====== Elisia'S Mechanics & Stats D&D 5th ======
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**Feats**
^ Background:| Eldrich Adept |
^ LV4 Sorc:| MetaMagic Adept |
^ LV4 Lock:| Observant |
^ LV8 Lock:| |
**Eldrich Invocations**
^ Feat:| Eyes of the Rune Keeper |
^ LV2 :| Aspect of the Moon |
^ LV2 :| Agonizing Blast |
^ LV5 :| Ghostly Gaze |
^ LV7 :| Improved Pact Weapon |
^ LV9 :| - |
**Vision**
^ Common Sight:((Standard eye sight))| Yes |
^ Passive Perception:| 00 |
^ Dark Vision:| 0ft |
^ True Sight:| 60ft |
^ Tremor Sense:| 0ft |
^ Blind Sight:| 0ft |
[[character:elisia|{{:wiki:media:back.png?65|}}]]
===== Elisia's Inventory =====
**Attunment**
^ Slot 1:| [[item:serpent_calling_spear|Huge Serpent Calling Spear]] |
^ Slot 2:| [[item:beholder_eye|Beholder's Eye]] |
^ Slot 3: |
**Movement**
| Slithering | 20ft |
| Swimming | 40ft |
| Climbing | 0ft |
| Flying | 0ft |
**Currency**
^ Platinum ^ Gold ^ Silver ^ Copper ^
| 0 | 1025 | 50 | 50 |
^ Occupation | Occupation |
^ Income ^ Lifestyle ^
| +0 GpD | -0GpD |
^Other Expences/Income ^
| |
-5 G //Round of Drinks// \\
-335 G //Loaned to Ben for Purchase & Identification// \\
+800 G //Reward and Refund for Clearing wolf pack// \\
+235 G //Refund for Identified Items// \\
-10 G //Given To Ben// \\
//GpD = Gold per Day//
==== Equipment ====
^ Location ^ Item ^ Stats ^
^ Head | - | |
^ Amulet | Emerald Necklace |//A fine piece of jewelry crafted long ago by a former lover. it holds great sentimental value for Elisa// |
^ Cloak | Tailored Traveling Cloak |//A well made cloak, deep blue in colour and finely detailed, its made to last and has many more years of life ahead of it, a prefect candidate for enchantment.// |
^ Clothes | Silk Ceremonial Coverings|//Well made coverings that rest lightly on the body, leaving little to the imagination they offer little in terms of protection, just enough to be decent.// |
^ Armour | - | |
^ Arms/Hands | - | |
^ Ring 1 | - | |
^ Ring 2 | [[item:moon_ring|Moon Ring]] | //A silver ring soaked in moonlight, it shows its true beauty when glisening in the moonlight and dulls when hidden. one can't help but think this was a very important to a couple to be a long time ago// |
^ Belt | - | |
^ Tail | - | |
^ Weapon | [[item:serpent_calling_spear|Huge Serpent Calling Spear]] | 3 D8 Piercing, //Ranged, Versatile, Thrown// \\ Gives you the ability to summon two spectral snakes at once when using Serpents of the Deep \\ //A well crafted mage's spear, infused with a focus this weapon acts as both spear and mage focus. its been decorated with a Raven Skull Planchette// |
^ Shield/Ammo/Offhand | - | |
^ Sub-Weapon | - | |
====Consumabels====
**Carrying Capacity**
Formular =
^ Total Capacity ^ Current Load ^ Equiped Load ^
| 000ibs | 000Ibs | 000Ibs |
**Consumables & Useful Items**
^ Item Name ^ Details ^
| Backpack | Basic Storage for your items |
| Bedroll XXL | a very large bed roll, custom made to suite Elisa's size. |
| - | - |
| - | - |
| Rations | (x2) Food for the day, not the most lavish meal but enough to survive |
| Waterskin | Containing for water, stay Hydrated |
| - | |
| Dagger | (x2) //1d4 Slashing// \\ A simple dagger, perfect for all cutting or stabbing jobs |
| - | |
| - | |
**Special Items**
^ Name ^ Detail ^
| Calligrapher Tools | |
| Health Potion | x2 |
| Empty Flask | x1 |
| Blood Gem | x1 |
| Magic Book (unidentified) | x1 |
| [[item:moon_ring|Moon Ring]] | x1 |
| [[item:beauty_ring| Beauty Ring]] | x1 |
| Marriege Rings | x2 |
| - | |
| - | |
**Misc Items**
^ Item ^ Detail ^
| A Guide to Fawna | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
==== Serpent Empress Elisia ====
**[[culture:yuanti|Yuan-Ti]]:** ++[4] | //Source: Plane Shift - Amonkhet// ++ \\
Yuan-Ti have a wide spectrum of differing sup-Species. Naga's are very rare creatures resembling great serpents, the purest form of the serpent ilk that Yuan Ti Belong too. they are very rarely ever seen on the mainland of [[region:Mor-Thir|Mor-Thir]] aside from monsters lurking in dungeons or abandoned ruins. it is unknow how many reside in the nations of [[region:ostrov| Ostrov]]. Naga's have been seen living in the promised archipelago, far from most nations and people that would see them as mindless monsters.
