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| - | <WRAP centeralign> | ||
| - | ====== Albaz' | ||
| - | </ | ||
| - | [[character: | ||
| - | |||
| - | ===== Albaz Spell-Casting Introduction ===== | ||
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| - | ====Spellcasting Rules & Details==== | ||
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| - | **Type of Spell List you can access** | ||
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| - | **Spell Slot Recovery** | ||
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| - | **Spell Preperation** | ||
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| - | **Spellcasting Scores, DC, Bonus** | ||
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| - | **Ritual Casting** \\ | ||
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| - | **Spellcasting Focus** | ||
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| - | **Ferocity** \\ | ||
| - | Companions are dangerous creatures Though often more docile than their wild counterparts, | ||
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| - | **Rampage** \\ | ||
| - | After rolling to increase ferocity at the start of their turn, if a companion has 10 ferocity or more and is not incapacitated, | ||
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| - | **Reducing Ferocity** \\ | ||
| - | To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for | ||
| - | reducing the creature’s ferocity | ||
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| - | **Ferocity Actions** \\ | ||
| - | Each companion has three actions in their stat block that | ||
| - | cost ferocity to use To use one of these ferocity actions, a | ||
| - | companion must have a caregiver with a character level | ||
| - | equal to the ferocity action’s level, and must spend the | ||
| - | necessary amount of ferocity before they use the action | ||
| - | If the companion doesn’t have enough ferocity to spend, | ||
| - | they can’t use the action | ||
| - | Ferocity actions always use the companion’s action, | ||
| - | meaning they can’t be used as part of an opportunity | ||
| - | attack Ferocity actions can’t be used while a companion | ||
| - | is in a rampage | ||
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| - | **End of Combat** \\ | ||
| - | When a combat encounter involving a companion ends | ||
| - | and the companion isn’t dying, the companion regains | ||
| - | hit points equal to their ferocity, and their ferocity drops | ||
| - | to 0 The GM determines when a combat encounter | ||
| - | ends, typically at the point when creatures stop acting in | ||
| - | initiative order | ||
| - | |||
| - | =====Spell List===== | ||
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| - | <WRAP box> | ||
| - | ^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^ | ||
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| - | ^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ | ||
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| - | //Bold = Prepared Spell// | ||
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| - | </ | ||
| - | ====Cantrips==== | ||
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| - | Primal Exploits: 2nd Level | ||
| - | You can take any of the following exploits when you gain | ||
| - | this feature at 2nd level, or when you gain new exploits at | ||
| - | 10th and 17th levels | ||
| - | Aid Us, Friend (3 Ferocity). You can activate this | ||
| - | exploit whenever you take the Attack action Before or | ||
| - | after you attack, your companion can take the Help | ||
| - | action as a bonus action | ||
| - | Bring Them Down (4 Ferocity). When your companion hits a creature with their signature attack, you | ||
| - | can use your reaction to command the companion to | ||
| - | yank the target down The target must succeed on a | ||
| - | Strength saving throw or fall prone | ||
| - | Drag Them (4 Ferocity). When your companion hits | ||
| - | a Large or smaller creature with their signature attack | ||
| - | and both the companion and the target are standing on | ||
| - | the ground, you can use your reaction to command your | ||
| - | companion to move the target The target must make | ||
| - | a Strength saving throw On a failure, the companion | ||
| - | moves up to half their walking speed in any direction you | ||
| - | choose and pulls the target with it | ||
