Overview/Backstory

Until adolescence Micah presented with all the common features of a gnome. He grew up with a family of gnomes in Lynev. The father, Ramses, was a retired wizard/ adventurer. After 100 years of adventuring, Ramses settled down and opened a bookstore. The entire gnome family worked together in this bookstore including: Rames, Micah, Lorilie (the mother), and Ziggy (the older brother). The family was well off despite the bookstore not seeming particularly profitable. The bookstore was filled with volumes of books collected from Ramses' time adventuring.

 

Micah spent his downtime at the store reading books on all topics and debating history and politics with a few of the regular customers. At age 12, swirling flame tattoos began to form on Micah’s left arm, torso, and neck. Simultaneously Micah began to manifest magical abilities.  Ramses, recognizing the magical abilities, encouraged Micah to produce magic through music and performance. Ramses also paid for Micah to receive formal training in several musical instruments.

 

As a teenager and young adult Micah began to use his formal music training to perform at local taverns. It was during the late nights at these taverns that Micah cultivated his charming personality (along with other social skills). Micah also met a dwarven woman named Korra during this time and the two developed a romantic relationship.

 

Through study of lineages (from books found in the bookstore) Micah was beginning to piece together that his heritage was something other than gnomish, but he never questioned his parents directly about his suspicions. Then the Great Sleep occurred…

 

After awakening from The Great Sleep Micah traveled to the homestead of Korra. When he arrived, he found spiders what he suspected were transformed versions of Korra and her family. He burned down the house and narrowly escaped. Afterwards he traveled from safe zone to safe zone until joining a group of adventurers at the Survivors Nest.

Events

Survived the 300 -year sleep

Participated in the Riverside Tavern Massacre

Participated in the defeat of Tess the Cruel

Participated in the battle to defeat The Shadow Dragon

Status

Joined the Eratus Empire and became a Legionnaire.

Entry Date

11/30/2025

Micah has many faithful servants assigned to his bastion including Lorenzo the awakened shrub.

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Personality

Background
Bard/ Sage

Attitude
Friendly and pensive

Mannerisms
Micah is constantly grooming and a flashing toothy grin that reveals gold caps on his lower incisors and canines.

Goals
Micah seeks revenge against the Devourer for destroying the pleasant life that existed before the Great Sleep.

Flaws
Micah is a wild conspiracy theorist with a passionate mistrust of authority and an irrational fear of law enforcement.

Fears
Micah fears having to experience the death of loved ones.

Foundry Sheet

Foundry Sheet

Micah Storybrook

Micah Storybrook

Bard 12 • Level 12 • Genasi

Overview

Armor Class 16
Hit Points 87/87
Temp HP 0
Initiative +2
Proficiency Bonus +4
Speed 5 ft
Passive Perception 21
Passive Investigation 15
Passive Insight 13
Senses Darkvision 60 ft

Abilities

StrengthDexterityConstitutionIntelligenceWisdomCharisma
81414131220
-1+2+2+1+1+5

Saving Throws

StrengthDexterityConstitutionIntelligenceWisdomCharisma
-1+6+2+3+3+11

Skills

AcrobaticsAnimal HandlingAnticipationArcana
+6+3+3+9
AthleticsDeceptionDepictingEndurance
+1+7+3+4
HistoryInsightIntimidationInvestigation
+5+3+10+5
MedicineNaturePerceptionPerformance
+5+3+11+9
PersuasionPlanningReligionRiding
+13+3+9+4
Sleight of HandStealthStreetwiseSurvival
+9+7+7+3

Languages

Common, Dwarvish, Gnomish

Currency

EPPPGPSPCP
001089655
KAXQ3PVBGJJ7H5CB
0

Inventory

Weapons

Bow That Pierces Time ×1 Equipped • Very Rare

Description:

The origins of this bow are lost in time, but it has been highly sought by many, due to its extremely unique properties and even more so by those who battled frequently against powerful healers.

Attack and damage rolls with this weapon have a +2 bonus.

Disperse Time. This weapon deals Temporal damage instead of Piercing. If a non-undead, non-construct creature is hit 3 times with this weapon within 18 seconds, it must succeed on a DC: 20 Constitution saving throw or age half of its remaining lifespan.

Timely Adjustments. A natural 1 on an attack roll with this weapon can still hit a target if it reaches its AC.

