NonPC↻⤵
A chaotic NPC generator for D&D 5E
Slim Jim
Info
Race Class Twins
"Something's gone terribly wrong!"
18 years old
[-----]
5'1"
[-----]
34 lbs
+5 lbs inv.
Inventory
Equipment: Just the clothes on your back.
Backpack: None.
Pockets: 3 gp
Fluff
Lucky Number: 20
Half-Lineage:
Subrace: Hill Dwarf
Background: Acolyte
Deity: Atheist (N/A)
Specialty: Blackmailer
Event: I stood up to a tyrant's agents.
Ancestry: Black Dragon (Acid ✽)
Trait: I idolize a particular hero of my faith, and constantly refer to that person's deeds and example.
Ideal: Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Bond: I would die to recover an ancient relic of my faith that was lost long ago.
Flaw: I judge others harshly, and myself even more severely.
Stats
Medium Humanoid, Lawful Good
Armour Class: 10
Hit Points: 32
Speed: 30 ft
10
STR
0
10
DEX
0
10
CON
0
10
INT
0
10
WIS
0
10
CHA
0
Saving Throws:
Skills:
Resistances:
Senses:
Languages:
Actor. You gain the following benefits:
- ADV on CHA (Deception) and CHA (Performance) checks when trying to pass yourself off as a different person;
- you can mimic the speech or sounds made by other creatures. A successful WIS (Insight) check contested by your CHA (Deception) check allows a listener to determine that the effect is faked.
Alert. You gain the following benefits:
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don't gain ADV on attack rolls against you as a result of being unseen by you.
Ambush (1/day). When you make a DEX (Stealth) check or an initiative roll, add +1d6.
Athlete. Climbing doesn't cost you extra movement.
Charger. When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
- If you move at least 10 ft in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 ft away from you (if you chose to shove and you succeed).
Crossbow Expert. You gain the following benefits:
- You ignore the loading property of crossbows with which you are proficient.
- Being within 5 ft of a hostile creature doesn't impose DISADV on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Dual Wielder. You gain the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dungeon Delver. You gain the following benefits:
- You have ADV on WIS (Perception) and INT (Investigation) checks made to detect the presence of secret doors.
- You have ADV on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- Traveling at a fast pace doesn't impose the normal -5 penalty on your passive WIS (Perception) score.
Durable. When you roll a Hit Die to regain HP, the minimum number of HP you regain from the roll equals 2.
Elemental Adept (Fire). Spells you cast ignore resistance to Fire. In addition, when you roll damage for a spell you cast that deals Fire damage, you can treat any 1 on a damage die as a 2.
Grappler. You gain the following benefits:
- You have ADV on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Healer. You gain the following benefits:
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 HP to it, plus additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest.
Heavy Armour Master. While you are wearing heavy armor, bludgeoning ⚒, piercing ➵, and slashing ⚔ damage that you take from nonmagical attacks is reduced by 3.
Keen Mind. You gain the following benefits.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
Linguist. You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an INT check (DC equal to your INT score + your proficiency bonus), or they use magic to decipher it.
Lucky (1/day). You can spend one luck point when an attack roll is made against you
- roll a d20, and then choose whether the attack uses the attacker's roll or yours
- if more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled
Mobile. You gain the following benefits:
- Difficult terrain doesn't cost you extra movement while dashing;
- you don't provoke opportunity attacks from a creature you have attacked for the rest of the turn, whether you hit or not.
Mounted Combatant. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have ADV on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a DEX saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Resilient. You gain proficiency on saving throws.
Ritual Caster. Your highlighted spells are written in a ritual book, which you must have in hand while casting one of them. The rituals use your spellcasting ability for saving throws.
Savage Attacker. Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Sharpshooter. You gain the following benefits:
- Attacking at long range doesn't impose DISADV on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a –5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Shield Master. You gain the following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 ft of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any DEX saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Skulker. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose DISADV on your WIS (Perception) checks relying on sight.
Spell Sniper. You gain the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
Tavern Brawler. You gain the following benefits:
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
War Caster. You gain the following benefits:
- You have ADV on CON saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Potent Brew (1/day). You can spend your action and bonus action to brew and consume a potent elixir. On your next turn, you receive +2 to your AC and your speed is doubled. After ending your turn, the effects wear off.
Amphibious (Frog form only). You can breathe air and water.
Bargaining (1/day). You may give up all of your gold to receive ADV on your next CHA roll.
Blood for Bhaal (1/day). After slaying a foe, your next attack has ADV.
Brave. You have ADV on saving throws against being frightened.
Copycat (1/day). You can perform a perfect duplication of any action or bonus action that you have seen in the last minute. Any required DCs will be 13 and spells will use your spellcasting ability.
Cursed. You have DISADV on ability checks and saving throws made with CON. A remove curse spell ends this effect.
Curse of Rat Lycanthropy. On every melee attack, the target must make a DC 13 CON saving throw. Upon failure, the player will be cursed to turn into a Rat during the next full moon. A remove curse spell ends this effect.
Danger Sense. You have ADV on DEX saving throws against effects that you can see, such as traps and spells.
Destructive Wrath (1/day). When you roll lightning ⌁ or thunder ⧛ damage, you can elect to deal maximum damage instead of rolling.
Disciple of Life. Whenever you restore hit points to a creature, the creature regains additional hit points equal to 1d4 + 3.
Double Trouble. You have an identical twin sibling who travels with you. You both use the same character sheet for your own separate turns.
Farmer's Intuition. You have ADV on INT (Nature) and WIS (Animal Handling) checks.
Favoured Enemy. You have ADV on WIS (Survival) checks and any INT checks about goblins.
Favoured Terrain. You gain the following benefits in terrain:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fearless. You are immune to being frightened.
Fey Ancestry. You have ADV on saving throws against being charmed, and magic can't put you to sleep.
Find Steed. You summon the spirit of a housecat who speaks fluent Common
- While mounted on your steed, you can make any spell you cast that targets only you also target your steed;
- when the steed drops to 0 HP, it disappears, leaving behind no physical form;
- you can also dismiss your steed at any time as an action, causing it to disappear;
- casting this spell again summons the same steed, restored to its hit point maximum;
- you can communicate with each other telepathically over 1 mile;
- you can't have more than one steed bonded by this spell at a time;
- as an action, you can release the steed from its bond at any time, causing it to disappear.
Fighting Style - Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Fighting Style - Defense. While you are wearing armor, you gain a +1 bonus to AC.
Fighting Style - Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Fighting Style - Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Fighting Style - Protection. When a creature you can see attacks a target other than you that is within 5 ft of you, you can use your reaction to impose DISADV on the attack roll. You must be wielding a shield.
Fighting Style - Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Formation Tactics. You have ADV on saving throws against being charmed, frightened, grappled, or restrained while you are within 5 ft of at least one ally.
Frenzy (1/day). You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.
Fury of the Small (1/day). When you damage a creature with an attack or a spell and the creature's size is larger than yours, add +1d4 to the damage.
Gnome Cunning. You have ADV on all INT, WIS, and CHA saving throws against magic.
God's Favour (1/day). You can call on your God to intervene on your behalf when your need is great. Use your action to describe the assistance you seek, then roll a d20. If you roll a 20, your God intervenes. The DM chooses the nature of the intervention.
Happy. All rolls receive a +1 bonus.
Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force ⇒ damage if you end your turn inside an object.
Innate Spellcasting. Your spellcasting ability is CHA (spell save DC 13).
Innate Spellcasting (Psionics). Your innate spellcasting ability is INT (spell save DC 13).