**Physical Appearance**
***Ability Score:** \\ Your Constitution score increases by 2, and your Charisma score increases by 1.
***Creature Type:** \\ Your classified as a Monstrosity and Divine.
***Lifespan:** \\ Like humans, Naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a Naga could live well over a century.
***Alignment:** \\ Most Naga are either neutral or neutral evil in alignment.
***Size:** ++ [7]| Source: MCDM Vol 14++ \\ Your size is Huge. Huge characters have a few things to consider when playing, several restrictions and benefits as listed bellow. \\
*Armor: You can’t wear armor made for creatures smaller than you by normal means.
*Hit Dice: Your Hit Die increases by two steps.
*Range Self: The area of effect for your features, traits, the properties of magic items you wield, and spells you cast that have a range of self is reduced by 5 feet in all dimensions (to a minimum of 5 feet).
*Extra Avaling Arms: Weapons designed for Medium creatures are useless to you being far too small to use effectively. Weapons must be designed to be used by a larger creature such as yourself. Further more you have a 2nd pair of arms that can be used in the same manner.
*Strength in Size: you gain a +5 to your strength checks, Athletics and saving throws.
*Cover less: terrain that would grant a medium creature 1/2 or 3/4 cover grants you no cover.
***Speed:** \\ Your base Slithering speed is 20ft
***Languages:** \\ You can speak, read, and write Common and Draconic.
***Dark Vision** \\
***Natural Weapons** \\ Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. \\
***Bite:** If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
***Constrict:** If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.
***Devour:**
***Poison Immunity:** You are immune to poison damage and can’t be poisoned.
***Innate Spellcasting:** \\ You know the Poison Spray cantrip.
*You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it.
*Starting at 3rd level, you can also cast Suggestion with this trait.
*You can cast it a number of times equal to your proficiency bonus. Charisma is your spellcasting ability for these spells.
**Patron Boon** \\
Events transpired, Sacrifices made, and power paid for. Elisia for better or worse has gained power far above a normal mortal affecting her physical appearance and Arcane power. Though not all her newfound abilities are known yet the obvious ones are quick to learn. Classified alike a Demi-Goddess or Patron.
***Ability Score Boon:** \\ You gain some additional main stats
***Classification:** \\ You gain the Divine classification for abilities or spells used to detect you.
***Strength in those Eaten:** \\ Unique ability for Elisia to gain power from those she devourers to a certain limit. To be further detailed with proper mechanics.
***True Seeing** \\ You gain true-sight out to 60 feet. A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
***Divine Resistance:** \\ You Gain some resistances and Immunities.
===== Storm Serpent Sorcerer, Elisia =====
===== Storm Sorcerer Introduction =====
As a sorcerer, you gain the following class features.
