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< User:Toancaro | Cleric
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
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A Coven of Hags | {{{range}}}m | You'll never find your Auntie Ethel. | |||||||||||
A Mother's Desperation | {{{range}}}m | Increase Strength by 3, while Armour Class is reduced by 1. | |||||||||||
Aberrant Shape | {{{range}}}m | Become an Intellect Devourer that can deal Psychic damage. It has 21 hit points. It can't talk or cast spells. | |||||||||||
Abjure Enemy | {{{range}}}m | an enemy. They'll be easier to hit and cannot move. | |||||||||||
Absolute Power | {{{range}}}m | A surge of Divine energy accompanies your swing. It deals an additional 1d6Force damage and possibly pushes your target back 5 m / 17 ft. | |||||||||||
Absolute's Talisman: Aid | Abjuration | {{{range}}}m | Heal yourself and increase your hit point maximum by 5hit points. | ||||||||||
Absorb Elements | {{{range}}}m | Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack. | |||||||||||
Absorb Intellect | {{{range}}}m | Gobble up a foe's intellect, lowering their Intelligence by 1 per turn and healing your wounds for 5 turns. | |||||||||||
Acid Breath | {{{range}}}m | Spew forth a cone of acid. | |||||||||||
Acid Splash | Conjuration | Sorcerer Wizard |
{{{range}}}m | Throw a bubble of acid that damages each creature it hits. | |||||||||
Acidic Regurgitation | {{{range}}}m | A sip from the Brewer's special booze causes him to vomit acid, covering creatures and creating an acid puddle. | |||||||||||
Action Surge | {{{range}}}m | Immediately gain an extra action to use this turn. | |||||||||||
Activate Call Lightning | Conjuration | {{{range}}}m | Call down more lightning to hit all targets within range. | ||||||||||
Activate Witch Bolt | Evocation | {{{range}}}m | Activate the bolt and deal 1d12Lightning. | ||||||||||
Adamantine Reverberation | {{{range}}}m | Grym's form vibrates after being struck, providing 10 temporary hit points and doubling its movement speed while the temporary hit points are present. | |||||||||||
Adhesive Whip | {{{range}}}m | Seize a target to drag it towards you and possibly make it fall . | |||||||||||
Seeming | Trickery | {{{range}}}m | Select a different appearance. | ||||||||||
Aegis of the Absolute | Evocation | {{{range}}}m | The Netherbrain can make itself Immune to all types of damage it took in a round of combat until the start of its next turn. | ||||||||||
Aid | Life | Abjuration | Cleric Paladin |
{{{range}}}m | Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum. | ||||||||
Alchemist's Fire | {{{range}}}m | Hurl a flask of liquid fire that explodes on impact. | |||||||||||
Alternate Form: Dire Wolf | {{{range}}}m | Assume the form of a Dire Wolf. | |||||||||||
Alternate Form: Minotaur | {{{range}}}m | Assume the form of a Minotaur. | |||||||||||
Alternate Form: Phase Spider | {{{range}}}m | Assume the form of a Phase Spider. | |||||||||||
Alternate Form: Shadow Mastiff | {{{range}}}m | Assume the form of a Shadow Mastiff. | |||||||||||
An Apple a Day | {{{range}}}m | Summon Zlorb - a shapeshifting monstrosity that can adopt the aspect of several monsters and beasts. | |||||||||||
Ancient Grudges | {{{range}}}m | Touch your amulet to subsume a sliver of the knowledge of the gith. You gain Advantage on Attack Rolls against aberrations. | |||||||||||
Animal Friendship | Nature | Enchantment | Bard Druid Ranger |
{{{range}}}m | Convince a beast not to attack you. | ||||||||
Animate Dead | Necromancy | Cleric Wizard |
{{{range}}}m | Animate a corpse to create an undead servant while not in combat. | |||||||||
Animate Dead | Necromancy | {{{range}}}m | Awaken the dead from their century-long slumber. | ||||||||||
Animate Dead | Necromancy | {{{range}}}m | Animate a pile of bones or a corpse to serve you. | ||||||||||
Animate Dead: Flying Ghoul | Necromancy | {{{range}}}m | Create a Flying Ghoul that specialises in melee combat. | ||||||||||
