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*Class Traits
 
*Class Traits
 
**Class Proficiencies: Common Weapons, Light Armour, Medium Armour, Shields
 
**Class Proficiencies: Common Weapons, Light Armour, Medium Armour, Shields
**''Blessing of the Trickster'', grants another person Advantage on Dexterity (Stealth) checks. Duration one hour unless used again
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**Blessing of the Trickster, grants another person Advantage on Dexterity (Stealth) checks. Duration one hour unless used again
 
**Channel Divinity, 2 per short rest:
 
**Channel Divinity, 2 per short rest:
***''Invoke Duplicity'': perfect illusion of self for one minute within 30'. Requires Concentration. As a bonus action, can move illusion 30’ to a max of 120’ away. Can cast from space of illusion, but must use own senses. If self and illusion are within 5’ of enemy, have Advantage on attack.
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***Invoke Duplicity: perfect illusion of self for one minute within 30'. Requires Concentration. As a bonus action, can move illusion 30’ to a max of 120’ away. Can cast from space of illusion, but must use own senses. If self and illusion are within 5’ of enemy, have Advantage on attack.
***''Cloak of Shadows'': become invisible until end of next turn, broken if attack or cast.
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***Cloak of Shadows: become invisible until end of next turn, broken if attack or cast.
***''Turn Undead'': audible within 30’, Wisdom Save (can Dash, Dodge if trapped), lasts 1 minute unless damaged. Undead CR0.5 or less are destroyed
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***Turn Undead: audible within 30’, Wisdom Save (can Dash, Dodge if trapped), lasts 1 minute unless damaged. Undead CR0.5 or less are destroyed
  
  
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*Spell Slots (Level): 4, 3, 3
 
*Spell Slots (Level): 4, 3, 3
  
*Spells in bold italics are ''' ''Domain'' ''' spells; these are always prepared, and don't count against the number of spells that can be prepared each day.  
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*Spells in italics are ''Domain'' spells; these are always prepared, and don't count against the number of spells that can be prepared each day.  
 
*Spells marked as ''Ritual'' can be cast as normal, or cast as a ritual, but must still be prepared. A ritual takes 10 minutes longer, but doesn't eat a spell slot.
 
*Spells marked as ''Ritual'' can be cast as normal, or cast as a ritual, but must still be prepared. A ritual takes 10 minutes longer, but doesn't eat a spell slot.
*Rituals: ''Detect Magic, Detect Poison and Disease, Purify Food and Drink, Augury, Gentle Repose, Silence, Feign Death, Meld Into Stone, Water Walking''
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*Rituals: ''Detect Magic, Detect Poison and Disease, Feign Death, Purify Food and Drink, Augury, Gentle Repose, Meld Into Stone, Water Walking''
*Spells requiring special components: ''Augury, Clairvoyance, Warding Bond''
+
*Spells requiring special components: ''Augury, Clairvoyance''
 
*Spells requiring consumable components: ''Continual Flame, Glyph of Warding, Magic Circle, Revivify''
 
*Spells requiring consumable components: ''Continual Flame, Glyph of Warding, Magic Circle, Revivify''
*Spells requiring only a Bonus Action: ''Healing Word, Sanctuary, Shield of Faith, Mass Healing Word''
 
 
   
 
   
 
*Note that Channel Divinity: Invoke Duplicity requires Concentration.
 