**Hit Points**
***Hit Dice:** 1d6 per sorcerer level
***Hit Points at 1st Level:** 6 + your Constitution modifier
***Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
**Proficiencies**
***Armor:** None
***Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
***Tools:** None
***Saving Throws:** Constitution, Charisma
***Skills:** Arcana, Insight,
**Equipment**
You start with the following equipment, in addition to the equipment granted by your background:
*a light crossbow and 20 bolts OR any simple weapon
*a component pouch OR an arcane focus
*a dungeoneer's pack OR an explorer's pack
*Two daggers
===Background: Feature & Details===
//Short Description of Background//
=== Featured Feat: FEAT ===
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**Skill Proficiencies**
*Skill
**Languages And/Or Tools**
*Language
*Tool
**Equipment (If Any)**
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===== CLASS Levels =====
==== 1st Level Storm Sorcerer ====
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**Wind Speaker** ++[2] | //Xanatha's Guide to Everything// ++ \\
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
**Tempestuous Magic** ++[2] | //Xanatha's Guide to Everything// ++ \\
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
==== 2nd Level Storm Sorcerer ====
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**Font of Magic** ++ [1] | //Source: Player's Handbook// ++ \\
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
**Sorcery Points** ++ [1] | //Source: Player's Handbook// ++ \\
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. \\
//Sorcery points = Sorcere Level EG: Level 6 = 6 Sorcery points//
***Creating Spell Slots** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
***Converting a Spell Slot to Sorcery Points** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
^ Creating Spell Slots ^ ^
^ Spell Slot Level ^ Sorcery Point Cost ^
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
==== 3rd Level Storm Sorcerer ====
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**Metamagic** ++ [1] | //Source: Player's Handbook// ++ \\
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. \\
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
***Quickened Spell** When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
***Distant Spell** When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
*When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
==== 4th Level Storm Sorcerer ====
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**Feat: Meta Magic Adept** ++[3] | //Tasha's Cauldron of Everything// ++ \\
//Prerequisite: Spellcasting or Pact Magic feature//
You've learned how to exert your will on your spells to alter how they function:
*You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
*You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
==== 5th Level Storm Sorcerer ====
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**Magical Guidance** ++ [1] | //Source: Player's Handbook// ++ \\
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
==== 6th Level Storm Sorcerer ====
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**Heart of the Storm** ++[2] | //Xanatha's Guide to Everything// ++ \\
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
**Storm Guide** ++[2] | //Xanatha's Guide to Everything// ++ \\
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
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===== Kraken Warlock Introduction (Multiclassed) =====
Though a follower of the Kraken, Elisia's own power has influenced the various powers granted to her. Summoning spectral snakes instead of tentacles
**Hit Points** \\
*Hit Dice: 1d8 per warlock level
*Hit Points at 1st Level: 8 + your Constitution modifier
*Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
**Multi-class bonuses** \\
Light armor, simple weapons
===== MULTI-CLASS Levels =====
==== 1st Level Kraken Warlock ====
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**Serpents of the Deep** ++[3] | //Tasha's Cauldron of Everything// ++ \\
At 1st level, you can magically summon a spectral snake that strikes at your foes. As a bonus action, you create a 10-foot-long snake at a point you can see within 60 feet of you. The snake lasts for 1 minute. \\
When you create the snake, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 3d8. \\
As a bonus action on your turn, you can move the summoned snakes up to 30 feet and repeat the attack . \\
You can summon the snake a number of times equal to your proficiency bonus, you can only control a maximum of 4 at once, and you regain all expended uses when you finish a long rest.
**Gift of the Sea** ++[3] | //Tasha's Cauldron of Everything// ++ \\
Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.
**Grasp of the Serpent Lord** ++[5] | //WotC Affiliate Homebrew - ThinkDM// ++ \\
Starting at 1st level, you gain the ability to call forth spectral snakes that wrap & constrict your foes. As an action, pick a point you can see within 60 feet of you. A horde of grasping snakes appears at that point. Creatures of your choice within 10 feet of that point must make a Strength saving throw against your warlock spell save DC. Creatures that fail their saving throws are restrained for 1 minute or until you use this ability again. Creatures restrained can repeat the save at the end of their turns. \\ You can use this ability a number of times equal to half your proficiency bonus.
==== 2nd Level Kraken Warlock ====
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**Eldritch Invocations** ++ [1] | //Source: Player's Handbook// ++ \\
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. \\
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. \\
//A level prerequisite in an invocation refers to warlock level, not character level.//
**Invocation: Aspect of the Moon** ++[2] | //Xanatha's Guide to Everything// ++ \\
//Prerequisite: Pact of the Tome feature// (Hombrew to waiver this pre-requisite) \\
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading a Book and keeping watch.