| - | Feral Refexes (2 Ferocity). When you or your | ||
| - | companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack | ||
| - | Hurricane Blow (3 Ferocity). You can activate this | ||
| - | exploit whenever you take the Attack action The frst | ||
| - | time you hit a creature with a weapon attack this turn, | ||
| - | the attack deals its normal efects, and you can push the | ||
| - | target up to 10 feet away from you | ||
| - | No Escape (1+ Ferocity). At the start of your turn | ||
| - | when your companion gains ferocity and doesn’t enter a | ||
| - | rampage, you can spend up to your Wisdom modifer in | ||
| - | ferocity (minimum 1; no action required) Until the start | ||
| - | of your next turn, your speed or your companion’s speed | ||
| - | (your choice) increases by 5 feet × the ferocity spent | ||
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| - | Primal Pounce (3 Ferocity). When your companion | ||
| - | hits a creature with their signature attack, you can use | ||
| - | your reaction to command the companion to grapple the | ||
| - | target The target must make a Dexterity saving throw | ||
| - | On a failure, the companion grabs the target and the | ||
| - | target is grappled (escape DC equal to your exploit save | ||
| - | DC) The grapple also ends if your companion attacks a | ||
| - | creature other than the target | ||
| - | Quick Hide (2 Ferocity). You can activate this | ||
| - | exploit whenever you take the Attack action The frst | ||
| - | time you hit a creature with a weapon attack this turn, | ||
| - | your companion can take the Hide action as a reaction if | ||
| - | they are able to hide | ||
| - | Thrash (4 Ferocity). When your companion hits a | ||
| - | Large or smaller creature with a melee signature attack, | ||
| - | you can use your reaction to command the companion to | ||
| - | thrash the target from side to side, forcing them to make | ||
| - | a Wisdom saving throw On a failure, the target has | ||
| - | disadvantage on attack rolls, and attack rolls against the | ||
| - | target have advantage, until the start of your next turn | ||
| - | |||
| - | ====Level 1 Spells==== | ||
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| - | Primal Exploits: 10th Level | ||
| - | You can take any of the following exploits when you gain | ||
| - | new exploits at 10th and 17th levels | ||
| - | Crushing Charge (8 Ferocity). As an action, you | ||
| - | move up to your speed in a straight line without provoking opportunity attacks You can move through other | ||
| - | creatures’ spaces, but must end your move in an unoccupied space Each creature in a space you move through, | ||
| - | except for your companion, must make a Strength saving | ||
| - | throw On a failure, a creature takes 4d6 bludgeoning | ||
| - | damage and is knocked prone On a success, the creature | ||
| - | takes half as much damage and isn’t knocked prone | ||
| - | When you reach 17th level, the damage | ||
| - | increases to 5d6 | ||
| - | Expanding Fury (6 Ferocity). When your companion uses a ferocity action that afects creatures within | ||
| - | a specifc distance of the companion, you can use your | ||
| - | reaction to expand that distance by 10 feet | ||
| - | Furious Vengeance (5 Ferocity). When a creature | ||
| - | hits you or your companion with a melee attack, you | ||
| - | can use your reaction to deal 4d6 psychic damage to | ||
| - | the attacker | ||
| - | When you reach 17th level, the damage increases | ||
| - | to 5d6 | ||
| - | Marked Prey (4 Ferocity). When your companion | ||
| - | uses a ferocity action that requires a creature to make a | ||
| - | saving throw, you can use your reaction to impose disadvantage on the save | ||
| - | Primal Shout (6 Ferocity). As an action, you let loose | ||
| - | a menacing bellow Each creature of your choice that can | ||
| - | hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you until the | ||
| - | end of your next turn | ||
| - | Wrath of the Pack (4 Ferocity). When you hit a | ||
| - | creature with an attack and that creature is within 5 | ||
| - | feet of your companion, you can have your companion | ||
| - | make a signature attack against the creature (no action | ||
| - | required) On a hit, the attack deals its normal efects, | ||
| - | and the target is knocked prone | ||
| - | |||
| - | ====Level 2 Spells==== | ||
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| - | Primal Exploits: 17th Level | ||
