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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, Silence, Meld Into Stone, Water Walking''
 
*Spells requiring special components: ''Augury, Clairvoyance, Warding Bond''
 
*Spells requiring special components: ''Augury, Clairvoyance, Warding Bond''
 
*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
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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.
 
**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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*''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.
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**''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.
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**''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.
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**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.
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**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.
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**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
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**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.
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**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.
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**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.
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**Protection From Energy
**Remove Curse: Cast - 1 action, VS; Range - Touch; Duration - Instantaneous; all curses on a person removed, cursed item has attunements broken
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**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.
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**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
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**Spirit Guardians
**Tongues: Cast - 1 action, VM; Range - Touch; Duration - 1 hour; one creature can understand and be understood
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**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.
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**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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