**Agonising Blast** ++[2] | //Xanatha's Guide to Everything// ++ \\
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
==== 3rd Level Kraken Warlock ====
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**Pact Boon** ++ [1] | //Source: Player's Handbook// ++ \\
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
**Pact of the Blade** ++ [1] | //Source: Player's Handbook// ++ \\
*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
==== 4th Level Kraken Warlock ====
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**Feat: Observant** ++ [1] | //Source: Player's Handbook// ++ \\
Quick to notice details of your environment, you gain the following benefits:
*Increase your Charisma score by 1, to a maximum of 20.
*If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
*You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
==== 5th Level Kraken Warlock ====
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**Invocation: Ghostly Gaze** ++ [1] | //Source: Player's Handbook// ++ \\
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. \\
Once you use this invocation, you can’t use it again until you finish a short or long rest. \\ __You can use this invocation a number of times equal to half your proficiency bonus, regaining all expended uses when you finish a short or long rest.__((Homebrew Alteration))
==== 6th Level Kraken Warlock ====
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**Oceanic Soul** ++[3] | //Tasha's Cauldron of Everything// ++ \\
At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, You learn Primordial.
**Guardian Coil** ++[3] | //Tasha's Cauldron of Everything// ++ \\
At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
**Inky Escape** ++[5] | //WotC Affiliate Homebrew - ThinkDM// ++ \\
At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast Darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no effect on your vision. Once you use this ability, you cannot use it again until you complete a short or long rest.
==== 7th Level Kraken Warlock ====
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**Invocation Improved Pact Weapon** \\
//Prerequisite: Pact of the Blade feature// \\
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. \\
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. \\
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
==== 8th Level Kraken Warlock ====
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**Feat: Tough** ++ [1] | //Source: Player's Handbook// ++ \\
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points
==== 9th Level Kraken Warlock ====
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**Eldrich Invocation**
==== 10th Level Kraken Warlock ====
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**Grasping Tentacles** ++[3] | //Tasha's Cauldron of Everything// ++ \\
Starting at 10th level, You learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. \\
Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.
**Scion of the Depths** ++[5] | //WotC Affiliate Homebrew - ThinkDM// ++ \\
Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to summon multiple of your spectral tentacles.
*You can have six spectral tentacles active at once.
*you move and attack with all of them as part of the same bonus action, each attack must be rolled for individually
==== 11th Level Kraken Warlock ====
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**Mystic Arcanum** ++ [1] | //Source: Player's Handbook// ++ \\
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. \\
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. \\
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
==== 12th Level Kraken Warlock ====
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**Invocation: Life-Drinker** ++ [1] | //Source: Player's Handbook// ++ \\
//Prerequisite: 12th level, Pact of the Blade feature//
*When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
**Feat: Spell Sniper** ++ [1] | //Source: Player's Handbook// ++ \\
//Prerequisite: The ability to cast at least one spell// \\
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
*When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
*Your ranged spell attacks ignore half cover and three-quarters cover.
*You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
==== 13th Level Kraken Warlock ====
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==== 14th Level Kraken Warlock ====
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**Fathomless Plunge** ++[3] | //Tasha's Cauldron of Everything// ++ \\
When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
***Fathomless Fury** ++[5] | //WotC Affiliate Homebrew - ThinkDM// ++ \\
*The tentacles slam onto your foes. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Those that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition.
Once you use ones of these features, you can't use either of them again until you finish a short or long rest.
