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Combat



On hit with Rapier of Spell-Storing


  • Cast spell stored in the weapon as a free action if desired. (Status: EMPTY) (Gear: Rapier of Spell Storing +1)


On hit with Rapier of Wounding


  • Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.

    Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.


On hit with dagger activated


  • Target must succeed on WIS saving throw (DC14) or be paralyzed for up to a minute. May make another saving throw at end of each turn. (Gear: Moon Dagger +2)


Bonus action (one per turn)


  • Dash: Extra movement. Movement speed x2. (Class: Cunning Action)

  • Disengage: Movement does not provoke opportunity attacks for rest of turn. (Class: Cunning Action)

  • Hide: Stealth check in an attempt to hide. Success means Advantage on attack roll. (Class: Cunning Action)


Spells



Thaumaturgy


  • You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.

  • You cause flames to flicker, brighten, dim, or change color for 1 minute.

  • You cause harmless tremors in the ground for 1 minute.

  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

  • You instantaneously cause an unlocked door or window to fly open or slam shut.

  • You alter the appearance of your eyes for 1 minute.

  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.


Hellish Rebuke


  • Can cast once per day as a 2nd level spell.

  • You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

  • When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


Darkness


  • Can cast once per day.

  • Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

  • If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

  • 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.


Reaction



Ally takes attack from enemy within 5 feet


  • Use reaction to make melee weapon attack on attacking creature. (Feat: Sentinel)


Enemy ends within 5 feet


  • Reaction, move up to 1/2 speed. Does NOT provoke opportunity attack. (Arch: Skirmisher)


Make opportunity attack


  • On hit, creature's speed becomes 0 for rest of turn. (Feat: Sentinel)

  • Disengage does not prevent opportunity attacks. (Feat: Sentinel)


Hit with an attack by visible enemy


  • Reaction, halve attack's damage. (Class: Uncanny Dodge)


Make DEX saving throw vs. effect to take 1/2 damage


  • Take no damage on success and only half damage on fail. (Class: Evasion)


Make a saving throw


  • +1 to saving throw (Gear: Cloak of Protection)


Out of Combat



Make DEX check


  • +5 bonus. (Gear: Burglary Mitts)


Pick a lock


  • +5 bonus. (Gear: Burglary Mitts)

  • Advantage. (Gear: Thieves' Tools +1)

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Have-Mercy Carr

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