*Note that Channel Divinity: Invoke Duplicity requires Concentration.
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*''1st level (4 slots per day)''
 
*''1st level (4 slots per day)''
**''' ''Charm Person'' ''': Cast – 1 action; Range – 30ft, VS; Duration – 1 hour; Wisdom save (Advantage in combat), fail = friendly acquaintance. Knows was charmed when spell ends
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**''Charm Person'': Cast – 1 action; Range – 30ft, VS; Duration – 1 hour; Wisdom save (Advantage in combat), fail = friendly acquaintance. Knows was charmed when spell ends
**''' ''Disguise Self'' ''': Cast – 1 action; Range – Self, VS; Duration – 1 hour; similar build, Intelligence (Investigation) versus spell save DC to pierce disguise
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**''Disguise Self'': Cast – 1 action; Range – Self, VS; Duration – 1 hour; similar build, Intelligence (Investigation) versus spell save DC to pierce disguise
  
**Bless: Cast - 1 action; Range - 30ft, VSM; Duration - Concentration, up to 1 minute; up to three creatures can add 1d4 to each attack or saving throw; each higher slot adds one creature
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**Bless: Cast - 1 action; Range - 30ft, VSM; Duration - Concentration, up to 1 minute; up to three creatures can add 1d4 to an attack or saving throw; each higher slot adds one creature
 
**Command: Cast - 1 action; Range - 60ft, V; Duration - 1 round; target fails Wisdom throw must obey command e.g. Approach, Drop, Flee, Grovel, Halt; higher spell slots adds extra targets within 30' of each other  
 
**Command: Cast - 1 action; Range - 60ft, V; Duration - 1 round; target fails Wisdom throw must obey command e.g. Approach, Drop, Flee, Grovel, Halt; higher spell slots adds extra targets within 30' of each other  
 
**Create or Destroy Water: Cast - 1 action, VSM; Duration - Instantaneous; +/- 10 gallons of water in available container, or 30' cube of rain or destroy 30' cube of fog; higher levels add 10 gallons or 5' cube
 
**Create or Destroy Water: Cast - 1 action, VSM; Duration - Instantaneous; +/- 10 gallons of water in available container, or 30' cube of rain or destroy 30' cube of fog; higher levels add 10 gallons or 5' cube
 
**'''Cure Wounds''': Cast – 1 action; Range – Touch, VS; cure 1d8 + WIS, + 1d8 per higher spell slot  
 
**'''Cure Wounds''': Cast – 1 action; Range – Touch, VS; cure 1d8 + WIS, + 1d8 per higher spell slot  
 
**Guiding Bolt: Cast – 1 action; Range – 120ft, VS; Duration 1 round; Ranged spell attack, hit = 4d6 radiant, next attack roll until end of my next turn as Advantage. +1d6 per higher spell slot
 
**Guiding Bolt: Cast – 1 action; Range – 120ft, VS; Duration 1 round; Ranged spell attack, hit = 4d6 radiant, next attack roll until end of my next turn as Advantage. +1d6 per higher spell slot
**Protection From Evil and Good: Cast - 1 action; Range – Touch, VSM, (possibly consumes holy water, Safid to rule); Concentration, up to 10 mins; One willing creature is protected, attackers have Disadvantage, target can’t be affected by stuff, has Advantage against existing stuff  
+
**Protection From Evil and Good: Cast - 1 action; Range – Touch, VSM, consumes holy water; Concentration, up to 10 mins; One willing creature is protected, attackers have Disadvantage, target can’t be affected by stuff, has Advantage against existing stuff  
 
**'''Detect Magic''': Cast - 1 action, or ''Ritual''; Range - Self, VS; Duration - Concentration, up to 10 minutes; sense magic within 30', blocked by some materials
 
**'''Detect Magic''': Cast - 1 action, or ''Ritual''; Range - Self, VS; Duration - Concentration, up to 10 minutes; sense magic within 30', blocked by some materials
 
**Detect Poison and Disease: Cast - 1 action, or ''Ritual''; Range - Self, VSM; Duration - Concentration, up to 10 minutes; senses and identifies poisons, poisonous creatures, and diseases within 30', blocked by some materials
 
**Detect Poison and Disease: Cast - 1 action, or ''Ritual''; Range - Self, VSM; Duration - Concentration, up to 10 minutes; senses and identifies poisons, poisonous creatures, and diseases within 30', blocked by some materials
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*''2nd level (3 slots per day)''
 