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=====Spellcasting Rules & Details=====
**Type of Spell List you can access**
Warlock Spell List
Sorcerer Spell List
**Expanded Spell List** \\
The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. \\
| Spell Level | Spells |
| 1st | Create or Destroy Water, Thunderwave |
| 2nd | Augury, Gust of Wind |
| 3rd | Call Lightning, Water Breathing |
| 4th | Control Water, Evard's Black Tentacles |
| 5th | Commune With Nature, Cone of Cold |
**Spell Slot Recovery**
^ ^ ^ Spell ^ Slots ^ ^
| 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 |
| 4th | 0/0 | 5th | 0/0 | 6th | 0/0 |
| 7th | 0/0 | 8th | 0/0 | 9th | 0/0 |
^ Total Cantrips ||| 0 |
^ Total Spells ||| 0 |
**Spell Preparation**
**Spellcasting Scores, DC, Bonus**
**Ritual Casting** \\
**Spellcasting Focus**
=====Spell List=====
^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^
| Mind Sliver | Shield | Gust of Wind | Lightning Bolt | Galder's Speedy Courier |
| Light | Arms of Hadar | Silence | Counter Spell | - |
| Shape Water | Creat or Destory water | - | - | - |
| Eldrich Blast | - | - | - | - |
| Mage Hand | - | - | - | - |
| Chill Touch | - | - | - | - |
^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
//Bold = Prepared Spell//
==== Custom Spells ====
++ Corpse Burst | \\ //Source: Homebrew// \\
//1st Level Necromancy// \\
**Casting Time:** 1 Bonus Action \\
**Range:** 50 feet \\
**Components:** V, M \\
**Duration:** Instantaneous \\
You command the dead body of friend or foe to claim life from the grave. As you pump and bloat a corpse with unstable arcane energy causing the target to violently explode in toxic blood and sharp bone shrapnel.\\ Target one suitable intact body within range. Creatures within 15 feet of the body must make a dexterity saving throw equal to your Spellcasting DC. \\ On a failed save the targets take 4D8 magical damage and half as much on a success. \\
**At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each level above 1st OR you can select an additional corpse for detonation for each spell level above 1st. ++
++ Scorching Toads | \\ //Source: Homebrew// \\
//1st Level Necromancy// \\
**Casting Time:** 1 Bonus Action \\
**Range:** 00 feet \\
**Components:** V, M, S \\
**Duration:** Instantaneous \\
Text \\
**At Higher Levels** Text++
++ Shocking Maw | \\ //Source: Homebrew// \\
//1st Level Necromancy// \\
**Casting Time:** 1 Bonus Action \\
**Range:** 00 feet \\
**Components:** V, M, S \\
**Duration:** Instantaneous \\
Text \\
**At Higher Levels** Text++
==== Meta Magic ====
====Cantrips====
++ Mind Sliver | \\ //Source: Tasha's Cauldron of Everything// \\
//Enchantment cantrip// \\
**Casting Time:** 1 action \\
**Range:** 60 feet \\
**Components:** V \\
**Duration:** 1 round \\
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. \\
**At Higher Levels** This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).++
++ Light | \\
//Evocation cantrip// \\
**Casting Time:** 1 action \\
**Range:** Touch \\
**Components:** V, M (a firefly or phosphorescent moss) \\
**Duration:** 1 hour \\
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. \\
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.++
++Shape Water | \\
//Transmutation cantrip// \\
**Casting Time:** 1 action \\
**Range:** 30 feet \\
**Components:** S \\
**Duration:** Instantaneous or 1 hour \\
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: \\
*You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. \\
*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. \\
*You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. \\
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. \\
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.++
++Mage Hand | \\
//Conjuration cantrip// \\
**Casting Time:** 1 action \\
**Range:** 30 feet \\
**Components:** V, S \\
**Duration:** 1 minute \\
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. \\
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. \\
The hand can’t attack, activate magical items, or carry more than 10 pounds ++
++ Chill Touch | \\
//Source: Player's Handbook// \\
//Necromancy cantrip// \\
**Casting Time:** 1 action \\
**Range:** 120 feet \\
**Components:** V, S \\
**Duration:** 1 round \\
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. \\
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ++
++ Eldritch Blast | \\
//Evocation cantrip// \\
**Casting Time:** 1 action \\
**Range:** 120 feet \\
**Components:** V, S \\
**Duration:** Instantaneous \\
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. \\
**At Higher Levels** The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. ++
====Level 1 Spells====
++ Shield | \\
//Source: Player's Handbook// \\
1st-level abjuration \\
**Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell \\
**Range:** Self \\
**Components:** V, S \\
**Duration:** 1 round \\
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. ++
++Arms of Hadar | \\
Source: Player's Handbook \\
1st-level conjuration \\
**Casting Time:** 1 action \\
**Range:** Self (10-foot radius) \\
**Components:** V, S \\
**Duration:** Instantaneous \\
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. \\
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ++
++ Create or Destroy water| \\