| - | You can take any of the following exploits when you gain | ||
| - | new exploits at 17th level | ||
| - | Blood Sport (16 Ferocity). When you hit a Large or | ||
| - | smaller creature with a melee weapon attack, you can | ||
| - | also push the target up to 30 feet away from you and | ||
| - | knock them prone If the target ends this move within | ||
| - | 5 feet of your companion, the companion can make a signature attack against the target (no action required) On | ||
| - | a hit, the attack deals its normal efects, and the target is | ||
| - | pushed up to 30 feet away from your companion If the | ||
| - | target ends this move within 5 feet of you, you can make | ||
| - | a melee weapon attack against them (no action required) | ||
| - | that deals an extra 4d6 damage if it hits | ||
| - | Break the Earth (14 Ferocity). As an action, you | ||
| - | open a 10-foot-radius pit in the ground, foor, or other | ||
| - | surface within 60 feet of you The pit can be up to 50 feet | ||
| - | deep, depending on the depth beneath the surface where | ||
| - | it is opened Each creature standing in the area when | ||
| - | the pit opens must make a Dexterity saving throw On a | ||
| - | failure, a creature falls into the pit, taking 1d6 bludgeoning damage per 10 feet fallen and landing prone On a | ||
| - | success, the creature moves to an unoccupied space of | ||
| - | their choice at the edge of the pit A creature can climb | ||
| - | the rough walls of the pit without an ability check | ||
| - | Bury the Dead (16 Ferocity). When you and your | ||
| - | companion are within 5 feet of a creature, you can use an | ||
| - | action to cause a vicious whirlwind flled with debris and | ||
| - | dirt to rise around the creature, which must make a Dexterity saving throw On a failure, the creature takes 8d6 | ||
| - | bludgeoning damage, is knocked prone, and is restrained | ||
| - | On a success, the target takes half as much damage and | ||
| - | isn’t knocked prone or restrained A creature restrained | ||
| - | this way can use an action to make a Strength (Athletics) | ||
| - | check against your exploit save DC, freeing themself on | ||
| - | a success | ||
| - | Imbue Projectile (14 Ferocity). As an action, you | ||
| - | make a ranged weapon attack Whether or not the attack | ||
| - | hits, a wave of energy explodes from the weapon or | ||
| - | ammunition used in the attack, centered on your target | ||
| - | Each creature within 20 feet of the target (including the | ||
| - | target and excluding your companion) must make a Dexterity saving throw, taking 10d6 force damage on a failed | ||
| - | save, or half as much damage on a successful one | ||
| - | Rend (12 Ferocity). As an action, choose a creature | ||
| - | you can see within 5 feet of you and your companion | ||
| - | You make a melee weapon attack against the target, and | ||
| - | your companion makes a signature attack against the target (no actions required) If you both hit and deal damage to the target, the target is knocked prone and takes | ||
| - | an additional 6d6 damage of a type dealt by either attack | ||
| - | (your choice) | ||
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| - | Spirit Form (14 Ferocity). As a bonus action, you | ||
| - | make you and your companion incorporeal until the | ||
| - | end of your next turn While incorporeal, | ||
| - | resistance to acid, cold, fre, lightning, and thunder damage, and to bludgeoning, | ||
| - | from nonmagical attacks While incorporeal, | ||
| - | your companion each gain a fying speed equal to your | ||
| - | individual walking speed, and each of you can move | ||
| - | through other creatures and objects as if they were difcult terrain Either of you takes 5 (1d10) force damage if | ||
| - | you end your turn inside an object | ||
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| - | ====Level 3 Spells==== | ||
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| - | Infernal Exploits: 3rd Level | ||
| - | You can take one of the following exploits when you gain | ||
| - | this feature at 3rd level or when you gain a new infernal | ||
| - | exploit at 11th level | ||
| - | Drain Them (4 Ferocity). When your companion | ||
| - | hits another creature with their signature attack, you | ||
| - | can use your reaction to have your companion regain hit | ||