Jack of All Trades You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Keen Smell. You have ADV on WIS (Perception) checks that rely on smell.
Magic Resistance. You have ADV on saving throws against spells and other magical effects.
Rat Lycanthropy. You are vulnerable to silvered weapons.
Maimed. You have DISADV on ability checks and saving throws made with STR.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Nimbleness. You can move through the space of any creature that is of a size larger than you.
Nine Lives (9 charges). When you are reduced to 0 HP but not killed outright, you can drop to 1 hit point instead.
Noseless. You have DISADV on WIS (Perception) checks that rely on smell.
Open Hand Technique. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- it must succeed on a DC 13 DEX saving throw or be knocked prone;
- it must succeed on a DC 13 STR saving throw or else you can push it up to 15 feet away from you;
- it can't take reactions until the end of your next turn.
Pain for Pleasure (1/day). When you lose HP for the first time today, you may add +1 to you next attack roll.
Precision Strike (1/day). When you miss an attack roll, you may add a d8 to the attack roll.
Relentless Endurance (1/day). When you are reduced to 0 HP but not killed outright, you can drop to 1 hit point instead.
Resident. You have ties to a residence such as a home, guild hall, or business. While near your residence, you can call upon your friends or colleagues for assistance, provided you remain in good standing with them.
Savage Attacks. When you score a critical hit with a melee weapon attack, roll an additional weapon damage die and add it to the damage of the critical hit.
Shelter of the Faithful. While near the temple dedicated to your God, you can call upon the priests for assistance, provided you remain in good standing with it.
Smuggler's Pockets (1/day). At the start of combat you may roll a d4. The result is the number of Potions of Healing that are added to your inventory.
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap (Frog form only). Your long jump is up to 20 ft and your high jump is up to 10 ft, with or without a running start.
Stone Camouflage. You have ADV on DEX (Stealth) checks made to hide in rocky terrain.
Stout Resilience. You have ADV on saving throws against poison.
Thief. You have ADV on DEX (Sleight of Hand) checks.
Totem Spirit: Bear. While raging, you have resistance to all damage except psychic ◉ damage.
Totem Spirit: Eagle. While you're raging, other creatures have DISADV on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.
Totem Spirit: Wolf. While you're raging, your friends have ADV on melee attack rolls against any creature within 5 feet of you that is hostile to you.
Touch of Death (1/day). When you hit a creature with a melee attack, you can elect to deal an extra +1d8 necrotic ☥ damage to the target.
Good Luck (1/day). The first time you roll your lucky number for any attack, ability check, or saving throw, you may reroll the outcome and use the new value.
Unlucky (1/day). Your first critical success on any roll is made into a critical failure.
Sculpt Spells. Your spells don't harm your allies.
Skeletal. You are immune to Poison, but vulnerable to Bludgeoning.
Stinky. All melee attack rolls made against them are at a DISADV unless the attacker has no sense of smell.
Sunlight Sensitivity. While in sunlight, you have DISADV on attack rolls, as well as on WIS (Perception) checks that rely on sight.
Vampire Weaknesses. You have the following flaws:
- Forbiddance. You can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. You take 20 acid ✽ damage when you end your turn in running water.
- Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.
- Sunlight Hypersensitivity. You take 20 radiant ☼ damage when you start your turn in sunlight. While in sunlight, you have DISADV on attack rolls and ability checks.
Vampire Regeneration. You regain 10 HP at the start of your turn if you have at least 1 hit point and aren't in sunlight or running water. If you takes radiant ☼ damage or damage from holy water, this trait doesn't function at the start of your next turn.
Actions
Multiattack (Bear form only). You make two attacks as one action, alternating between bite and claw attacks for each strike.
Bite (Bear form only).[◎1][┅5ft]
+3 to hit
8 (1d8 + 4) piercing ➵ damage.
Vampire Bite.[◎1][┅5ft]
+3 to hit
6 (1d6 + 3) piercing ➵ damage plus 7 (2d6) necrotic ☥ damage
- The target's hit point maximum is reduced by an amount equal to the necrotic ☥ damage taken, and the vampire regains hit points equal to that amount;
- the reduction lasts until the target finishes a long rest;
- the target dies if this effect reduces its hit point maximum to 0.
Were Bite (Rat or Hybrid form only).[◎1][┅5ft]
+3 to hit
4 (1d4 + 2) piercing ➵ damage
- If the target is a humanoid, it must succeed on a DC 11 CON saving throw or be cursed with Were-Rat lycanthropy.
Claws (Bear form only).[◎1][┅5ft]
+3 to hit
11 (2d6 + 4) piercing ➵ damage.
Multiattack. You make two attacks as one action.
War Priest Multiattack (1/day). You make three attacks as one action.
Battleaxe.[◎1][┅5ft]
+3 to hit
8 (1d8 + 3) slashing ⚔ damage
Blowgun.[◎1][┅25/100ft]
+3 to hit
1 piercing ➵ damage
Clown Hammer.[◎1][┅5ft]
+3 to hit
1 bludgeoning ⚒ damage
- The target must succeed a DC 13 WIS check or falls prone with laughter, becoming incapacitated and unable to stand up until their next turn.
Club.[◎1][┅5ft]
+3 to hit
5 (1d4 + 3) bludgeoning ⚒ damage
Dagger.[◎1][┅5ft]
+3 to hit
4 (1d4 + 3) piercing ➵ damage
Dart.[◎1][┅20/60ft]
+3 to hit
4 (1d4 + 3) piercing ➵ damage
Driving Whip.[◎1][┅5ft]
+1 to hit
1 slashing ⚔ damage
Flail.[◎1][┅5ft]
+3 to hit
8 (1d8 + 3) bludgeoning ⚒ damage
Glaive.[◎1][┅5ft]
+3 to hit
9 (1d10 + 3) slashing ⚔ damage
Greataxe.[◎1][┅5ft]
+3 to hit
10 (1d12 + 3) slashing ⚔ damage
Greatclub.[◎1][┅5ft]
+3 to hit
8 (1d8 + 3) bludgeoning ⚒ damage