*''2nd level (3 slots per day)''
**''' ''Mirror Image'' ''': Cast – 1 action; Range – Self, VS; Duration – 1 minute; 3 duplicates (6/8/11), AC = 10 + DEX, only destroyed by an attack that hits it
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**''Mirror Image'': Cast – 1 action; Range – Self, VS; Duration – 1 minute; 3 duplicates (6/8/11), AC = 10 + DEX, only destroyed by an attack that hits it
**''' ''Pass Without Trace'' ''': Cast – 1 action; Range – Self, VSM; Concentration, up to 1 hour. Each creature within 30’, has +10 DEX (Stealth). Can’t be tracked except by magic.
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**''Pass Without Trace'': Cast – 1 action; Range – Self, VSM; Concentration, up to 1 hour. Each creature within 30’, has +10 DEX (Stealth). Can’t be tracked except by magic.
  
**Aid: Cast – 1 action; Range – 30ft, VSM; Duration – 8 hours. 3 creatures within range get +5 HP/HPmax. +5HP per higher spell slot.
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**Aid: Cast – 1 action; Range – 30ft; VSM, Duration – 8 hours. 3 creatures within range get +5 HP/HPmax. +5HP per higher spell slot.
 
**Augury: Cast 1 minute or ''Ritual''; Range - Self, VSM, special components; instantaneous, 4 possible outcomes; can be re-cast between long rests, but 25% cumulative chance of random result.
 
**Augury: Cast 1 minute or ''Ritual''; Range - Self, VSM, special components; instantaneous, 4 possible outcomes; can be re-cast between long rests, but 25% cumulative chance of random result.
**Blindness/Deafness: Cast - 1 action, V; Range - 30ft; Duration - 1 minute, either blinded or deafened; Constitution save each turn to end effect; higher slots each add one creature
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**Blindness/Deafness
**Calm Emotions: Cast - 1 action, VS; Range - 60ft; Duration - Concentration, up to 1 minute; each humanoid in 20ft radius can choose to make Charisma save, failure equals not charmed or frightened, alternatively make indifferent from hostile to your group
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**Calm Emotions
**Continual Flame: Cast - 1 action, VSM, special components; Range - Touch; Duration - Until dispelled; flame creates no heat, doesn't use oxygen, can be covered or hidden, but not smothered or quenched
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**Continual Flame
**'''Enhance Ability''': Cast - 1 action, VSM; Range - Touch; Duration - Concentration, up to 1 hour; various options
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**'''Enhance Ability'''
**'''Find Traps''': Cast - 1 action, VS; Range - 120ft; Duration - Instantaneous; sense any trap within range in LOS, specific traps only, not natural dangers
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**'''Find Traps'''
**Gentle Repose: Cast - 1 action or ''Ritual'' VSM; Range - Touch; Duration - 10 days, special conditions
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**Gentle Repose: Cast - 1 action or ''Ritual''; Range - Touch, VSM; duration - 10 days, special conditions
**Hold Person: Cast - 1 action, VSM; Range - 60ft; Duration - Concentration, up to 1 minute; humanoid within range makes Wisdom Save each turn or be paralyzed. Higher slots affect one additional humanoid each, must all be within 30ft of each other
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**Hold Person
**Lesser Restoration: Cast - 1 action, VS; Range - Touch; Duration - Instantaneous; end one disease or one Condition (blinded, deafened, paralyzed, or poisoned)
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**Lesser Restoration
**Locate Object: Cast - 1 action, VSM; Range - Self; Duration - Concentration, up to 10 minutes; Sense direction of general or specific object that is familiar to you, within 1000ft, including direction of movement.
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**Locate Object
 
**'''Prayer of Healing''': Cast – 10 mins; Range – 30ft, up to six creatures, V; Duration – Instant; 2d8 + spellcasting bonus. +1d8 per higher spell slot
 
