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character:albaz:spells [2023/06/28 14:46] Cindercharacter:albaz:spells [2026/01/01 17:31] (current) – removed Cinder
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-====== Albaz's Spell Page ====== 
  
-[[character:albaz|{{:wiki:media:back.png?65|}}]] 
- 
-===== Albaz Spell-Casting Introduction ===== 
- 
- 
-====Spellcasting Rules & Details==== 
- 
-**Type of Spell List you can access** 
- 
-**Spell Slot Recovery** 
- 
-**Spell Preperation** 
- 
-**Spellcasting Scores, DC, Bonus** 
- 
-**Ritual Casting** \\ 
- 
-**Spellcasting Focus** 
- 
-=====Spell List===== 
- 
-<WRAP box> 
-^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^  
-| - | - | - | - | - | 
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-^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ 
-| - | - | - | - | - | 
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- 
-//Bold = Prepared Spell// 
- 
-</WRAP> 
-====Cantrips==== 
- 
-Primal Exploits: 2nd Level 
-You can take any of the following exploits when you gain 
-this feature at 2nd level, or when you gain new exploits at 
-10th and 17th levels 
-Aid Us, Friend (3 Ferocity). You can activate this 
-exploit whenever you take the Attack action Before or 
-after you attack, your companion can take the Help 
-action as a bonus action 
-Bring Them Down (4 Ferocity). When your companion hits a creature with their signature attack, you 
-can use your reaction to command the companion to 
-yank the target down The target must succeed on a 
-Strength saving throw or fall prone 
-Drag Them (4 Ferocity). When your companion hits 
-a Large or smaller creature with their signature attack 
-and both the companion and the target are standing on 
-the ground, you can use your reaction to command your 
-companion to move the target The target must make 
-a Strength saving throw On a failure, the companion 
-moves up to half their walking speed in any direction you 
-choose and pulls the target with it 
-Feral Refexes (2 Ferocity). When you or your 
-companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack 
-Hurricane Blow (3 Ferocity). You can activate this 
-exploit whenever you take the Attack action The frst 
-time you hit a creature with a weapon attack this turn, 
-the attack deals its normal efects, and you can push the 
-target up to 10 feet away from you 
-No Escape (1+ Ferocity). At the start of your turn 
-when your companion gains ferocity and doesn’t enter a 
-rampage, you can spend up to your Wisdom modifer in 
-ferocity (minimum 1; no action required) Until the start 
-of your next turn, your speed or your companion’s speed 
-(your choice) increases by 5 feet × the ferocity spent  
- 
-Primal Pounce (3 Ferocity). When your companion 
-hits a creature with their signature attack, you can use 
-your reaction to command the companion to grapple the 
-target The target must make a Dexterity saving throw 
-On a failure, the companion grabs the target and the 
-target is grappled (escape DC equal to your exploit save 
-DC) The grapple also ends if your companion attacks a 
-creature other than the target 
-Quick Hide (2 Ferocity). You can activate this 
-exploit whenever you take the Attack action The frst 
-time you hit a creature with a weapon attack this turn, 
-your companion can take the Hide action as a reaction if 
-they are able to hide 
-Thrash (4 Ferocity). When your companion hits a 
-Large or smaller creature with a melee signature attack, 
-you can use your reaction to command the companion to 
-thrash the target from side to side, forcing them to make 
-a Wisdom saving throw On a failure, the target has 
-disadvantage on attack rolls, and attack rolls against the 
-target have advantage, until the start of your next turn  
- 
-====Level 1 Spells==== 
- 
-Primal Exploits: 10th Level 
-You can take any of the following exploits when you gain 
-new exploits at 10th and 17th levels 
-Crushing Charge (8 Ferocity). As an action, you 
-move up to your speed in a straight line without provoking opportunity attacks You can move through other 
-creatures’ spaces, but must end your move in an unoccupied space Each creature in a space you move through, 
-except for your companion, must make a Strength saving 
-throw On a failure, a creature takes 4d6 bludgeoning 
-damage and is knocked prone On a success, the creature 
-takes half as much damage and isn’t knocked prone 
-When you reach 17th level, the damage 
-increases to 5d6 
-Expanding Fury (6 Ferocity). When your companion uses a ferocity action that afects creatures within 
-a specifc distance of the companion, you can use your 
-reaction to expand that distance by 10 feet 
-Furious Vengeance (5 Ferocity). When a creature 
-hits you or your companion with a melee attack, you 
-can use your reaction to deal 4d6 psychic damage to 
-the attacker 
-When you reach 17th level, the damage increases 
-to 5d6 
-Marked Prey (4 Ferocity). When your companion 
-uses a ferocity action that requires a creature to make a 
-saving throw, you can use your reaction to impose disadvantage on the save 
-Primal Shout (6 Ferocity). As an action, you let loose 
-a menacing bellow Each creature of your choice that can 
-hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you until the 
-end of your next turn 
-Wrath of the Pack (4 Ferocity). When you hit a 
-creature with an attack and that creature is within 5 
-feet of your companion, you can have your companion 
-make a signature attack against the creature (no action 
-required) On a hit, the attack deals its normal efects, 
-and the target is knocked prone  
- 
-====Level 2 Spells==== 
- 
-Primal Exploits: 17th Level 
-You can take any of the following exploits when you gain 
-new exploits at 17th level 
-Blood Sport (16 Ferocity). When you hit a Large or 