Greatsword.[◎1][┅5ft]
+3 to hit
10 (2d6 + 3) slashing ⚔ damage
Halberd.[◎1][┅5ft]
+3 to hit
9 (1d10 + 3) slashing ⚔ damage
Handaxe.[◎1][┅5ft]
+3 to hit
6 (1d6 + 3) slashing ⚔ damage
Hand Crossbow.[◎1][┅30/120ft]
+3 to hit
6 (1d6 + 3) piercing ➵ damage
Heavy Crossbow.[◎1][┅100/400ft]
+3 to hit
9 (1d10 + 3) piercing ➵ damage
Javelin.[◎1][┅30/120ft]
+3 to hit
6 (1d6 + 3) slashing ⚔ damage
Lance.[◎1][┅5ft]
+3 to hit
10 (1d12 + 3) piercing ➵ damage
Light Crossbow.[◎1][┅80/320ft]
+3 to hit
8 (1d8 + 3) piercing ➵ damage
Light hammer.[◎1][┅5ft]
+3 to hit
5 (1d4 + 3) bludgeoning ⚒ damage
Longsword.[◎1][┅5ft]
+3 to hit
8 (1d8 + 3) slashing ⚔ damage
Longbow.[◎1][┅150/600ft]
+3 to hit
8 (1d8 + 3) piercing ➵ damage
Mace.[◎1][┅5ft]
+3 to hit
6 (1d6 + 3) bludgeoning ⚒ damage
Maul.[◎1][┅5ft]
+3 to hit
10 (2d6 + 3) bludgeoning ⚒ damage
Morningstar.[◎1][┅5ft]
+3 to hit
10 (1d8 + 3) piercing ➵ damage
Net.[◎1][┅5/15ft]
+3 to hit
0 bludgeoning ⚒ damage
- a Large or smaller creature hit by a net is restrained until it is freed. To free itself, a creature can use its action to make a DC 13 STR check, freeing itself or another creature within its reach on a success, or deal 5 slashing ⚔ damage (AC 10) to destroy the net
Pike.[◎1][┅5ft]
+3 to hit
9 (1d10 + 3) piercing ➵ damage
Quarterstaff.[◎1][┅5ft]
+3 to hit
6 (1d6 + 3) bludgeoning ⚒ damage
Rapier.[◎1][┅5ft]
+3 to hit
8 (1d8 + 3) piercing ➵ damage
Scimitar.[◎1][┅5ft]
+3 to hit
6 (1d6 + 3) slashing ⚔ damage
Shortbow.[◎1][┅80/320ft]
+3 to hit
6 (1d6 + 3) piercing ➵ damage
Shortsword.[◎1][┅5ft]
+3 to hit
8 (1d8 + 3) piercing ➵ damage
Sickle.[◎1][┅5ft]
+3 to hit
4 (1d4 + 3) slashing ⚔ damage
Sling.[◎1][┅30/120ft]
+3 to hit
5 (1d4 + 3) bludgeoning ⚒ damage
Salami.[◎1][┅5ft]
+1 to hit
2 (1d4) bludgeoning ⚒ damage
Spear.[◎1][┅5ft]
+3 to hit
6 (1d6 + 3) piercing ➵ damage
Trident.[◎1][┅5ft]
+3 to hit
6 (1d6 + 3) piercing ➵ damage
War Pick.[◎1][┅5ft]
+3 to hit
8 (1d8 + 3) piercing ➵ damage
Warhammer.[◎1][┅5ft]
+3 to hit
8 (1d8 + 3) bludgeoning ⚒ damage
Whip.[◎1][┅5ft]
+3 to hit
5 (1d4 + 3) slashing ⚔ damage
Club (Dual Wield).[◎1][┅5ft]
+3 to hit x2
7 (2d4 + 3) bludgeoning ⚒ damage total
Dagger (Dual Wield).[◎1][┅5ft]
+3 to hit x2
7 (2d4 + 3) piercing ➵ damage total
Handaxe (Dual Wield).[◎1][┅5ft]
+3 to hit x2
9 (2d6 + 3) slashing ⚔ damage total
Light hammer (Dual Wield).[◎1][┅5ft]
+3 to hit x2
7 (2d4 + 3) bludgeoning ⚒ damage total
Rapier (Dual Wield).[◎1][┅5ft]
+3 to hit x2
12 (2d8 + 3) piercing ➵ damage total
Scimitar (Dual Wield).[◎1][┅5ft]
+3 to hit x2
9 (2d6 + 3) slashing ⚔ damage total
Shortsword (Dual Wield).[◎1][┅5ft]
+3 to hit x2
12 (2d8 + 3) piercing ➵ damage total
Sickle (Dual Wield).[◎1][┅5ft]
+3 to hit x2
7 (2d4 + 3) slashing ⚔ damage total
Ball Bearings.[◎1][■10ft][DC10 DEX]
Cover the ground in ball bearings.
- A creature moving through the area must succeed a DC 10 DEX save or fall prone;
- a creature moving through the area at half speed doesn't need to make the save.
Crowbar.[◎1][┅5ft]
+3 to hit
5 (1d4 + 3) bludgeoning ⚒ damage
- Grants ADV on STR checks.
Fishing Rod.[◎1][┅30ft]
+1 to hit
1 slashing ⚔ damage
- If the target fails a DC 13 DEX saving throw, you pull it up to 10 ft closer to you;
- if your target is an object that weighs less than 5 pounds, succeed a DC 10 DEX roll to move it up to 10ft in any direction.
Pitchfork.[◎1][┅5ft]
+3 to hit
6 (1d6 + 3) piercing ➵ damage
Spoon.[◎1][┅5ft]
+1 to hit
1 bludgeoning ⚒ damage
Ten Foot Pole.[◎1][┅10ft]
+3 to hit
6 (1d6 + 3) bludgeoning ⚒ damage
Jim's Wooden Leg.[◎1][┅5ft]
+3 to hit
1 bludgeoning ⚒ damage
Wooden Stake.[◎1][┅5ft]
+3 to hit
2 (1d4) piercing ➵ damage
- If the target is a resting Vampire, they are killed.
Unarmed Attack.[◎1][┅5ft]
+3 to hit
1 bludgeoning ⚒ damage
Unarmed Attack.[◎1][┅5ft]
+3 to hit
5 (1d6 + 3) bludgeoning ⚒ damage
Tentacles.[◎1][┅5ft]
+5 to hit
15 (2d10 + 3) psychic ◉ damage
- If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 13 INT saving throw or be stunned until this grapple ends.
Acid Arrow.[◎1][┅90ft]
+3 to hit
10 (4d4) acid ✽ damage
- on failed save target takes an additional 5 (2d4) acid ✽ damage at the end of its next turn
- on successfail saving throw, half damage to target, no damage at the end of its next turn.
Acid Splash.[◎≤2][┅60ft][DC13 DEX]
+3 to hit
Hit: (1d6) acid ✽ damage
Aid (1/day).[◎≤3][⧖8h][┅30ft]
Each creature gains 5 temp HP.
Animal Friendship (1/day).[◎1][⧖24h][┅30ft][DC13 WIS]
Charm a beast.
- If the beast's INT is 4 or higher, the spell fails.
- If you or one of your companions harms the target, the spell ends.
Animal Messenger (1/day).[◎1][⧖24h][┅30ft]
Send a Tiny beast to deliver a message.
- You specify a previously visited location, the general description of the recipient, and a message of up to 25 words;
- if the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
Animate Dead (1/day).[◎1][⧖24h][┅10ft]
Create a loyal undead servant from Medium/Small humanoid remains. It lasts until it or you die, or until you dismiss it as a bonus action.
Your companion has the following stats:
Skeleton (AC: 13 | HP: 13 (2d8 +4))
- Vulnerabilities: Bludgeoning
- Immunities: Poison
- Speed: 30 ft.
- Senses: Darkvision 60 ft, passive Perception 9
10
STR
0
14
DEX
+2
15
CON
+2
6
INT
-2
8
WIS
-1
5
CHA
-3
- Shortsword.
⚔ Attack: +4 to hit, 5 ft, one target.
Hit: 5 (1d6 + 2) piercing ➵ damage. - Shortbow.
⚔ Attack: +4 to hit, range 80/320, one target.
Hit: 5 (1d6 + 2) piercing ➵ damage.
Zombie (AC: 8 | HP: 22 (3d8 + 9))
- Immunities: Poison
- Speed: 20 ft.
- Senses: Darkvision 60 ft., passive Perception 8
13
STR
+1
6
DEX
-2
16
CON
+3
3
INT
-4
6
WIS
-2
5
CHA
-3
- Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a CON saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
- Slam.
⚔ Attack: +3 to hit, 5 ft, one target.
Hit: 4 (1d6 + 1) bludgeoning ⚒ damage.
Armor of Agathys (1/day).[◎Self][⧖1h]
You gain 5 temp HP. If a creature hits you with a melee attack while you have these HP, the creature takes 5 cold ❄ damage.