**'''Prayer of Healing''': Cast – 10 mins; Range – 30ft, up to six creatures, V; Duration – Instant; 2d8 + spellcasting bonus. +1d8 per higher spell slot
**Protection From Poison: Cast - 1 action, VS; Range - Touch; Duration - 1 hour; neutralize one known or random poison, target has advantage and resistance to poison
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**Protection From Poison
**'''Silence''': Cast – 1 action or ''Ritual''; Range – 120’, VS; Concentration, up to ten minutes; 20’ radius sphere
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**'''Silence''': Cast – 1 action; Range – 120’, VS; Concentration, up to ten minutes; 20’ radius sphere
 
**Spiritual Weapon: Cast - 1 action; Range 60', VS; Concentration, up to one minute; melee spell attack within 5' of weapon, does 1d8 + WIS(3); as a bonus action, move weapon up to 20' and repeat the attack; +1d8 per 2 higher spell slots
 
**Spiritual Weapon: Cast - 1 action; Range 60', VS; Concentration, up to one minute; melee spell attack within 5' of weapon, does 1d8 + WIS(3); as a bonus action, move weapon up to 20' and repeat the attack; +1d8 per 2 higher spell slots
**Warding Bond: Cast - 1 action, VSM, special components; Range - Touch; Duration - 1 hour; target must remain within 60ft, gets +1 bonus to AC and Saving Throws, and gets resistance to all damage. Caster takes same damage.
+
**Warding Bond
**Zone of Truth: Cast - 1 action, VS; Range - 60ft; Duration - 10 mins; create 15ft sphere, creature must make Charisma save each turn or cannot speak lie, knows this. Caster knows if save was passed or failed.
+
**Zone of Truth
  
  
 
*''3rd level (3 slots per day)''
 
*''3rd level (3 slots per day)''
**''' ''Blink'' ''': Cast – 1 action; Range – Self, VS; Duration – 1 minute; Roll d20 at the end of each turn, 11+ = Ethereal. At the end of next turn, and at spell end, appear within 10ft choice on PMP.
+
**''Blink'': Cast – 1 action; Range – Self, VS; Duration – 1 minute; Roll d20 at the end of each turn, 11+ = Ethereal. At the end of next turn, and at spell end, appear within 10ft choice on PMP.
**''' ''Dispel Magic'' ''': Cast – 1 action; Range – one creature, object or magical effect within 120ft, VS; Instantaneous. <=L3 is dispelled, L4+ = spellcasting ability check, DC = 10+spell level. Can use higher slot.
+
**''Dispel Magic'': Cast – 1 action; Range – one creature, object or magical effect within 120ft, VS; Instantaneous. <=L3 is dispelled, L4+ = spellcasting ability check, DC = 10+spell level. Can use higher slot.
  
**Animate Dead: Cast - 1 minute; Range - 10ft, VSM; Duration - Instantaneous; pile of bones or corpse of Small or Medium humanoid becomes skeleton or zombie, bonus action to give command within 60ft. Each higher level slot creates two more undead from a separate pile of bones or corpse.
+
**Animate Dead
 
**Beacon of Hope: Cast – 1 action; Range – 30ft, S; Concentration, 1 minute. Any number of creatures within range get Advantage on Wisdom and Death saves, and regain max from healing.  
 
**Beacon of Hope: Cast – 1 action; Range – 30ft, S; Concentration, 1 minute. Any number of creatures within range get Advantage on Wisdom and Death saves, and regain max from healing.  
**Clairvoyance: Cast - 10 minutes; Range - 1 mile, VSM, special components; Duration - Concentration, up to 10 minutes; creates invisible sensor within range in a familiar or obvious location. Sensor cannot move, action to switch between audio or visual.
+
**Clairvoyance
**Create Food and Water: Cast - 1 action, VS; Range - 30ft; Duration - Instantaneous. Creates 45 pounds of food and 30 gallons of water in containers. 15 humanoids or 5 steeds for 24 hours.
+
**Create Food and Water
**Daylight: Cast - 1 action, VS; Range - 60ft; Duration - 1 hour; bright light for 60ft, dim light for another 60ft. Can be cast on a moveable object, can be covered. Negates darkness spell of L3 or lower
+
**Daylight
 
