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Long rest bonuses
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Spells
Name | Level | Effect |
---|---|---|
1 | Increase max HP by 5 per spell slot level. | |
1 | Gain 5 temporary hit points and reflect 5Cold back to melee attackers per spell slot level. The effect ends early if the temporary hit points are depleted. | |
6 | Raise an undead mummy that fights for you. | |
2 | See in the dark up to 12 m / 40 ft away. | |
3 | Enchant the target's weapon to emit sunlight in a 15 m / 50 ft radius. If cast directly on an object, it only lasts for 20 turns. | |
4 | When taking damage that would you, drop to 1 HP instead. This effect ends after it is triggered. | |
1 | Change your appearance to any race and bodytype combination. This lets you access some race specific dialogue options and use race specific items. | |
1 | Gain temporary hit points equal to 2 + 5 per spell slot level. | |
4 | Movement speed cannot be reduced by Difficult Terrain, spells, or magical effects and become immune to and . | |
6 | Increase max HP by 12, gain immunity to frighten, disease, and poison effects, and gain Advantage on Wisdom saving throw. | |
Cantrip | Enchant an item to emit light in a 7.5 m / 25 ft radius. | |
1 | Increase movement speed by 3 m / 10 ft. | |
1 | Increase base Armour Class from 10 to 13 while unarmoured. | |
2 | Grant Advantage on Saving throws against being poisoned and Resistance to Poison damage.\ | |
2 | Detect creatures within 9 m / 30 ft and possibly reveal them if they fail a Dexterity saving throw. | |
5 | Disguise up to 4 party members. | |
1 | Can talk with animals, unlocking numerous conversation opportunities. | |
3 | Can interrogate corpses. After casting the spell, corpses that can be questioned will be highlighted. The spell can be recast at-will. | |
2 | Resistance to all damage, and a +1 bonus to Armour Class and Saving throws. |
Name | Level | Effect |
---|---|---|
2 | Set minimum Armour Class to 16. | |
2 | Grant Advantage on ability checks with the chosen ability. | |
3 | Turn into a gas cloud that can fly and fit through small openings. | |
2 | Increase enchantment bonus of a weapon by 1, 2, or 3 when cast with a spell slot of level 2 to 3, 4 to 5, or 6 respectively. | |
2 | Grant a +10 bonus to Stealth checks to all nearby allies. | |
3 | Grant Resistance to the chosen elemental damage. | |
1 | Increase Armour Class by 2. | |
4 | Grant Resistance to physical damage. | |
6 | Turn all nearby party members into gas clouds that can fly and fit through small openings. |
Elixirs
Main article: Elixirs
Elixirs grant persistent bonuses that last until the next long rest after they are consumed. Only one elixir effect can be active at once and drinking a second elixir will overwrite the effect of the first.