Arms of Hadar (1/day).[⌀10ft][DC13 STR]
7 (2d6) necrotic ☥ damage on failed save
- on failure the target also can't take reactions until its next turn;
- on a successful save, the creature takes half damage, but suffers no other effect.
Aura of Vitality (1/day).[⧖1m][⌀30ft][┅Self][⏿]
You can use a bonus action to cause one creature in the aura (including you) to regain 7 (2d6) hit points.
Bane (1/day).[◎≤3][⧖1m][┅30ft][⏿][DC13 CHA]
Impose a -1d4 penalty to attack rolls and saving throws
Barkskin (1/day).[◎1][⧖1h][┅Touch][⏿]
Target's minimum AC is 16.
Beast Bond (1/day).[◎1][⧖10m][┅Touch][⏿]
You establish a telepathic link with one beast that is friendly to you or charmed by you. Until the spell ends:
- The link is active while you and the beast are within line of sight of each other;
- through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you;
- while the link is active, the beast gains ADV on attack rolls against any creature within 5 ft of you that you can see;
- the spell fails if the beast's INT is 4 or higher.
Beast Sense (1/day).[◎1][⧖1h][┅Touch][⏿]
You see and hear what a willing beast senses as you touch it, and:
- you can use your action to return to your normal senses;
- you gain the benefits of any special senses possessed by that creature;
- you are blinded and deafened to your own surroundings while the spell is active.
Bestow Curse.[◎1][⧖1m][┅Touch][⏿][DC 13 WIS]
Curse a creature with one of the following:
- target has DISADV on ability checks and saving throws made with the ability score you choose;
- the target has DISADV on attack rolls against you;
- the target must succeed a DC 13 WIS saving throw at the start of each of its turns or else it wastes its action that turn doing nothing;
- the target takes an extra 1d8 necrotic ☥ damage from your attacks and spells;
- a remove curse spell ends this effect.
Bless (1/day).[◎≤3][⧖1m][┅30ft][⏿][DCX SAVE]
While active, the target(s) may add +1d4 to an attack roll or saving throw.
Blessing of the Trickster (1/day).[◎1][⧖1h][┅Touch]
Grant a willing creature other than yourself ADV on DEX (Stealth) checks.
Black Dragon (Acid ✽) Breath (1/day).[—5x30ft][DC13 DEXCON]
7 (2d6) fire damage on failed save, half damage on success
Burning Hands (1/day).[◀15ft][┅Self][DC13 DEX]
11 (3d6) fire ♨ damage on a failed save, or half as much damage on a successful one.
- The fire ignites any flammable objects in the area that aren't being worn or carried.
Cacophony (1/day).[❒15ft][DC13 CON]
9 (2d8) thunder ⧛ damage
- Target is pushed up to 10 ft away from you on failed save, half damage and no pushback on success.
Calm Emotions (1/day).[⧖1m][⌀20ft][┅60ft][⏿][DC13 CHA]
Prevent creatures from being charmed or frightened.
- If a creature fails its saving throw, choose one of the following two effects:
- you can suppress any effect causing a target to be charmed or frightened;
- you can make a target indifferent about creatures of your choice that it is hostile toward until the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed;
- a creature can choose to fail its saving throw if it wishes.
Catapult (1/day).[◎Object][┅60ft]
Fling one object weighing 1-5 pounds that isn't being worn or carried.
- The object flies in a straight line up to 90 ft in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface;
- if the object would strike a creature, that creature must make a DC 13 DEX saving throw;
- on a failed save, the object strikes the target and stops moving;
- when the object strikes something, the object and what it strikes each take 14 (3d8) bludgeoning ⚒ damage.
Cause Fear (1/day).[◎1][⧖1m][┅60ft][⏿][DC13 WIS]
Frighten a creature.
- The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success;
- a construct or an undead is immune to this effect;
Charm Person (1/day).[◎1][⧖1h][┅30ft][DC13 WIS]
Charm a creature so that they regard you as a friendly acquaintance.
- The target has ADV on the saving throw if you or your companions are fighting it;
- on failure it is charmed by you until the spell ends or until you or your companions do anything harmful to it;
- when the spell ends, the creature knows it was charmed by you.
Chill Touch.[◎1][┅120ft]
+3 to hit.
Hit: 5 (1d8) necrotic ☥ damage
- it can't regain HP until the start of your next turn;
- undead targets receive DISADV on attack rolls against you until the end of your next turn.
Chromatic Orb (1/day).[◎1][┅90ft]
+3 to hit
14 (3d8) damage
- choose the damage type: acid ✽, cold ❄, fire ♨, lightning ⌁, poison ☠, or thunder ⧛
Command (1/day).[◎1][⧖1turn][┅60ft][DC13 WIS]
Command a creature to follow your command on its next turn.
- The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Cordon of Arrows (1/day). You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within 5 ft and lay magic upon them to protect an area.
- Until the spell ends, whenever a creature other than you comes within 30 ft of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a DC 13 DEX saving throw or take 4 (1d6) piercing ➵ damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
- When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
Create or Destroy Water (1/day). You either create or destroy water.
- Create Water. You create up to 10 gallons of clean water within 30 ft in an open container. Alternatively, the water falls as rain in a 30-foot ❒ within 30 ft of you, extinguishing exposed flames in the area.
- Destroy Water. You destroy up to 10 gallons of water in an open container within 30 ft. Alternatively, you destroy fog in a 30-foot ❒ within 30 ft of you.
Crown of Madness (1/day).[◎1][⧖1m][┅120ft][⏿][DC13 WIS]
Target is charmed by you on failed save.
- The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose;
- the target can act normally on its turn if you choose no creature or if none are within its reach;
- on your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a DC 13 WIS saving throw at the end of each of its turns. On a success, the spell ends.
Cure Wounds (1/day).[◎1][┅Touch]
A creature you touch regains a number of HP equal to 1d8 + 0.
- This spell has no effect on undead or constructs.
Darkness (1/day).[◎1][⧖1m][⌀15ft][┅60ft][⏿]
Create a cloud of magical darkness.
- a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it;
- if any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Daylight (1/day).[◎1][⧖1h][⌀60ft][┅60ft]
Summon a sphere of sunlight (or enchant an item) that dispels all darkness around it.
- If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Detect Evil and Good (1/day).[⧖10m][┅30ft]
- you know if there is an aberration, celestial, elemental, fey, fiend, or undead and where the creature is located
- you know if there is a place or object that has been magically consecrated or desecrated
Detect Magic (1/day).[◎Self][⧖10m][⭘30ft][⏿]
You sense the presence of magic nearby.
- You can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
Detect Poison and Disease (1/day).[◎Self][⧖10m][⭘30ft][⏿]
You can sense the presence, location, and type of poisons, poisonous creatures, and diseases.
Detect Thoughts (1/day).[◎1][⧖1m][⏿]
Focus your mind on any one creature that you can see.
- If the creature you choose has an INT of 3 or lower or doesn't speak any language, the creature is unaffected;
- you can also search for thoughts within 30 ft of you but you can't detect a creature with an INT of 3 or lower or one that doesn't speak any language.
Disguise Self (1/day).[⧖1h][┅Self]
Change your appearance until you use your action to dismiss it.
- If a creature succeeds on a DC 13 INT (Investigation) check, they are able to see through the disguise.
Dissonant Whispers (1/day).[◎1][⧖1m][┅60ft][DC13 WIS]
Frighten a creature.
- On a failed save, it takes 3d6 psychic ◉ damage and must immediately use its reaction, if available, to move as far as its speed allows away from you;
- the creature doesn't move into obviously dangerous ground;
- on a successful save, the target takes half as much damage and doesn't have to move;
- a deafened creature automatically succeeds on the save.
