocation; attack, divine, radiant) Class(es): Cleric Casting Time: 1 Action Range: Medium (60 feet) Target: One creature Components: V, S Duration: Instantaneous Saving Throw: Dexterity negates As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8).

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Resistance

Resistance Cantrip (abjuration; nature, protection) Class(es): Druid, paladin Casting Time: 1 Action Range: Touch Target: One willing creature Components: V, S, M (a miniature cloak) Duration: Concentration (1 minute) The target gains a knack die to one saving throw of its choice, ending the spell. The knack die can be rolled before or after the saving throw is made.

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Ray of Frost

Ray of Frost Cantrip (evocation; arcane, cold, movement) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Medium (60 feet) Target: One creature Components: V, S Duration: Instantaneous An icy beam shoots from your outstretched fingers. Make a ranged spell attack . On a hit, you deal 1d8 cold damage and reduce the target’s Speed by 10 feet until the start of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8).

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Produce Flame

Produce Flame Cantrip (conjuration; attack, fire, nature, utility) Class(es): Druid Casting Time: 1 Action Range: Self Components: V, S Duration: 10 minutes You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.  The spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an acti

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Prestidigitation

Prestidigitation Cantrip (transmutation; arcane, utility) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Bonus Action Range: Short (30 feet) Components: V, S Duration: 1 hour You wield arcane energies to produce minor effects. Choose one of the following:  create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). clean or soil an object of 1 cubic foot or less. light or snuff a

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Minor Illusion

Minor Illusion Cantrip (illusion; arcane, chaos) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Area: 5-foot cube Components: S, M (tinderbox and small mirror) Duration: 1 minute This spell creates a sound or image of an object. The illusion disappears if dismissed or you cast the spell again. You may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change t

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Message

Message Cantrip (transmutation; arcane, communication) Class(es): Bard, paladin, sorcerer, wizard Casting Time: 1 Action Range: Long (120 feet) Target: One creature Components: V, S, M (scrap of paper) Duration: 1 round You point and whisper your message at the target. It alone hears the message and may reply in a whisper audible only to you. You can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The

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Mending

Mending Cantrip (transmutation; arcane, transformation, utility) Class(es): Bard, cleric druid, paladin, sorcerer, wizard Casting Time: 1 minute Range: Touch Target: One object Components: V, S, M (fragment of equine bone) Duration: Instantaneous You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.

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Mage Hand

Mage Hand Cantrip (conjuration; arcane, utility) Class(es): Sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Components: V, S Duration: 1 minute A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it. You can use an action to control the hand and direct it to do any of the following:  manipulate an object. open an unloc

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Light

Light Cantrip (evocation; arcane, utility) Class(es): Bard, cleric, paladin, sorcerer, wizard Casting Time: 1 Action Range: Touch Target: Object no larger than 10 feet in any dimension Components: V, M (small tinder box) Duration: 1 hour Saving Throw Dexterity for an object held or worn by a hostile creature Until the spell ends, the target emits bright light in a 20-foot radius and dim light an additional 20 feet. The light emanating from the target may be any color. Com

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Fire Bolt

Fire Bolt Cantrip (evocation; arcane, fire) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Long (120 feet) Target: One creature or object Components: V, S Duration: Instantaneous You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited.  This spell’s damage increases by 1d10 when you reach 5th level (2d10).

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Druidcraft

Druidcraft Cantrip (transmutation; nature, utility) Class(es): Druid Casting Time: 1 Action Range: Short (30 feet) Components: V, S Duration: Instantaneous You call upon your mastery of nature to produce one of the following effects within range: You create a minor, harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example, the effect might create a miniature thunderhead if storms are predicted.