**Feign Death: Cast - 1 action, or ''Ritual''; Range - Touch (willing creature), VSM; looks dead, lots of caveats
 
**Feign Death: Cast - 1 action, or ''Ritual''; Range - Touch (willing creature), VSM; looks dead, lots of caveats
 
**Glyph of Warding: Cast – 1 hour; Range – Touch, VSM (incense and diamond dust worth 200gp, consumed); complicated trap options.  
 
**Glyph of Warding: Cast – 1 hour; Range – Touch, VSM (incense and diamond dust worth 200gp, consumed); complicated trap options.  
**Magic Circle: Cast - 1 minute, VSM, special components; Range - 10ft; Duration - 1 hour; Create 10ft radius, 20ft tall cylinder, glowing runes on surfaces. Choose one of the following types: celestials, elementals, fey, fiends, or undead. Various protections or prison in reverse. Higher slots extend duration.
+
**Magic Circle
**Mass Healing Word: Cast - 1 bonus action, V; Range - 60ft; Duration - Instantaneous; visible targets within range regain 1d4 + WIS. Higher slots add 1d4.
+
**Mass Healing Word
 
**Meld Into Stone: Cast 1 action or ''Ritual''; Range - Touch, VS; Duration - 8 hours; can't move except to leave, damage done to stone can hurt
 
**Meld Into Stone: Cast 1 action or ''Ritual''; Range - Touch, VS; Duration - 8 hours; can't move except to leave, damage done to stone can hurt
**Protection From Energy: Cast - 1 action, VS; Range - Touch; Duration - Concentration, up to 1 hour; willing creature has resistance to one damage type: acid, cold, fire, lightning, or thunder.
+
**Protection From Energy
**Remove Curse: Cast - 1 action, VS; Range - Touch; Duration - Instantaneous; all curses on a person removed, cursed item has attunements broken
+
**Remove Curse
 
**'''Revivify''': Cast: 1 action; Range - Touch, VSM; brings to 1hp a creature that died in the past hour, (diamonds worth 300gp, consumed)
 
**'''Revivify''': Cast: 1 action; Range - Touch, VSM; brings to 1hp a creature that died in the past hour, (diamonds worth 300gp, consumed)
 
**'''Sending''': Cast 1 action; Range - Unlimited, VSM; Duration - 1 round; 25 words or less to a creature with whom am familiar.
 
**'''Sending''': Cast 1 action; Range - Unlimited, VSM; Duration - 1 round; 25 words or less to a creature with whom am familiar.
**Speak with Dead: Cast - 1 action, VSM; Range - 10ft; Duration - 10 minutes; five questions, hostile can lie. Max cast once per 10 days.
+
**Speak with Dead:
**Spirit Guardians: Cast - 1 action, VSM; Range - Self (15ft radius); Duration - Concentration up to 10 minutes; spirits fly around, ignore those I want. Movement halved, 3d8 damage, save vs WIS for half. Higher level slots add 1d8
+
**Spirit Guardians
**Tongues: Cast - 1 action, VM; Range - Touch; Duration - 1 hour; one creature can understand and be understood
+
**Tongues
**Water Walk: Cast - 1 action or ''Ritual''; Range - 30ft, VSM; Duration - 1 hour; ten willing creatures within range can walk across liquid surfaces, float to surface at 60' per round, would still take lava damage etc.
+
**Water Walk: Cast - 1 action or ''Ritual''; Range - 30', VSM; Duration - 1 hour; ten willing creatures within range can walk across liquid surfaces, float to surface at 60' per round, would still take lava damage etc.

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