Divine Sense. Until the end of your next turn, you know:
- the location of any celestial, fiend, or undead within 60 ft of you that is not behind total cover;
- you know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity;
- you also detect the presence of any place or object that has been consecrated or desecrated within the same radius.
Druidcraft (1/day).[┅30ft]
You create one of the following effects:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours (persists for 1 round);
- you instantly make a flower blossom, a seed pod open, or a leaf bud bloom;
- you create an instantaneous, harmless sensory effect in a 5-foot square;
- you instantly light or snuff out a small flame.
Eldritch Blast.[◎1][┅120ft]
+3 to hit
9 (1d10 + 3) force ⇒ damage and the target is pushed back 10 ft
Enlarge (1/day).[◎Self][⧖1m]
You magically increase in size, along with anything you are wearing or carrying.
- While enlarged, you are Large, you double your damage dice on STR-based weapon attacks (included in the attacks), and you make STR checks and STR saving throws with ADV;
- if you lack the room to become Large, you attain the maximum size possible in the space available.
Enlarge/Reduce (1/day).[◎1][⧖1m][┅30ft][⏿][DC13 CON]
You magically change the size of a creature or object.
- Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has ADV on STR checks and STR saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
- Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has DISADV on STR checks and STR saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Entangle (1/day).[◎1][⧖1m][■20ft][┅90ft][⏿][DC13 STR]
Plants turn the ground into difficult terrain.
- a creature in the spell area must succeed a DC 13 STR saving throw or be restrained by the entangling plants until the spell ends
- a creature restrained by the plants can use its action to make a DC 13 STR check. On a success, it frees itself.
- When the spell ends, the conjured plants wilt away.
Extract Brain.[◎1][┅5ft]
+7 to hit
55 (10d10) piercing ➵ damage
- target must be an incapacitated humanoid grappled by you
- if this damage reduces the target to 0 HP, you kill the target by extracting and devouring its brain.
Faerie Fire (1/day).[⧖1m][❒20ft][┅60ft][⏿][DC13 DEX]
All attacks have ADV against affected targets and they can't benefit from invisibility
False Life (1/day).[◎Self][⧖1h]
You gain 1d4 + 4 temporary HP.
Fear (1/day).[⧖1m][◀30ft][DC13 WIS]
All affected creatures drop whatever they are holding and become frightened.
- While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move;
- if the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a DC 13 WIS saving throw. On a successful save, the spell ends for that creature.
Feign Death (1/day). You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic ◉ damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.
Fireball (1/day).[⬤20ft][┅150ft][DC13 DEX]
+3 to hit
29 (8d6) fire ♨ damage
- half damage on a successful save;
- the fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
Fire Bolt.[◎1][┅120ft]
+3 to hit
6 (1d10) fire ♨ damage
Flurry of Blows (1/day). You make one attack with your weapon, and two more attacks with unarmed strikes.
Fog Cloud (1/day).[⧖1h][⭘20ft][┅120ft][⏿]
Create a cloud of fog.
- The area inside is heavily obscured;
- it lasts until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Friends (1/day).[◎1][⧖1m]
Gain ADV on CHA checks against a non-hostile creature.
- When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you.
Ice Knife (1/day).[◎1][┅60ft]
+3 to hit
6 (1d10) piercing ➵ damage
- hit or miss, the shard explodes and the target and each creature within 5 ft of it must succeed a DC 13 DEX saving throw or take 7 (2d6) cold damage
Inspire (1/day).[◎1][┅60ft]
One friendly creature adds +1d6 to their next D20 roll.
Inspiring Leader (1/day).[◎≤6][⧖1h][┅30ft]
Grant friendly creatures temporary HP equal to 1d6 + 3.
- A creature can't gain temporary HP from this feat again until it has finished a short or long rest.
Invisibility (1/day).[◎1][⧖1h][┅Touch]
A creature you touch becomes invisible.
- 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.
Invisibility (1/day).[◎Self][⧖1h]
You magically turn invisible.
- The spell lasts until you attack, casts a spell, or until your concentration is broken while concentrating;
- any equipment you wear or carry is invisible with you.
Frostbite.[◎1][┅60ft][DC10 CON]
4 (1d6) cold ❄ damage
- Target has DISADV on the next weapon attack roll it makes before the end of its next turn.
Gentle Repose (1/day). You touch a corpse or other remains. For the next 10 days:
- The target is protected from decay and can't become undead;
- days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Grease (1/day).[⧖1m][■10ft][┅60ft][DC13 DEX]
Create a patch of grease.
- The greased area is considered difficult terrain;
- when the grease appears, each creature standing in its area must succeed on a DC 13 DEX saving throw or fall prone;
- a creature that enters the area or ends its turn there must also succeed on a DC 13 DEX saving throw or fall prone.
Guidance.[◎1][⧖1m][┅Touch]
The target may add +1d4 to one ability check of its choice.
Gust.[┅30ft][DC13 STR]
Push one Medium or smaller creature up to 5ft away.
Healing Word (1/day). A creature of your choice that you can see within 60 ft regains HP equal to 1d4 + 0. This spell has no effect on undead or constructs.
Heroism (1/day). Until the spell ends, the creature you touch is immune to being frightened and gains temporary HP equal to your 0 at the start of each of its turns. When the spell ends, the target loses any remaining temporary HP from this spell.
Hideous Laughter (1/day).[◎1][⌀30ft][DC13 WIS]
The target falls prone with laughter, becoming incapacitated and unable to stand up for the duration.
- A creature with an INT score of 4 or less isn't affected;
- at the end of each of its turns, and each time it takes damage, the target can make another DC 13 WIS saving throw. The target has ADV on the saving throw if it's triggered by damage. On a success, the spell ends.
Hold Person (1/day).[◎1][⧖1m][┅60ft][⏿][DC13 WIS]
Paralyzed a humanoid.
- At the end of each of its turns, the target can make another DC 13 WIS saving throw. On a success, the spell ends on the target.
Hunter's Mark (1/day).[⧖1h][┅90ft]
Target a visible creature and until the spell ends:
- you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack
- you have ADV on any WIS (Perception) or WIS (Survival) check you make to find it
- if the target drops to 0 HP before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature
Infestation (1/day).[◎1][┅30ft][DC13 CON]
4 (1d6) poison ☠ damage
- the target moves 5 ft in a random direction if it can move and its speed is at least 5 ft. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move
Inflict Wounds (1/day).[◎1][┅Touch]
+3 to hit
18 (3d10) necrotic ☥ damage
Lay on Hands (1/day).[◎1][┅5ft]
Restore 15 HP to one creature.
Lesser Restoration (1/day). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Lightning Bolt (1/day).[—5x100ft][DC13 DEX]
29 (8d6) lightning ⌁ damage on a failed save, or half as much damage on a successful one
- the lightning ignites flammable objects in the area that aren't being worn or carried
Mending. Repair a single break or tear in an object you touch.
- as long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage
- this spell can physically repair a magic item or construct, but the spell can't restore magic to such an object
Poison Spray (1/day).[◎1][┅10ft][DC13 CON]
7 (1d12) poison ☠ damage
Purify Food and Drink (1/day).[⭘5ft][┅10ft]
All nonmagical food and drink is purified and rendered free of poison and disease.
Mage Armour (1/day).[◎1][⧖8h][┅Touch]
Make your target's base AC becomes 13 + its DEX modifier.
- The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile (1/day).[◎≤3][┅120ft]
Produce three glowing darts.