-smaller creature with a melee weapon attack, you can 
-also push the target up to 30 feet away from you and 
-knock them prone If the target ends this move within 
-5 feet of your companion, the companion can make a signature attack against the target (no action required) On 
-a hit, the attack deals its normal efects, and the target is 
-pushed up to 30 feet away from your companion If the 
-target ends this move within 5 feet of you, you can make 
-a melee weapon attack against them (no action required) 
-that deals an extra 4d6 damage if it hits 
-Break the Earth (14 Ferocity). As an action, you 
-open a 10-foot-radius pit in the ground, foor, or other 
-surface within 60 feet of you The pit can be up to 50 feet 
-deep, depending on the depth beneath the surface where 
-it is opened Each creature standing in the area when 
-the pit opens must make a Dexterity saving throw On a 
-failure, a creature falls into the pit, taking 1d6 bludgeoning damage per 10 feet fallen and landing prone On a 
-success, the creature moves to an unoccupied space of 
-their choice at the edge of the pit A creature can climb 
-the rough walls of the pit without an ability check 
-Bury the Dead (16 Ferocity). When you and your 
-companion are within 5 feet of a creature, you can use an 
-action to cause a vicious whirlwind flled with debris and 
-dirt to rise around the creature, which must make a Dexterity saving throw On a failure, the creature takes 8d6 
-bludgeoning damage, is knocked prone, and is restrained 
-On a success, the target takes half as much damage and 
-isn’t knocked prone or restrained A creature restrained 
-this way can use an action to make a Strength (Athletics) 
-check against your exploit save DC, freeing themself on 
-a success 
-Imbue Projectile (14 Ferocity). As an action, you 
-make a ranged weapon attack Whether or not the attack 
-hits, a wave of energy explodes from the weapon or 
-ammunition used in the attack, centered on your target 
-Each creature within 20 feet of the target (including the 
-target and excluding your companion) must make a Dexterity saving throw, taking 10d6 force damage on a failed 
-save, or half as much damage on a successful one 
-Rend (12 Ferocity). As an action, choose a creature 
-you can see within 5 feet of you and your companion 
-You make a melee weapon attack against the target, and 
-your companion makes a signature attack against the target (no actions required) If you both hit and deal damage to the target, the target is knocked prone and takes 
-an additional 6d6 damage of a type dealt by either attack 
-(your choice)  
- 
-Spirit Form (14 Ferocity). As a bonus action, you 
-make you and your companion incorporeal until the 
-end of your next turn While incorporeal, you each have 
-resistance to acid, cold, fre, lightning, and thunder damage, and to bludgeoning, piercing, and slashing damage 
-from nonmagical attacks While incorporeal, you and 
-your companion each gain a fying speed equal to your 
-individual walking speed, and each of you can move 
-through other creatures and objects as if they were difcult terrain Either of you takes 5 (1d10) force damage if 
-you end your turn inside an object  
- 
-====Level 3 Spells==== 
- 
-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 
-Drain Them (4 Ferocity). 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 
-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 
-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 
-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 
-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==== 
- 
-Infernal Exploits: 11th Level 
-You can take one of the following exploits when you gain 
-a new infernal exploit at 11th level 
-Brimstone Teleport (8 Ferocity). As an action, you 
-teleport to an unoccupied space that you can see within 
-30 feet of you Each creature within 5 feet of the space 
-you leave and each creature within 5 feet of your destination space must make a Dexterity saving throw, taking 
-4d6 fre damage on a failed save, or half as much damage 
-on a successful one You and your companion take no 
-damage from this efect 
-When you reach 17th level, the damage increases 
-to 5d6 
-Chains from Hell (8 Ferocity). As an action, you 
-manifest fery chains that attempt to wrap around up to 
-three creatures of your choice that you can see within 
-30 feet of you Each target must make a Dexterity saving 
-throw On a failure, a target takes 4d6 fre damage and is 
-restrained until the end of your next turn On a success, 
-a target takes half as much damage and isn’t restrained 
-When you reach 17th level, the damage increases 
-to 5d6 
-Dark of Hell (8 Ferocity). As an action, you cause 
-your companion to radiate an aura of magical darkness 
-in a 10-foot radius until the end of your next turn You 
-and your companion can see within this darkness, which 
-moves with your companion 
-Infernal Flames (8 Ferocity). As an action, you 
-cause a blast of fre to erupt from your companion Each 
-creature within 20 feet of the companion must make 
-a Dexterity saving throw, taking 4d10 fre damage on 
-a failed save, or half as much damage on a successful 
-one You and your companion take no damage from 
-this efect 
-When you reach 17th level, the damage increases 
-to 5d10 
-Poison Rain (8 Ferocity). As an action, you cause 
-toxic green rain to fall in a 20-foot cube centered on a 
-point you can see within 60 feet of you Each creature in 
-the area except for you and your companion must succeed on a Constitution saving throw or become poisoned 
-until the end of your next turn  
- 
-====Level 5 Spells==== 
- 
-====Level 6 Spells==== 
- 
-====Level 7 Spells==== 
- 
-====Level 8 Spells==== 
- 
-====Level 9 Spells==== 
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