Animate Dead: Flying Ghoul Flock | Necromancy | {{{range}}}m | Create 3 Flying Ghouls that specialise in melee combat. | ||||||||||
Animate Dead: Ghoul | Necromancy | {{{range}}}m | Create a Ghoul that specialises in melee combat. | ||||||||||
Animate Dead: Ghoul Pack | Necromancy | {{{range}}}m | Create 3 Ghouls that specialise in melee combat. | ||||||||||
Animate Dead: Skeleton | Necromancy | {{{range}}}m | Create a Skeleton that specialises in ranged combat. | ||||||||||
Animate Dead: Skeleton Squad | Necromancy | {{{range}}}m | Create 3 Skeletons that specialise in ranged combat. | ||||||||||
Animate Dead: Zombie | Necromancy | {{{range}}}m | Create a Zombie that specialises in melee combat. | ||||||||||
Animate Dead: Zombie Batallion | Necromancy | {{{range}}}m | Create 3 Zombies that specialise in melee combat. | ||||||||||
Animating Spores | {{{range}}}m | Release spores at a corpse to animate it as a spore servant under your command. | |||||||||||
Animus Screech | {{{range}}}m | Screech into your target's soul, wounding them and possibly inflicting | |||||||||||
Arabella's Shadow Entangle | Conjuration | {{{range}}}m | Cast this upon shadow and undead creatures to them. | ||||||||||
Arachnid Compulsion | {{{range}}}m | Take control of nearby spiders with a borrowed piece of drow magic. | |||||||||||
Arachnid Jump | {{{range}}}m | Jump up, down, and across. Your affects how far you can jump. | |||||||||||
Arcane Ammunition | {{{range}}}m | Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1d4Force damage. | |||||||||||
Arcane Critical | Divination | {{{range}}}m | Magically augment your ability to annihilate your foes with powerful attacks. The number you need to roll a Critical Hit while attacking is reduced by 2. This effect can stack. | ||||||||||
Arcane Gate | Conjuration | Sorcerer Warlock Wizard |
{{{range}}}m | Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action. The game's pathfinding will automatically navigate through a portal if it is the shorter route. | |||||||||
Arcane Lock | Abjuration | Wizard | {{{range}}}m | Close a door or container with a magical lock. It can no longer be lockpicked or opened with | .|||||||||
Arcane Recovery | {{{range}}}m | Replenish Spell Slots while out of combat. You cannot restore spell slots above 5th level. | |||||||||||
File:Archer's Eye Icon.webp | Archer's Eye | {{{range}}}m | As a bonus action, add 1d10 to your next ranged attack roll or damage roll. | ||||||||||
Armour of Agathys | Abjuration | Warlock | {{{range}}}m | Gain 5 temporary hit points and deal 5Cold damage to any creature that hits you with a melee attack. | |||||||||
Arms of Hadar | Conjuration | Warlock | {{{range}}}m | Prevent targets from using reactions. | |||||||||
Ascendant Bite | {{{range}}}m | Suck the blood from a living creature to heal yourself. | |||||||||||
Aspect of the Elk | {{{range}}}m | Grant yourself and nearby allies a 1.5 m / 5 ft bonus to Movement Speed | |||||||||||
Aspect of the Wolf | {{{range}}}m | You and nearby allies add your Dexterity modifier as a bonus to Stealth Checks. | |||||||||||
Astral Knowledge | {{{range}}}m | Gain Proficiency in all Skills of a chosen Ability. | |||||||||||
Astral Knowledge: Charisma | {{{range}}}m | Gain Proficiency in , , , and . | |||||||||||
Astral Knowledge: Dexterity | {{{range}}}m | Gain Proficiency in , , and . | |||||||||||
Astral Knowledge: Intelligence | {{{range}}}m | Gain Proficiency in , , , , and . | |||||||||||
Astral Knowledge: Strength | {{{range}}}m | Gain Proficiency in | |||||||||||
Astral Knowledge: Wisdom | {{{range}}}m | Gain Proficiency in , , , , and | |||||||||||
Astral Rift | Conjuration | {{{range}}}m | Open a tear in reality itself, allowing allies to enter this plane from the Astral Sea. | ||||||||||
Astral Step | {{{range}}}m | Surrounded by silver mist, you teleport to an unoccupied space you can see. | |||||||||||
Augmented Shield of Thralls | {{{range}}}m | Conjure a volatile shield around yourself or an ally, granting the target 25 temporary hit points.