- Each dart hits a creature of your choice;
- each dart deals 3 (1d4 + 1) force ⇒ damage to its target;
- the darts all strike simultaneously, and you can direct them to hit one creature or several.
Mind Blast (1/day).[◀60ft][DC13 INT]
You emit psychic energy.
- Each creature in that area must succeed on a DC 13 INT saving throw or take 22 (4d8 + 4) psychic ◉ damage and be stunned for 1 minute;
- a creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mirror Image (1/day).[⧖1m]
You create three illusory duplicates of yourself (AC 10 + 0) that follow and mimic you.
- Roll a d20 when attacked to see if the duplicate takes the hit;
- three duplicates = 6 or higher;
- two duplicates = 8 or higher;
- one duplicate = 11 or higher;
- if an attack hits a duplicate, the duplicate is destroyed;
- other than direct attacks, duplicates ignores all other damage and effects;
- the spell ends when all three duplicates are destroyed;
- a creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Moonbeam (1/day).[⧖1m][⛁5x40ft][┅120ft][⏿][DC13 CON]
Until the spell ends:
- when a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a DC 13 CON saving throw. It takes 12 (2d10) radiant ☼ damage on a failed save, or half as much damage on a successful one
- a shapechanger makes its saving throw with DISADV. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light
- on each of your turns after you cast this spell, you can use an action to move the beam up to 60 ft in any direction
Preserve Life (1/day).[┅30ft]
You present your holy symbol and evoke healing energy.
- roll 2d6;
- choose any creatures within 30 feet of you, and divide those hit points among them;
- this feature can restore a creature to no more than half of its hit point maximum;
- you can't use this feature on an undead or a construct.
Protection from Energy (1/day).[◎1][⧖1h][┅Touch][⏿]
A willing creature you touch has resistance to one damage type of your choice: acid ✽, cold ❄, fire ♨, lightning ⌁, poison ☠, or thunder ⧛.
Radiance of the Dawn (1/day).[⌀30ft][┅Self][DC13 CON]
You present your holy symbol, and:
- any magical darkness within 30 feet of you is dispelled;
- each hostile creature within 30 feet of you must make a DC 13 CON saving throw. A creature takes radiant ☼ damage equal to 2d10 + 3 on a failed saving throw, and half as much damage on a successful one;
- a creature that has total cover from you is not affected.
Ray of Enfeeblement (1/day).[◎1][⧖1m][┅60ft][⏿]
Impose half damage with weapon attacks that use STR.
- At the end of each of the target's turns, it can make a DC 13 CON saving throw to end the spell.
Ray of Frost.[◎1][┅60ft][DC10 CON]
4 (1d6) cold ❄ damage and has DISADV on its next attack roll.
Ray of Sickness (1/day).[◎1][┅60ft]
+3 to hit
10 2d8 poison ☠ damage
- the target must also make a DC 13 CON saving throw or else it is also poisoned until the end of your next turn
Remove Curse (1/day). At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Revivify (1/day). You touch a creature that has died within the last minute, and it returns to life with 1 hit point.
Sacred Flame.[◎1][┅60ft][DC13 DEX]
5 (1d8) radiant ☼ damage
- the target gains no benefit from cover for this saving throw
Scorching Ray (1/day).[◎≤3][┅120ft]
+3 to hit x3
7 (2d6) fire ♨ damage for each attack
Shatter (1/day).[⌀10ft][┅60ft][DC13 CON]
14 (3d8) thunder ⧛ damage on failed save, or 1/2 damage on a success
Shell Defense (Turtle form only). You withdraw into your shell.
- Until you emerge, you gain a +4 bonus to AC and has ADV on STR and CON saving throws;
- while in your shell you are prone, your speed is 0 and can't increase, you have DISADV on DEX saving throws, you can't take reactions, the only action you can take is a bonus action to emerge.
Shield Bash.[◎1][┅5ft]
9 (2d4 + 3) bludgeoning ⚒ damage
- if the target is a Medium or smaller creature, it must succeed on a DC 13 STR saving throw or be knocked prone.
Shocking Grasp.[◎1][┅Touch]
+3 to hit
5 (1d8) lightning ⌁ damage
- You have ADV on the initial attack roll if the target is wearing armor made of metal;
- on a hit, the target can't take reactions until the start of its next turn.
Silence (1/day).[⧖10m][⭘20ft][┅120ft]
Create a soundless sphere, where:
- any creature or object entirely inside the sphere is immune to thunder ⧛ damage;
- creatures are deafened while entirely inside it;
- casting a spell that includes a verbal component is impossible there.
Sleep (1/day).[⧖1m][⭘20ft][┅90ft]
Roll 5d8 for the total HP of creatures this spell can affect
- starting with the creature that has the lowest current HP within 20 ft of the point you choose, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action awaken them
- subtract each creature's HP from the total before moving on to the creature with the next lowest HP
Slow (1/day).[◎≤6][⧖1m][■40ft][┅120ft][⏿][DC13 WIS]
Slow a target.
- an affected target's speed is halved, it takes a −2 penalty to AC and DEX saving throws, and it can't use reactions;
- on its turn, it can use either an action or a bonus action, not both;
- regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn;
- if the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted;
- a creature affected by this spell makes another DC 13 WIS saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Snare (1/day).[⧖1min/8h][⌀5ft][┅Touch][DC13 DEX]
Create a magic circle on the ground.
- This trap is nearly invisible, requiring a successful DC 13 INT (Investigation) check to be discerned;
- the trap triggers when a Larger or smaller creature moves onto the ground or the floor in the spell's radius;
- that creature must succeed on a DC 13 DEX saving throw or be magically hoisted into the air, leaving it hanging upside down 3 ft above the ground or the floor;
- the creature is restrained there until the spell ends.
- a restrained creature can make a DC 13 DEX saving throw at the end of each of its turns, ending the effect on itself on a success;
- alternatively, the creature or someone else who can reach it can use an action to make a DC 13 INT (Arcana) check, and on success the restrained effect ends;
- after the trap is triggered, the spell ends when no creature is restrained by it.
Sneak Attack. You make a weapon attack with ADV or target a creature within 5 ft of one of your allies, and it deals an additional 7 (2d6) damage. You can use this ability to make opportunity attacks.
Speak With Animals (1/day).[◎1][⧖10m]
Communicate with beasts.
Speak With Dead (1/day).[◎1][┅10ft]
Choose a humanoid corpse, allowing it to answer questions.
- The corpse must still have a mouth and can't be undead.
- The spell fails if the corpse was the target of this spell within the last 10 days.
Spike Growth (1/day).[⧖10m][⌀20ft][┅150ft][⏿]
The ground becomes difficult terrain.
- When a creature moves into or within the area, it takes 2d4 piercing ➵ damage for every 5 ft it travels;
- the transformation of the ground is camouflaged to look natural;
- any creature that can't see the area at the time the spell is cast must make a DC 13 WIS (Perception) check to recognize the terrain as hazardous before entering it.
Spirit Guardians (1/day).[⧖10m][⭘15ft][┅Self][⏿][DC13 WIS]
Angelic spirits flit around you.
- you can designate any number of creatures you can see to be unaffected by it;
- an affected creature's speed is halved in the area;
- when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 WIS saving throw;
- on a failed save, the creature takes 7 (3d8) radiant damage;
- on a successful save, the creature takes half as much damage.
Summon Beast (1/day).[⧖1h][┅90ft]
You call forth a bestial spirit in an unoccupied space. The creature disappears when it drops to 0 HP or after 1 hour.
