Chromatic Hydra V, M (a Piece Of Bone) Druid, Sorcerer .

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Chromatic Hydra5th Level EvocationCasting Time: 1 actionRange: 90 feet (20 ft radius)Components: V, M (a clay sculpture of a hydra withdiamonds for eyes worth 50 gp each)Duration: Concentration, up to 1 minuteClasses: Artificer, Sorcerer, WizardYou create a ball of elemental energy and conjure a threeheaded elemental hydra at a spot within range. Chooseacid, cold, fire, lightning, poison, or thunder the hydraheads deal that type of damage. As an action make aranged spell attack roll against up to 5 creatures you cansee. On a success hit each target takes 4d10 damagebased on the damage type chosen when you cast the spell.At higher levels. When you cast this spell using a spellslot of 6th level or higher, the damage increases by 1d10for each spell level above 5th.Chromatic Nova2nd Level EvocationCasting Time: 1 actionRange: Self (10 ft radius)Components: V, M (a piece of amber worth 25 gp)Duration: InstantaneousClasses: Artificer, Sorcerer, WizardYou cause a circle of energy to burst forth from you.Choose acid, cold, fire, lightning, poison, or thunder. Allother creatures within 10 feet of you must make aDexterity saving throw. On a failed save, the target takes3d8 damage or half as much damage on a successful save.At higher levels. When you cast this spell using a spellslot of 2nd level or higher, the damage increases by 1d8for each spell level above 1st.Curse of Vulnerability4th level NecromancyCasting time: 1 actionRange: 60 feetComponents: V, S, M (bit of clay)Duration: Concentration, up to 1 minuteClasses: Bard, Cleric, Sorcerer, Warlock, WizardYou call upon entropic magics to lower your opponent’sdefenses. Choose one of the following bludgeoning,piercing, slashing, acid, cold, fire, lightning, poison, andthunder. Choose on target within range, they must make aConstitution saving throw. On a failed Saving Throw, theygain vulnerability to the chosen type. If the target hadresistance then, they lose their resistance. If the target hasimmunity to the selected damage, they instead haveresistance.At higher levels. When you cast this spell using a spellslot of 4th level or higher, you may choose one additionaltype of damage or increase the targets by one for eachlevel above 4th.Dark Mist2nd Level NecromancyCasting Time: 1 actionRange: 120 ftComponents: V, M (a piece of bone)Duration: InstantaneousClasses: Druid, Sorcerer, Warlock, WizardYou create 10-foot-radius sphere of mist centered on apoint within range to manifest. All creatures within theradius must make a Dexterity saving throw. On a failedsave, the target takes 4d6 necrotic damage or half as muchdamage on a successful save.At higher levels. When you cast this spell using a spellslot of 2nd level or higher, the damage increase by 1d6 foreach spell level above 1st.Doom4th level DivinationCasting Time: 1 actionRange: 60 ftComponents: V, SDuration: Concentration up to 1 minuteClasses: Bard, Druid, Sorcerer, Warlock, WizardYou draw a symbol in the air and point at your targetgiving them a vision of their inevitable demise. The targetrolls a Wisdom saving throw. On a failed save the targettakes 4d8 psychic damage or half as much on a successfulone. On a failed save the target is also frightened and atthe end of each of the targets turns they take 2d8 psychicdamage and the target's hit point maximum is reduced bythe amount of necrotic damage taken. The reduction lastsuntil the target finishes a long rest or the spell ends. At theend of the target's turn they may make a Wisdom savingthrow ending the effects of the spell.At higher levels When you cast this spell using a spellslot of 3rd level or higher, increase the damage by 1d8 foreach spell slot higher than 2nd.Force Burst5th Level EvocationCasting Time: 1 actionRange: Self (25 ft cube)Components: V, SDuration: InstantaneousClasses: Sorcerer, WizardYou cause a burst of pure magically energy to spring forthfrom you. Each creatures within the 25 foot cube mustmake a Dexterity saving throw. On a failed save, the targettakes 4d12 force damage or half as much damage on asuccessful save.At higher levels. When you cast this spell using a spellslot of 6th level or higher, the damage increase by 1d12 foreach spell level above 5th.