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Dancing Lights

Dancing Lights Cantrip (evocation; arcane, utility) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Action Range: Long (120 feet) Target: One creature Components: V, S, M (bit of phosphorus or wychwood, or a glowworm) Duration: Concentration (1 minute) You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius. You can use a

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Chill Touch

Chill Touch Cantrip (necromancy; affliction, arcane, attack, necrotic) Class(es): Sorcerer, warlock ,wizard Casting Time: 1 Action Range: Long (120 feet) Target: One creature Components: V, S Duration: 1 round You reach out with a spectral hand that carries the chill of death. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. The hand remains visibly clutching onto the target for th

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Wind Up

Wind Up 1st-level (evocation; enhancement) Class(es): Cleric, paladin, sorcerer, warlock, wizard Casting Time: 1 Action Range: Self Components: S Duration: 8 hours You wind your power up like a spring. You gain advantage on the next melee attack roll you make before the end of the spell’s duration, after which the spell ends.

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Traveler's Ward

Traveler's Ward 1st-level (abjuration; protection, sound) Class(es): Bard, cleric, paladin, wizard Casting Time: 1 Action Range: Touch Target: One creature Components: V, S, M (well-polished ball bearing) Duration: 8 hours Until the spell ends, creatures have disadvantage on Sleight of Hand checks made against the target. If a creature fails a Sleight of Hand check to steal from the target, the ward creates a loud noise and a flash of bright light easily heard and seen by c

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Skeletal Hands

Skeletal Hands 1st-level (necromancy; arcane, divine, necrotic) Class(es): Cleric, sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Target: One creature Components: S, M (finger bone) Duration: Concentration (1 minute) Dozens of skeletal hands reach from a wall or other vertical surface to grasp a creature within 5 feet of the surface. Make a melee spell attack. On a hit, the target takes 1d8 necrotic damage and is restrained until the spell ends. A c

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Searing Equation

Searing Equation 1st-level (enchantment; affliction, law, psychic) Class(es):  Casting Time: 1 Action Range: Self Area: 15-foot cone Components: V, S Duration: Instantaneous Saving Throw: Intelligence halves and negates deafened You briefly go into a magical trance and whisper an alien equation that you never fully remember once the spell is complete. Each creature in the area takes 3d4 psychic damage and is deafened for 1 round. Creatures who are unable to hear the

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Phantasmal Talons

Phantasmal Talons 1st-level (enchantment; psychic, unarmed) Class(es): Bard, warlock Casting Time: 1 Action Range: Self Components: S Duration: Concentration (1 minute) You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers. The talons do not interact with physical matter, but rip viciously at the psyche of any creature struck by them. For the duration, your unarmed strikes gain the finesse property and deal psychic damage. In add

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Pestilence

Pestilence Cantrip (conjuration; nature, summoning) Class(es): Cleric, druid, sorcerer, warlock, wizard Casting Time: 1 Action Range: Medium (60 feet) Area: 10-foot sphere Components: V, S Duration: Concentration (1 minute) Saving Throw: Constitution negates A swarm of insects fills the area. Creatures that begin their turn within the spell’s area or who enter the area for the first time on their turn must make a Constitution saving throw or take 1d4 piercing damage. The

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Identify Weapon

Identify Weapon 1st-level (divination; arcane, divine, knowledge, law, weaponry) Class(es): Cleric, paladin, wizard Casting Time: 1 Action Range: Touch Target: One creature or corpse Components: V, S Duration: Concentration (1 round) While casting this spell, you touch a wound on a creature or corpse. If the wound was inflicted by an object, such as a weapon, you know exactly what the specific item looks like for the purposes of spells like locate object. For the duration o

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Housekeeping

Housekeeping 1st-level (transmutation; arcane, utility) [ritual] Class(es): Bard, wizard Casting Time: 1 Minute Range: Medium (60 feet) Target: A number of 5-foot squares within range Components: V, S, M (a miniature broom) Duration: Instantaneous When you cast this spell, select a 10-foot square section within range. If it is a hard, treated, or manufactured surface (such as wood, fabric, leather, stone, glass, or metal) it becomes spotlessly clean. Any foreign substances

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Harmonic Resonance

Harmonic Resonance 1st-level (abjuration; enhancement, sound) Class(es): Bard Casting Time: 1 Action Range: Short (30 feet) Components: V, S, M (the written lyrics of a duet) Duration: Concentration (1 minute) You harmonize with the rhythm of those around you until you’re perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within range uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the

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