The beast has the following stats:
, your loyal (AC: 13 | HP: 30)
- Speed:
- Senses: darkvision 60 ft., passive Perception 12
18
STR
4
11
DEX
0
16
CON
3
4
INT
-3
14
WIS
2
5
CHA
-3
- Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- Pack Tactics. The beast has ADV on an attack roll against a creature if at least one of the beast's allies is within 5 ft of the creature and the ally isn't incapacitated.
- Water Breathing. The beast can breathe only underwater.
- Beast Attack.
+3 to hit, 5 ft, one target.
9 (1d8 + 6) piercing ➵ damage. - Charge. If the beast moves at least 20 ft straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 3 (1d6) slashing ⚔ damage. If the target is a creature, it must succeed on a DC 13 STR saving throw or be knocked prone.
- Grappler. The beast has ADV on any checks related to grappling, such as grabbing or resisting a grapple.
- Pounce. If the beast moves at least 20 ft straight toward a target and then hits it with a melee attack on the same turn, the target must succeed on a DC 13 DEX saving throw or be knocked prone. If the target is prone, the beast can make one extra attack against it as a bonus action.
- Sure-Footed. The beast has ADV on STR and DEX saving throws made against effects that would knock it prone.
- Venom. On every melee attack, the target must make a DC 13 CON saving throw, taking 9 (2d8) poison ☠ damage on a failed save, or half as much damage on a successful one. If the poison ☠ damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
- Web.[◎1][┅30/60ft]
+5 to hit- The target is restrained by webbing. As an action, the restrained target can make a DC 13 STR check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire ♨ damage; immunity to bludgeoning, poison, and psychic ◉ damage).
Summon Companion (1/day).[⧖1h][┅90ft]
You call forth your companion in an unoccupied space that you can see. The creature disappears when it drops to 0 HP or after 1 hour.
Your companion has the following stats:
, your loyal (AC: 13 | HP: 7)
- Resistances: Cold ❄, Fire ♨, Lightning ⌁; Bludgeoning ⚒, Piercing ➵, and Slashing ⚔ from Nonmagical Attacks
- Immunities: Poison
- Resistances: Acid ✽, Fire ♨, Lightning ⌁, Thunder ⧛; Bludgeoning ⚒, Piercing ➵, and Slashing ⚔ from Nonmagical Attacks
- Immunities: Cold ❄, Necrotic, Poison
- Speed:
- Senses:
5
STR
-3
17
DEX
+3
10
CON
0
7
INT
-2
10
WIS
0
10
CHA
0
- Bonk.[◎1][┅5ft]
+3 to hit
4 (1d6) bludgeoning ⚒ damage. - Sacrifice. If this companion is within 5 ft of you, and you receive damage that reduces your HP to 0 or less, the companion may use their reaction and sacrifice themselves, taking the damage instead of you.
- Claws (Bite in Beast Form).[◎1][┅5ft]
+3 to hit
5 (1d4 + 3) piercing ➵ damage- the target must also succeed on a DC 10 CON saving throw or take 5 (2d4) poison ☠ damage and become poisoned for 1 minute
- the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
- Scare (1/Day). One creature of the quasit's choice within 20 ft of it must succeed on a DC 10 WIS saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with DISADV if the quasit is within line of sight, ending the effect on itself on a success.
- Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
- Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
- Magic Resistance. The quasit has ADV on saving throws against spells and other magical effects.
- Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force ⇒ damage if it ends its turn inside an object.
- Withering Touch.[◎1][┅5ft]
+3 to hit
17 (4d6 + 3) necrotic ☥ damage.
Thorn Whip.[◎1][┅30ft]
+5 to hit
4 (1d6) piercing ➵ damage
- if the creature is Large or smaller, you pull it up to 10 ft closer to you
Thunderclap (1/day).[⌀100ft][DC10 CON]
4 (1d6) thunder ⧛ damage on failed save
Vampiric Touch (1/day).[◎1][⧖1m][┅Self][⏿]
+3 to hit
11 (3d6) necrotic ☥ damage
- you regain hit points equal to half the amount of necrotic ☥ damage dealt
- until the spell ends, you can make the attack again on each of your turns as an action
Vicious Mockery (1/day).[◎1][⧖1turn][┅60ft][DC13 WIS]
2 (1d4) psychic ◉ damage
- Target has DISADV on the next attack roll it makes before the end of its next turn.
Waterbreathing (1/day).[◎≤10][⧖24h]
You grant willing creatures the ability to breathe underwater.
Waterwalk (1/day).[◎≤10][⧖1h]
You grant willing creatures the ability to move across any liquid surface as if it were harmless solid ground.
- Creatures crossing molten lava can still take damage from the heat;
- if you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 ft per round.
Were Shape. At will, you may turn into a Rat or Rat-Humanoid hybrid. You can't cast spells, your STR becomes 15 and you gain 11 HP and +1 to your AC. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.
Withering Touch.[◎1][┅5ft]
+5 to hit
16 (4d6 + 3) necrotic ☥ damage
Witch Bolt.[◎1][⧖1m][┅30ft][⏿]
+3 to hit
8 (1d12) lightning ⌁ damage
- On each of your turns for the next 1 minute, you can use your action to deal the 8 (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.
Bonus Actions
Aggressive. Use your bonus action to move up to 30 ft towards a hostile creature in view.
Apply Poison. Use your bonus action to apply poison to your next weapon attack.
- A creature hit by the poisoned weapon or ammunition must make a DC10 CON saving throw or take 1d4 poison damage.
Branding Smite (1/day).[⧖1m][┅Self][⏿]
Add an extra 7 (2d6) radiant ☼ damage to your next successful weapon attack.
- the target becomes visible if it is invisible;
- the target sheds dim light in a 5ft radius and can't become invisible until the spell ends.
Commander's Strike. Forgo one of your attacks and use a bonus action to direct one of your companions to strike.
- choose a friendly creature who can see or hear you;
- that creature can immediately use its reaction to make one weapon attack, adding +1d8 to the attack's damage roll.
Compelled Duel (1/day).[◎1][⧖1m][┅30ft][⏿][DC13 WIS]
You compel a creature into a duel.
- On a failed save, the creature is drawn to you;
- it has DISADV on attack rolls against creatures other than you, and must make a DC 13 WIS saving throw each time it attempts to move to a space that is more than 30 ft away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn;
- the spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 ft away from the target.
Cunnning Action. You may Dash, Disengage, or Hide.
Displacement (1/day). You project an illusion that makes you appear to be standing in a place a few inches from your actual location, causing any creature to have DISADV on attack rolls against you. The effect lasts for 1 minute, and it ends early if you take damage, if you are incapacitated, or if your speed becomes 0.
Divine Favour. For the next minute, your weapon attacks deal an extra 1d4 radiant ☼ damage on a hit.
Ensnaring Strike (1/day).[◎1][⧖1m][┅Self][⏿][DC13 STR]
Restrain a target by the magical vines until the spell ends.
- A Large or larger creature has ADV on the saving throw;
- if the target succeeds on the save, the vines shrivel away;
- while restrained by this spell, the target takes 1d6 piercing ➵ damage at the start of each of its turns;
- a creature restrained by the vines or one that can touch the creature can use its action to make a STR check against your spell save DC. On a success, the target is freed.
Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, grapple the target as a bonus action. Add +1d8 to your STR (Athletics) check.
Great Weapon Master. When you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action.
Lightning Arrow (1/day). Imbue your next ranged attack with lightning ⌁.