If these temporary hit points are lost due to incoming damage, the shield bursts and Stuns nearby foes. Can only have temporary hit points from one source. |
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Auntie's Trickery | {{{range}}}m | Now which is which? | |||||||||||
Aura of Courage | {{{range}}}m | You and any nearby allies can't be . The aura disappears if you fall Unconscious. | |||||||||||
Aura of Devotion | {{{range}}}m | You and any nearby allies can't be . The aura disappears if you fall Unconscious. | |||||||||||
Aura of Hate | {{{range}}}m | You and any nearby fiends (and undead) gain additional damage to melee weapon attacks equal to your Charisma Modifier. The aura disappears if you fall Unconscious. | |||||||||||
Aura of Murder | {{{range}}}m | Make nearby foes Vulnerable to Piercing damage, unless they are Resistant or Immune to it. | |||||||||||
Aura of Penance | {{{range}}}m | You and other nearby creatures are . | |||||||||||
Aura of Protection | {{{range}}}m | You and nearby allies gain a bonus to Saving throws equal to your Charisma modifier. | |||||||||||
Aura of Terror | {{{range}}}m | Give enemies disadvantage on Attacks and saving throws while in your oppressive presence. | |||||||||||
Aura of Warding | {{{range}}}m | You and any nearby allies take only half the damage from spells. The aura disappears if you fall Unconscious. | |||||||||||
Awaken | {{{range}}}m | Nearby activity rouses Grym, readying it to crush any who set their eyes on his forge. | |||||||||||
Awaken Crawling Claws | {{{range}}}m | Awaken long-buried Crawling Claws to do the Absolute's bidding. In the same breath, Stun enemies within 4m. | |||||||||||
Backbreaker | {{{range}}}m | Put extra force behind your strike to possibly knock your enemy . | |||||||||||
Bad Omen | {{{range}}}m | Hurl one of your feathers at a target to mark it as cursed. | |||||||||||
Balm of the Moonmaiden | {{{range}}}m | Call upon Isobel to offer a furtive prayer to Selûne, healing up to 6 nearby allies. | |||||||||||
Bane | Enchantment | Bard Cleric |
{{{range}}}m | Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. | |||||||||
Bane's Wrath | {{{range}}}m | Strike with the Black Hand's ire, dealing more damage and possibly your target. | |||||||||||
Banishing Smite | Abjuration | Bard | {{{range}}}m | Possibly your target to another plane of existence. | |||||||||
Banishing Smite (Melee) | Abjuration | {{{range}}}m | Possibly your target to another plane of existence. | ||||||||||
Banishing Smite (Ranged) | Abjuration | {{{range}}}m | Possibly your target to another plane of existence. | ||||||||||
Banishment | Abjuration | Cleric Paladin Sorcerer Warlock Wizard |
{{{range}}}m | Temporarily your target to another plane of existence. | |||||||||
File:Barbed Vine Icon.webp | Barbed Vine | {{{range}}}m | Whip a target. | ||||||||||
Bardic Attack | {{{range}}}m | Add a +1d6 bonus to your Attack roll. | |||||||||||
Bardic Defence | {{{range}}}m | Add a +1d6 bonus to your Saving throw. | |||||||||||
Bardic Inspiration | {{{range}}}m | Inspire an ally to go beyond their capabilities with your performance. They can add a +1d6 bonus to their next Attack roll, Ability check, or Saving throw. | |||||||||||
Barkskin | Nature | Transmutation | Druid Ranger |
{{{range}}}m | Touch a willing creature to toughen its skin and increase its Armour Class up to 16. | ||||||||
Battle-Ready Owlbear | {{{range}}}m | Summon your owlbear cub - all grown up and ready to rage - in full armour. | |||||||||||
Beacon of Hope | Life | Abjuration | Cleric | {{{range}}}m | Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage on Wisdom Saving throws and Death Saving Throws. | ||||||||
Beak Attack | {{{range}}}m | Peck at a target. | |||||||||||
Beak Attack | {{{range}}}m | Peck at a target. | |||||||||||
Beak Attack | {{{range}}}m | Peck at a target. | |||||||||||
Beak Attack | {{{range}}}m | Peck at a target. | |||||||||||
Bear Companion | {{{range}}}m | Gain a beast companion that accompanies you on your adventures and fights alongside you. | |||||||||||
Bear's Endurance | Transmutation | {{{range}}}m | Creature gains Advantage on Constitution Checks and gains 7 Temporary Hit Points. | ||||||||||
Beckoning Darkness | Necromancy | {{{range}}}m | Curse a creature to be haunted by darkness. It takes 2d8Necrotic damage if it enters or starts its turn in a Lightly or Heavily Obscured area. | ||||||||||
Beguiling Rebuke | Enchantment | {{{range}}}m | Try to your attacker and its nearby allies. | ||||||||||
Bend Luck | {{{range}}}m | Give a target a 1d4 bonus or penalty to an Attack roll, Ability Check, or Saving throw. | |||||||||||
Bend Luck: Ability Check Bonus | {{{range}}}m | Grant your target a +1d4 bonus to Ability Checks. |