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If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
### 1st level
- Silvery Barbs
**Casting Time:** 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
**Range:** 60 feet
**Components:** V
**Duration:** Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
- Healing Word
**Casting Time:** 1 bonus action
**Range:** 60 feet
**Components:** V
**Duration:** Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
- Sleep
**Casting Time:** 1 action
**Range:** 90 feet
**Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket)
**Duration:** 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed arent affected by this spell.
**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
- Thunderwave
**Casting Time:** 1 action
**Range:** Self (15-foot cube)
**Components:** V, S
**Duration:** Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isnt pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spells effect, and the spell emits a thunderous boom audible out to 300 feet.
**_At Higher Levels._** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
- Unseen Servant
**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (a piece of string and a bit of wood)
**Duration:** 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it cant attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
## Inventory
### Money