| - | points equal to half the damage dealt | ||
| - | Hellish Wound (4 Ferocity). When your companion hits another creature other than a construct or an | ||
| - | undead with their attack, you can have the attack deal a | ||
| - | hellish wound to the creature (no action required) At the | ||
| - | start of each of their turns, a target with a hellish wound | ||
| - | loses 1d10 hit points for each hellish wound they have | ||
| - | All of a target’s hellish wounds close if they receive magical healing, or if any creature uses an action to staunch | ||
| - | the wounds with a successful Wisdom (Medicine) check | ||
| - | with a DC equal to your exploit save DC | ||
| - | Infernal Teleport (4 Ferocity). As an action, you or | ||
| - | your companion (your choice) are surrounded by swirling | ||
| - | shadow and smoke The target teleports to an unoccupied space within 90 feet of their starting position | ||
| - | Wicked Deception (3 Ferocity). As an action, | ||
| - | choose a creature hostile to you that you can see within | ||
| - | 30 feet of you That creature must succeed on a Wisdom | ||
| - | saving throw or suddenly view you and your companion | ||
| - | as friends until the end of your next turn While in this | ||
| - | state, the creature is unable to attack or otherwise harm | ||
| - | you or your companion This efect ends early if you or | ||
| - | your companion attacks the afected creature Creatures | ||
| - | immune to the charmed condition can’t be afected by | ||
| - | this exploit | ||
| - | |||
| - | ====Level 4 Spells==== | ||
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| - | Infernal Exploits: 11th Level | ||
| - | You can take one of the following exploits when you gain | ||
| - | a new infernal exploit at 11th level | ||
| - | Brimstone Teleport (8 Ferocity). As an action, you | ||
| - | teleport to an unoccupied space that you can see within | ||
| - | 30 feet of you Each creature within 5 feet of the space | ||
| - | you leave and each creature within 5 feet of your destination space must make a Dexterity saving throw, taking | ||
| - | 4d6 fre damage on a failed save, or half as much damage | ||
| - | on a successful one You and your companion take no | ||
| - | damage from this efect | ||
| - | When you reach 17th level, the damage increases | ||
| - | to 5d6 | ||
| - | Chains from Hell (8 Ferocity). As an action, you | ||
| - | manifest fery chains that attempt to wrap around up to | ||
| - | three creatures of your choice that you can see within | ||
| - | 30 feet of you Each target must make a Dexterity saving | ||
| - | throw On a failure, a target takes 4d6 fre damage and is | ||
| - | restrained until the end of your next turn On a success, | ||
| - | a target takes half as much damage and isn’t restrained | ||
| - | When you reach 17th level, the damage increases | ||
| - | to 5d6 | ||
| - | Dark of Hell (8 Ferocity). As an action, you cause | ||
| - | your companion to radiate an aura of magical darkness | ||
| - | in a 10-foot radius until the end of your next turn You | ||
| - | and your companion can see within this darkness, which | ||
| - | moves with your companion | ||
| - | Infernal Flames (8 Ferocity). As an action, you | ||
| - | cause a blast of fre to erupt from your companion Each | ||
| - | creature within 20 feet of the companion must make | ||
| - | a Dexterity saving throw, taking 4d10 fre damage on | ||
| - | a failed save, or half as much damage on a successful | ||
| - | one You and your companion take no damage from | ||
| - | this efect | ||
| - | When you reach 17th level, the damage increases | ||
| - | to 5d10 | ||
| - | Poison Rain (8 Ferocity). As an action, you cause | ||
| - | toxic green rain to fall in a 20-foot cube centered on a | ||
| - | point you can see within 60 feet of you Each creature in | ||
| - | the area except for you and your companion must succeed on a Constitution saving throw or become poisoned | ||
| - | until the end of your next turn | ||
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| - | ====Level 5 Spells==== | ||
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| - | ====Level 6 Spells==== | ||
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| - | ====Level 7 Spells==== | ||
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| - | ====Level 8 Spells==== | ||
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| - | ====Level 9 Spells==== | ||