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  1. Characters

Tharios Harms

Mr.
Wanderer and Outcast
Unorganized
dodarkmode
Header
Class
Wizard
Level
4
Background
Deserter from The Society of the Bond
Player_Name
Joe Holden
Race
Human
Alignment
Neutral / Good
Experience_Points
0
Attributes
Strength
11
Dexterity
15
Constitution
12
Intelligence
20
Wisdom
17
Charisma
15
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
12
Speed
30 ft.
Hit_Points
21
Hit_Point_Maximum
21
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
Quarter Staff
attack_1_bonus
2
attack_1_dmg
1d6
attack_2_name
Laser Rifle
attack_2_bonus
0
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).

Minor Illusion
You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an Action or cast this spell again.

If you create a sound, its volume can range from a Whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete Sounds at different times before the spell ends.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory Effect. Physical interaction with the image reveals it to be an Illusion, because things can pass through it.

If a creature uses its Action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature.

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.

True Strike
You extend your hand and point a finger at a target in range. Your magic grants you a brief Insight into the target's defenses. On your next turn, you gain advantage on your first Attack roll against the target, provided that this spell hasn't ended.

Catapult
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Sense Emotion
You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

Comprehend Languages
For the Duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode Secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Burning Hands
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. 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.

At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d6 for each slot level above 1st.

Chromatic Orb
You hurl a 4-inch-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 you chose.

Sanctuary
You ward a creature within range against Attack. Until the spell ends, any creature who Targets the warded creature with an Attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the Attack or spell. This spell doesn't protect the warded creature from area Effects, such as the explosion of a Fireball.

If the warded creature makes an Attack or casts a spell that affects an enemy creature, this spell ends.

Fog Cloud
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Expeditious Retreat
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus Action on each of your turns until the spell ends, you can take the Dash Action.

Vortex Warp
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Darkness
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 on 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 the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd Level or lower, the spell that created the light is dispelled.

Shadow Blade
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Detect Thoughts
For the Duration, you can read the thoughts of certain Creatures. When you cast the spell and as your Action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an Action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain Insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its Action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking Creatures you can't see. When you cast the spell or as your Action during the Duration, you can Search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the Duration as described above, even if you can't see it, but it must still be within range.
Features
-
Notes
-
Internal_modifier_saves_and_skills
_initiative
2
_prof
2
_strmod
0
_dexmod
2
_conmod
1
_intmod
5
_wismod
3
_chamod
2
_strsave
0
_dexsave
2
_consave
1
_intsave
5
_wissave
3
_chasave
2
_passiveper
13
Skills_internal
_Acrobatics
2
_Animal_Handling
3
_Arcana
5
_Athletics
0
_Deception
2
_History
5
_Insight
3
_Intimidation
2
_Investigation
5
_Medicine
3
_Nature
5
_Perception
3
_Performance
2
_Persuasion
2
_Religion
5
_Sleight_of_Hand
2
_Stealth
2
_Survival
3
_layout
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