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==Feats, Spells, and Features== *Feats **War Caster ***You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. ***You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. ***When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportuninty attack. The spell must have a casting time of 1 action and must target only theat creature. *Dwarven Resilience, advantage and resistance to poison **Tough ***Adds hitpoints equal to level times 2 ***2 Additional Hit points per level *Stonecunning, double proficiency when looking at stonework. *Darkvision 60. *Second Wind, once per rest, spend bonus action to regain hp = 1d10 + fighter level. *Fighting Style: Defense. + 1 AC. *Action Surge (1 use) *Spells **Cantrips ***Shocking Grasp ****Casting Time: 1 Action ****Range: Touch ****Components: VS ****Duration: Instantaneous ****Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. ou have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lighting damage, and it can't take reactions until the start of its next turn. ****Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ***Mending ****Casting Time: 1 Minute ****Range: Touch ****Components: VSM ****Duration: Instantaneous ****Repairs a single break or tear in an object you touch ***Fire Bolt ****Casting Time: 1 Minute ****Range: 120 Feet ****Components: VS ****Duration: Instantaneous ****Fire ball at a creature or object. Ranged spell attack against the opponent. 1d10 Fire damage on hit. ****Higher Levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). **Level 1 (4 slots) ***Chromatic Orb ****Casting Time: 1 Action ****Range: 90 Feet ****Components: VSM ****Duration: Instantaneous ****You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire lighting, poison, or thunder for the type of orb you create, and you make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. ****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. ***Magic Missile ****Casting Time: 1 Action ****Range: 120 Feet ****Components: VS ****Duration: Instantaneous ****You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct the to hit one creature or several. ****Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. ***Feather Fall ****Casting Time: 1 reaction ****Range: 60 Feet ****Components: VM ****Duration: 1 minute ****Chose up to 5 creatures within range. A falling creature rate of decent falls to 60 feet per round. If the creature hits the ground before the spell ends, the creature takes no fall damage. ***Shield ****Casting Time: 1 Action ****Range: Shield ****Components: VS ****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. **Level 2 (3 Slots) ***Shatter ****Casting Time: 1 Action ****Range: 60 Feet ****Components: VSM (Chip of mica) ****Duration: Instantaneous ****Loud ringing noise. 10-foot-radius where creatures inside make a Constitution saving throw and take 3d8 thunder damage on a failed save and half damage on a save. Does 1d8 extra for each slot above 2. ***Haste ****Casting Time: 1 Action ****Range: Self or Touch ****Components: VSM ****Duration: Concentration, up to 1 minute ****+2 AC, Dex adv, extra action (One Attack, Dash, Disengage, Hide, or Object). On spell end, target cannot move or act. **Level 3 (3 Slots) ***Fireball ****Casting Time: 1 Action ****Range: 150ft Feet ****Components: VSM ****Duration: Instantaneous ****20ft Radius, 8d6 fire damage **Level 4 (1 Slot) ***Fire Shield ****Casting Time: 1 Action ****Range: Self ****Components: VSM ****Duration: 10 minutes ****When attacked, attacker takes 2d8 fire damage or 2d8 cold damage. Warm or chill shield. Warm grants resistance to cold and chill shield grants resistance to fire. Bright light 10-foot radius, dim light addition 10 feet. *Features **Throne: Proficiency in perception and double perception proficiency bonus in it. Own a keep filled with monsters. **Moon: One casting of wish **Flames: Powerful devil is an enemy
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