- The target takes 7 (4d8) lightning ⌁ damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage;
- whehether you hit or miss, each creature within 10 ft of the target must make a DC 13 DEX saving throw. Each of these creatures takes 10 (2d8) lightning ⌁ damage on a failed save, or half as much damage on a successful one;
- the piece of ammunition or weapon then returns to its normal form.
Mass Healing Word (1/day). Up to six creatures of your choice that you can see within 60 ft regain hit points equal to 1d4 + 0. This spell has no effect on undead or constructs.
Misty Step (1/day). You teleport 30 ft to a location you can see.
Nimble Escape. You may Disengage or Hide.
Patient Defense (1/day). You take the Dodge action as a bonus action on your turn.
Polearm Strike.
Use a bonus action to make a melee attack with the opposite end of your pole weapon.
- This attack uses the same ability modifier as the primary attack;
- the weapon's damage die for this attack is a d4, and it deals bludgeoning ⚒ damage.
Quick Toss. Make a ranged attack with a weapon that has the thrown property. If you hit, add +1d8 to the weapon's damage roll.
Rage (1/day). You gain the following benefits:
- ADV on STR checks and STR saving throws;
- +2 bonus to STR damage rolls;
- you have resistance to bludgeoning ⚒, piercing ➵, and slashing ⚔ damage;
- you can't cast spells or concentrate on them;
- your rage ends if:
- you are knocked unconscious;
- your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then;
- you end it as a bonus action.
Rally. Use a bonus action to grant a friendly creature temporary HP equal to the 1d8 + 0.
Sanctuary (1/day).[◎1][⧖1m][┅30ft]
You ward a creature against attacks.
- Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a DC 13 WIS saving throw;
- on a failed save, the creature must choose a new target or lose the attack or spell;
- this spell doesn't protect the warded creature from area effects, such as the explosion of a fireball;
- if the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Searing Smite (1/day).[◎Self][⧖1m][⏿]
Your next melee attack deals an extra 4 (1d6) fire ♨ damage to the target.
- At the start of each of its turns until the spell ends, the target must make a DC 13 CON saving throw;
- on a failed save, it takes 4 (1d6) fire ♨ damage;
- on a successful save, the spell ends;
- the flames can be removed by normal means.
Second Wind (1/day). You heal yourself for 1d10 + 3.
Shield of Faith (1/day).[◎1][⧖10m][┅60ft]
+2 AC bonus
Shillelagh.[⧖1m][┅Touch]
The wood of a club or quarterstaff you are holding is imbued with nature's power.
- You can use your spellcasting ability for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8;
- the weapon also becomes magical if it isn't already;
- the spell ends if you cast it again or if you let go of the weapon.
Step of the Wind (1/day). You take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Taunt (1/day).[◎1][⧖1turn][┅30ft][DC13 CHA]
Impose DISADV on ability checks, attack rolls, and saving throws until the start your next turn
Twinned Spell (1/day). Your next spell is cast twice at two different targets or points.
Thunderous Smite (1/day). Your next successful melee attack deals an additional 7 (2d6) thunder ⧛ damage
- Target must make a DC 13 STR Save or be pushed 10 ft away and knocked prone.
Vow of Enmity (1/day).[◎1][┅10ft]
You gain ADV on attack rolls against the target.
Bear Form (1/day). You gain 34 temp HP. As long as you have this temp HP, you are a bear, you can't cast spells, and your AC is 11.
Wrathful Smite (1/day).[◎Self][⧖1m][⏿]
Your next melee attack deals an extra 4 (1d6) psychic ◉ damage to the target.
- if the target is a creature, it must succeed on a DC 13 WIS saving throw or be frightened of you until the spell ends;
- as an action, the creature can make a DC 13 WIS check to steel its resolve and end this spell.
Zephyr Strike (1/day).[⧖1m][┅Self][⏿]
Your movement doesn't provoke opportunity attacks.
- Once before the spell ends, you can give yourself ADV on one weapon attack roll on your turn. That attack deals an extra 5 (1d8) force ⇒ damage on a hit. Whether you hit or miss, your walking speed increases by 30 ft until the end of that turn.
Reactions
Absorb Elements (1/day). The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 4 (1d6) damage of the triggering type, and the spell ends.
Counterspell (1/day).[◎1][┅60ft]
Interrupt a creature in the process of casting a spell.
- If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect;
- if it is casting a spell of 4th level or higher, make a DC (10 + the spell's level) spellcasting ability check. On a success, the creature's spell fails and has no effect.
Cutting Words (1/day).[◎1][┅60ft]
Impose a -1d6 penalty on an attack roll, an ability check, or a damage roll of a creature you can see.
Deflect Missiles (1/day). Deflect or catch the missile when you are hit by a ranged weapon attack. The damage you take from the attack is reduced by 1d10 + 0.
- If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the missile you caught as part of the same reaction.
- You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Disarming Attack (1/day). When you hit a creature with a weapon attack, you can attempt to disarm it instead of dealing damage, forcing it to drop one item of its choice that it's holding.
- The target must make a DC 13 STR saving throw. On a failed save, it drops the object at its feet.
Featherfall (1/day).[◎≤5][⧖1m][┅60ft]
Slow the descent of yourself and others.
- A falling creature's rate of descent slows to 60ft per round until the spell ends;
- if the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Feint (1/day). When you miss with an attack, you can repeat your weapon attack roll as part of your reaction with no modifiers or bonuses.
Grim Harvest. When you kill a creature with necrotic ☥ damage, you regain 9 (2d8) HP.
Guided Strike (1/day). When you miss an attack, you may choose to add 10 to the attack roll.
Hellish Rebuke (1/day). You point your finger at a creature, and they must make a DC 13 DEX saving throw. It takes 12 (2d10) fire ♨ damage on a failed save, or half as much damage on a successful one.
Hidden Blade (1/day).[◎1][┅5ft][DC13 DEX]
2 (1d4) piercing ➵ damage on a failed save
- You can use this ability to make opportunity attacks.
Mage Slayer. When a creature casts a spell within 5ft, make a melee weapon attack against that creature.
Pacifist. If you have not made an attack this turn, use your reaction to end your turn. Your movement speed is doubled and you gain ADV on your next attack, check, or saving roll.
Parry (1/Day). You may add 2 to your AC against one melee attack that would hit you.
Portent (1/Day). When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner rolls a d20 and chooses whether to use that roll in place of the d20 rolled for the attack roll, saving throw, or ability check.
Reckless Attack (1/Day). When you miss with an attack you may reroll the hit, but attack rolls against you have ADV until your next turn.
Riposte (1/day). When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, you add 2 (1d6) to the attack's damage roll.
Sentinel. When a creature within 5 ft of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
- The creature's speed becomes 0 for the rest of the turn;
- you may attack the target even if they take the Disengage action before leaving your reach.
Shield (1/day, 1st level spell). As a reaction to being targeted with an attack, you may add 5 to your AC until the beginning of your next turn.
Warding Flare (1/day).[◎1][┅30ft]
Reply to a visible creature's attack, imposing DISADV on the attack roll.
- An attacker that can't be blinded is immune to this feature.
Wrath of the Storm (1/day).[◎1][┅5ft][DC13 DEX]
Reply to a visible creature's attack.
- The creature takes 2d8 lightning ⌁ or thunder ⧛ damage (your choice) on a failed saving throw, half damage on a successful one.
Legend: [◎Target(s)][⧖Duration][⌀Area][┅Range][⏿Concentration][DCX SAVE] (N/M) = Non-Magical
This NPC was generated on NonPC.ca - A chaotic NPC generator for D&D 5E