//Source: Player's Handbook// \\
1st-level transmutation \\
**Casting Time:** 1 action \\
**Range:** 30 feet \\
**Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) \\
**Duration:** Instantaneous \\
You either create or destroy water. \\
**Create Water** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. \\
**Destroy Water** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. \\
__At Higher Levels__. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. ++
++ Thunderwave | \\
//Source: Player's Handbook// \\
1st-level evocation \\
**Casting Time:** 1 action \\
**Range:** Self (15-foot cube) \\
**Components:** V, S \\
**Duration:** Instantaneous \\
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. \\
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. \\
__At Higher Levels__. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ++
====Level 2 Spells====
**Gust of Wind** //Source: Player's Handbook// \\
*2nd-level evocation
*Casting Time: 1 action
*Range: Self (60-foot line)
*Components: V, S, M (a legume seed)
*Duration: Concentration, up to 1 minute \\
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. \\
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. \\
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
**Silence** //Source: Player's Handbook// \\
*2nd-level illusion (ritual)
*Casting Time: 1 action
*Range: 120 feet
*Components: V, S
*Duration: Concentration, up to 10 minutes \\
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
====Level 3 Spells====
++ Lighting Bolt | \\
Source: Player's Handbook \\
3rd-level evocation \\
**Casting Time:** 1 action \\
**Range:** Self (100-foot line) \\
**Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) \\
**Duration:** Instantaneous \\
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. \\
The lightning ignites flammable objects in the area that aren’t being worn or carried. \\
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ++
++ Thundering Step | \\
//Source: Xanathar's Guide to Everything// \\
3rd-level conjuration \\
**Casting Time:** 1 action \\
**Range:** 90 ft \\
**Components:** V \\
**Duration:** Instantaneous \\
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. \\
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. \\
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. ++
++ Counter Spell | \\
//Source: Player's Handbook// \\
3rd-level abjuration \\
**Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell \\
**Range:** 60 feet \\
**Components:** S \\
**Duration:** Instantaneous \\
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. \\
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ++
**Enemies Abound** //Source: Xanathar's Guide to Everything// \\
*3rd-level enchantment
*Casting Time: 1 action
*Range: 120 feet
*Components: V, S
*Duration: Concentration, up to 1 minute \\
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
====Level 4 Spells====
++ Galder's Speedy Courier |. \\
//Source: Lost Laboratory of Kwalish//
//conjuration// \\
**Casting Time:** 1 action \\
**Range:** 10 feet \\
**Components:** V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) \\
**Duration:** 10 minutes \\
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. \\
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. \\
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. \\
At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you. ++
++ Summon Arbritration | \\
//Source: Tasha's Cauldron of Everything// \\
//conjuration// \\
**Casting Time:** 1 action \\
**Range:** 90 feet \\
**Components:** V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) \\
**Duration:** Concentration, up to 1 hour \\
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. \\
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger. \\
**At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block. \\ ++
++ Storm Sphere | \\
//Source: Xanathar's Guide to Everything// \\
//evocation// \\
**Casting Time:** 1 action \\
**Range:** 150 feet \\
**Components:** V, S \\
**Duration:** Concentration, up to 1 minute \\
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. \\
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. \\
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. \\
**At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. ++
====Level 5 Spells====
**Bigby's Hand** //Source: Player's Handbook// \\
*5th-level evocation
*Casting Time: 1 action
*Range: 120 feet
*Components: V, S, M (an eggshell and a snakeskin glove)
*Duration: Concentration, up to 1 minute \\
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. \\
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
*Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
*Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
*Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
*Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
**Cone of Cold** //Source: Player's Handbook// \\
*5th-level evocation
*Casting Time: 1 action
*Range: Self (60-foot cone)
*Components: V, S, M (a small crystal or glass cone)
*Duration: Instantaneous \\
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
====Level 6 Spells====
====Level 7 Spells====
====Level 8 Spells====
====Level 9 Spells====
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