Iron Maiden3rd level ConjurationShield Ally2nd level abjurationCasting Time: 1 actionRange: 30 ftComponents: V, S, M (an iron spike)Duration: Concentration, up to one minuteClasses: Artificer, Sorcerer, Warlock, WizardCasting Time: 1 reaction, which you take when an ally ishit by an attack or magic missileRange: 60 feetComponents: V,S -Duration: 1 roundClasses: Sorcerer, WizardYou point your finger at a target Large or smaller creaturethat you can see within range. A spectral iron maidenappears around them. The target must make a Dexteritysaving throw or take 5d6 piercing damage on a failed saveor half as much on a successful one. If the creature failedthe saving throw they are encased in the iron maidengaining the restrained condition. At the end of each of thetarget's turns they take 2d6 piercing damage while theyare encased in the iron maiden. As an action at the end oftheir turn the target may attempt a Strength saving throwto break free, ending the spell on a success.At higher levels. When you cast this spell using a spellslot of 4th level or higher, you may target a larger creaturefor every two spell levels above 3rd. Huge for level 5,gargantuan for level 7.A shimmering barrier of magical force envelops an allywithin range that you can see. Until the start of your nextturn they have 5 bonus to their armor class, includingagainst the triggering attack and they take no damagefrom Magic Missile. This can cause the initial attack tomiss.Psychic Assault4th level EnchantmentCasting time: 1 actionRange: 120ftComponents: S, M (one apatite gem worth 200 gp)Duration: InstantaneousClasses: Bard, Sorcerer, WizardGlancing at a creature you can send a wave of painthrough them. The target must make an Intelligence savingthrow. On a failure they take 6d8 psychic damage and isstunned until the start of your next turn. On a successfulsave, the target takes half as much damage.At higher levels. When you cast this spell using a spellslot of 5th level or higher, the damage increase by 1d8 foreach spell level above 4th.Shadow Pit2nd level illusionCasting time: 1 actionRange: 90ftComponents: V, SDuration: InstantaneousClasses: Bard, Ranger, Sorcerer, WizardYou point at a creature and the creature makes a Wisdomsaving throw. On a failure the creature takes 3d6 psychicdamage as a pit of shadows opens underneath them,impaling them and they gain the prone condition. On asuccessful saving throw there target takes half as muchdamage.At higher levels. When you cast this spell using a spellslot of 3rd level or higher, the damage increase by 1d6 foreach spell level above 2nd.Spell Redirection5th level abjurationCasting Time: 1 reaction, which you take when a spell iscast within 60 ft of you, that targets one target.Range: 60 ftComponents: SDuration: InstantaneousClasses: Sorcerer, Warlock, WizardYou attempt to redirect a spell that has one target to anew target, if the spell is 5th level or lower it is redirectedto one new target of your choice. If casting the spell at 6thlevel or higher, make an ability check using your spellcasting ability. The DC is equal to 10 the spell’s level. Ifthe ability check is successful the creature’s spell isredirected to a new target of your choice.At higher levels. When you cast this spell at 6th levelor higher the spell is redirected to a new target if it is lessthan or equal to the level of the spell slot you used.Spirit Touch2nd level Divination (ritual)Casting Time: 1 actionRange: SelfComponents: V, S, M (15 gp worth of incense, the itembeing read)Duration: InstantaneousClasses: Bard, Cleric, Warlock, WizardYou touch an inanimate object and can see and hear intothe past of the object. You can learn three pieces ofinformation about the object such as who used the objectrecently, what was done recently with it, when they lastheld it, gain insight into state of mind of the person, strongemotions off of the object, how old the object is, a visualimage of the owner or creator. This spell does not tell youif the item is magical.At Higher Levels. When you cast this spell using a spellslot of 3rd level or higher, you gain one additional piece ofinformation for each spell slot above 2nd.

Spirit Walk7th level DivinationCasting Time: 10 minutesRange: SelfComponents: V, S, M (A quartz or obsidian figurine)Duration: Concentration, up to 1 hourClasses Bard, Cleric, Druid, WizardBy focusing your energy, you are able to separate yourspirit from your body, allowing it to travel anywhere on thesame plane of existence. Distance is not a factor, but thelocale to be visited in your spirit form must be a placefamiliar to you. While in your spirit form, you can see andhear things, just as if you were there. You can also be seenand be heard, though you are unable to actually interact inthat location. You cannot cast spells through your spiritform, nor does it allow magically enhanced senses to workthrough it. If the chosen locale is magically dark, you seenothing. If it is naturally pitch black, you can see up to 10feet away. Lead sheeting or magical protection (such asantimagic field, mind blank, or nondetection) blocks youfrom noticing individuals in the area you have traveled to,though you can feel that your senses are being blockedsomehow. While your spirit is out of your body, your bodyis paralyzed and completely helpless.Weaken Defense1st level TransmutationCasting Time: 1 actionRange: 60 feetComponents: V,S,M (small piece of rusted armor)Duration: Concentration, up to 1 minuteClasses: Bard, Cleric, Sorcerer, WizardTarget a creature wearing armor and they make aConstitution saving throw. On a failed save, the target’sarmor class is reduced by 2.At higher levels. When you cast this spell using a spellslot of 2nd level or higher, the target’s armor class isreduced by an additional 1 point to a maximum ofreduction of 5.

Class ListBard:2nd LevelShadow PitSpirit Touch4th LevelPsychic AssaultCleric:2nd LevelCurse of VulnerabilityDark MistSpirit Touch6th levelSpirit WalkDruid2nd levelSpirit Touch4th LevelDoomSorcerer1st LevelWeaken Armor2nd LevelChromatic NovaCurse of VulnerabilityDark MistShadow PitShield Ally3rd LevelIron Maiden4th LevelDoomPsychic Assault5th LevelChromatic HydraForce BurstSpell RedirectionWarlock1st LevelWeaken Armor2nd LevelCurse of VulnerabilityDark Mist3rd LevelIron Maiden4th LevelDoomPsychic AssaultSpell RedirectionPart 2 Your IntroductionWizard1st LevelWeaken Armor2nd LevelChromatic NovaCurse of VulnerabilityDark MistShadow PitShield Ally3rd LevelIron Maiden4th LevelDoomPsychic Assault5th LevelChromatic HydraForce BurstSpell Redirection6th levelSpirit Walk

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Classes: Artificer, Sorcerer, Wizard You create a ball of elemental energy and conjure a three headed elemental hydra at a spot within range. Choose acid, cold, fire, lightning, poison, or thunder the hydra heads deal that type of damage. As an action make a ranged spell attack rol

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