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character:albaz:spells [2023/12/28 13:00] – [Level 1 Spells] Cinder | character:albaz:spells [2023/12/28 13:02] (current) – [Level 3 Spells] Cinder | ||
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====Level 3 Spells==== | ====Level 3 Spells==== | ||
- | Infernal Exploits: 3rd Level | + | Infernal Exploits: 3rd Level You can take one of the following exploits when you gain this feature at 3rd level or when you gain a new infernal exploit at 11th level |
- | You can take one of the following exploits when you gain | + | |
- | this feature at 3rd level or when you gain a new infernal | + | Drain Them (4 Ferocity). |
- | exploit at 11th level | + | When your companion hits another creature with their signature attack, you can use your reaction to have your companion regain hit points equal to half the damage dealt |
- | Drain Them (4 Ferocity). When your companion | + | |
- | hits another creature with their signature attack, you | + | Hellish Wound (4 Ferocity). |
- | can use your reaction to have your companion regain hit | + | When your companion hits another creature other than a construct or an undead with their attack, you can have the attack deal a hellish wound to the creature (no action required) At the start of each of their turns, a target with a hellish wound loses 1d10 hit points for each hellish wound they have \\ |
- | points equal to half the damage dealt | + | All of a target’s hellish wounds close if they receive magical healing, or if any creature uses an action to staunch the wounds with a successful Wisdom (Medicine) check with a DC equal to your exploit save DC |
- | Hellish Wound (4 Ferocity). When your companion hits another creature other than a construct or an | + | |
- | undead with their attack, you can have the attack deal a | + | Infernal Teleport (4 Ferocity). |
- | hellish wound to the creature (no action required) At the | + | As an action, you or your companion (your choice) are surrounded by swirling shadow and smoke The target teleports to an unoccupied space within 90 feet of their starting position |
- | start of each of their turns, a target with a hellish wound | + | |
- | loses 1d10 hit points for each hellish wound they have | + | Wicked Deception (3 Ferocity). |
- | All of a target’s hellish wounds close if they receive magical healing, or if any creature uses an action to staunch | + | As an action, choose a creature hostile to you that you can see within 30 feet of you That creature must succeed on a Wisdom saving throw or suddenly view you and your companion as friends until the end of your next turn While in this state, the creature is unable to attack or otherwise harm you or your companion This efect ends early if you or your companion attacks the afected creature Creatures immune to the charmed condition can’t be afected by this exploit |
- | the wounds with a successful Wisdom (Medicine) check | + | |
- | with a DC equal to your exploit save DC | + | |
- | Infernal Teleport (4 Ferocity). As an action, you or | + | |
- | your companion (your choice) are surrounded by swirling | + | |
- | shadow and smoke The target teleports to an unoccupied space within 90 feet of their starting position | + | |
- | Wicked Deception (3 Ferocity). As an action, | + | |
- | choose a creature hostile to you that you can see within | + | |
- | 30 feet of you That creature must succeed on a Wisdom | + | |
- | saving throw or suddenly view you and your companion | + | |
- | as friends until the end of your next turn While in this | + | |
- | state, the creature is unable to attack or otherwise harm | + | |
- | you or your companion This efect ends early if you or | + | |
- | your companion attacks the afected creature Creatures | + | |
- | immune to the charmed condition can’t be afected by | + | |
- | this exploit | + | |
====Level 4 Spells==== | ====Level 4 Spells==== |