Unorganized
dodarkmode
Header
Yara Runenar
Class
Sorcerer
Level
4
Background
Lady of a Minor House
Player_Name
Jaine Green
Race
Human
Alignment
Neutral
Experience_Points
0
Attributes
Strength
14
Dexterity
13
Constitution
15
Intelligence
15
Wisdom
11
Charisma
17
Saving_Throw_Proficiencies
Strength_Save
0
Dexterity_Save
0
Constitution_Save
0
Intelligence_Save
0
Wisdom_Save
0
Charisma_Save
0
Skills
Acrobatics
0
Animal_Handling
0
Arcana
0
Athletics
0
Deception
0
History
0
Insight
0
Intimidation
0
Investigation
0
Medicine
0
Nature
0
Perception
0
Performance
0
Persuasion
0
Religion
0
Sleight_of_Hand
0
Stealth
0
Survival
0
Miscellaneous
Inspiration
1
Armour_Class
11
Speed
30 ft.
Hit_Points
35
Hit_Point_Maximum
35
Temporary_Hit_Points
0
Hit_Dice
4d6
Total_Hit_Dice
NdX
Death_Save_Success
0
Death_Save_Failure
0
Attacks_and_Spells
attack_1_name
Dagger
attack_1_bonus
4
attack_1_dmg
1d6
attack_2_name
Laser Rifle
attack_2_bonus
1
attack_2_dmg
6d8
attack_3_name
-
attack_3_bonus
-
attack_3_dmg
-
Attacks
-
Spells
Fire Bolt
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 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).
Mage Hand
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the Contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't Attack, activate magical items, or carry more than 10 pounds.
Message
You point your finger toward a creature within range and Whisper a message. The target (and only the target) hears the message and can reply in a Whisper that only you can hear.
You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can Travel freely around corners or through openings.
Mending
This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.
Magic Missile
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.
At 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 above 1st.
Mage Armor
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an Action.
Sleep
This spell sends Creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of Creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).
Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an Action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.
Undead and Creatures immune to being Charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, roll an additional 2d8 for each slot level above 1st.
Shield
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.
Mind Sliver
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Misty Step
Briefly surrounded by silvery mist, you Teleport up to 30 feet to an unoccupied space that you can see.
Earthen Grasp
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Fireball
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d6 for each slot level above 3rd.
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 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).
Mage Hand
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the Contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't Attack, activate magical items, or carry more than 10 pounds.
Message
You point your finger toward a creature within range and Whisper a message. The target (and only the target) hears the message and can reply in a Whisper that only you can hear.
You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can Travel freely around corners or through openings.
Mending
This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.
Magic Missile
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.
At 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 above 1st.
Mage Armor
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an Action.
Sleep
This spell sends Creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of Creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).
Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an Action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.
Undead and Creatures immune to being Charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, roll an additional 2d8 for each slot level above 1st.
Shield
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.
Mind Sliver
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Misty Step
Briefly surrounded by silvery mist, you Teleport up to 30 feet to an unoccupied space that you can see.
Earthen Grasp
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Fireball
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d6 for each slot level above 3rd.
Features
-
Notes
-
Internal_modifier_saves_and_skills
_initiative
1
_prof
2
_strmod
2
_dexmod
1
_conmod
2
_intmod
2
_wismod
0
_chamod
3
_strsave
2
_dexsave
1
_consave
2
_intsave
2
_wissave
0
_chasave
3
_passiveper
10
Skills_internal
_Acrobatics
1
_Animal_Handling
0
_Arcana
2
_Athletics
2
_Deception
3
_History
2
_Insight
0
_Intimidation
3
_Investigation
2
_Medicine
0
_Nature
2
_Perception
0
_Performance
3
_Persuasion
3
_Religion
2
_Sleight_of_Hand
1
_Stealth
1
_Survival
0
_layout
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