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==Magic==
 
==Magic==
 
'''Magic Stats'''
 
'''Magic Stats'''
* || Spell Slots '''4L1''', '''2L2''' || Spell Attack Modifier: '''+7''' || Spell Save DC: '''15''' ||
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* || Spell Slots '''4L1''' '''2L2''' || Spell Attack Modifier: '''+7''' || Spell Save DC: '''15''' ||
  
 
'''Spells, Cantrips'''
 
'''Spells, Cantrips'''
 
* '''Thaumaturgy''' (Racial)''':''' Action/Create minor effects like booming voice, glowing eyes, tremmors
 
* '''Thaumaturgy''' (Racial)''':''' Action/Create minor effects like booming voice, glowing eyes, tremmors
  
* '''Fire Bolt:''' Action/Ranged Attack/Range 120'/Instant/You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
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* '''Eldrich Blast:''' Action/Ranged Attack/Range 120'/Instant/2 Beams 1d10 Force (each)
  
* '''Poison Spray:''' Action/Range 10'/Instant/You extend your hand toward a creature you can see within range and project a puff of noxious gass from your palm. The creature must succeed on a Constitution saving throw or take 2d12 poison damage.
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* '''Sacred Flame:''' Action/Range 60'/Instant/2d8 Radiant (Dex save for half)
  
 
'''Spells, Level 1'''  
 
'''Spells, Level 1'''  
* '''Hellish Rebuke''' (Racial)''':''' Reaction/60'/Instant/You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.
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* '''Hellish Rebuke''' (Racial)''':''' Reaction/60'/Instant/3d10 Fire/Dex save for 1/2
  
* '''Darkness''' (Racial)''':''' Action/60'/Concentration [Max 10 min]. Magical Darkness spreads from a point you choose within range to fill a 15 foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it. If the point you choose is an object you are holding or one that isn't being worn or carried the darkness emanates from the object and moves with it. Completely covering the source of darkness with an opaque object such as a bowl or helm blocks the darkness. If any area of this spell overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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* '''Darkness''' (Racial)''':''' Action/60'/Concentration [Max 10 min]/15' radius
  
* '''Burning Hands:''' Action/Self (15' cone)/Instant/As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from you outstretched fingertips. Each creature in a 15 foot cone must make a Dexterity save. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
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* '''Arms of Hadar:''' Action/Self (10' radius)/instant/2d6 Necrotic to all creatures within 10' + no reactions til next turn on failed Str save. Save = 1/2 damage + no other effects.
  
* '''Chromatic Orb:''' Action/90'/instant/You hurl a 4" diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target, if the attack hits, the creature takes 3d8 damage of the type your chose.
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* '''Hex:''' Bonus/90'/Concentration [max 1 hr]/+1d6 Necrotic to all attacks vs 1 target/target at disadvantage on 1 ability chec
 
 
* '''Feather Fall:''' Reaction/60'/1 minute/Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet , and the spell ends for that creature.
 
 
   
 
   
* '''Magic Missile:''' Action/120'/Instant/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 them to hit one creature or several.
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* '''Guiding Bolt:''' Action/120'/Ranged Attack/4d6 Radiant/Next roll made against target has advantage
  
'''Spells, Level 2'''
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* '''Burning Hands:''' Action/Self (15' cone)/Instant/3d6 Fire/Dex save for 1/2
* '''Misty Step:''' Bonus Action/Self/Instant/Briefly surrounded by a silvery mist, you telport up to 30 feet to an unoccupied space that you can see.
 
  
 
'''Wild Magic'''
 
'''Wild Magic'''

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