Optional Attunement.

Undo Time. Using a bonus action, you imbue your next shot with time altering magic. Until the end of your turn, if you hit a creature with this weapon, any damage, healing or temporary hp it gained since your last turn, is reverted. This effect cannot undo death however.

Brutality Effect. Whenever you score a critical hit with this weapon and at least one of the damage dice is a 8 or higher, you inflict Condition: Stagger on the target. If at least 2 dice are 7 or higher, the target has Disadvantage on attacks of opportunity and takes 5 extra damage. Both effects last until the start of your next turn.

Dagger of Warning ×1 Equipped • Uncommon

Description:

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Equipment

Barrier Belt ×1 Equipped • Rare • Uses 1/1

Description:

Wondrous item

This belt has such a dominant front facing, even the most stalwart of rodeo gnomes would blush. Its origin of construction lies with a determined team of tinkerers as a foolproof survival plan. The interior of layered metal plates holds a combination of constantly winding gears and a spell crystal just waiting to be unleashed. The inner plate also bears an etching of the original name—‘Project: Hamster Ball.’

  • Ultimate Protection: As a Reaction, when the user is targeted by an Attack or Spell, they can engage the buckle of the belt, enveloping themselves in the Resilient Sphere spell before the triggering Attack or Spell reaches them. Once used, this property can’t be used again until 1d4 Days have passed.
  • This item-generated version of the spell doesn’t require Concentration. Therefore, it can’t be ended early, leaving the user trapped within for the entire Duration (1 Minute).
Deck of Illusions ×1 Uncommon • Uses 34/34

Description:

Wondrous Item, Uncommon

This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing [[/r 1d20 − 1#Missing cards]] cards.

The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.

Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful [[/check ability=int skill=inv dc=15 format=long]]. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can’t be used again.

dmgDeckOfIllusio rollable

Foundry Note

Due to the single-use nature of each card, it is recommended to import a copy of the table and insert its UUID into the @Embed enricher, above.

Additionally, when first obtained, the DM or player should use the Count Number of Cards activity to randomly determine the total number of cards remaining in the deck. After one use, it may be deleted.

Fancy Gloves ×2 Qty 2 • Equipped • Common
Gloves of Thievery ×1 Equipped • Uncommon

Description:

Wondrous Item, Uncommon

These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.

Foundry Note

The Gloves On Active Effect automates the +5 to your Sleight of Hand checks.

Helm of Comprehending Languages ×1 Equipped • Uncommon

Description:

Wondrous item

While wearing this helm, you are under the effects of the Comprehend Languages spell.

Rift Converter ×1 Equipped • Very Rare

Description:

Magic conversion from one type to another is usually a very strenuous and damaging purpose to the user. A device of high complexity replicating the efforts of hundreds of mages has been finally been invented after 200 years of trial and error, studying the Devourer's creatures.

requires attunement

After a successfully closing a rift, the Rift Converter attempts to create a manifestation of magic that can boost your capabilities. (10 minutes). [Foundry note: run the separate macro for Spider Rift results]

While attuned to this item, you gain an extra attunement slot.

Ring of Survival (Micah) ×1 Equipped • Uncommon

Description:

This golden band is socketed with a chunk of iridescent amethyst, cut and detailed with the silhouette of a man treading down a path of flames to find its source. An inscription on the inner band of the ring reads, in Common:

"May the fire in your heart be a guide to those lost in the darkness."

Spell Clock ×2 Qty 2 • Uncommon

Description:

A spell clock is a device which stores a single spell cast into it, casting it after a set duration. The clock appears as a square box with a face of enameled pewter with either two or three gold or black hands that show the time remaining until the next spell it contains is released. When operating, a spell clock always produces a loud ticking noise.

Storing a spell in the spell clock and setting the timer requires 1 minute, casting the spell you wish to store, and expending a spell slot and components as normal. The clock can only hold spells of 5th level and lower.

When the spell is cast, it targets the nearest creature, or centers the effect on the spell clock, as appropriate.

There are two varieties of spell clocks. Single Use spell clocks (Uncommon) produce the spell once on a delay, and are destroyed, but can accept duration in a number of minutes. Periodic spell clocks (Very Rare) produce a spell every hour (or any number of hours) once they are stored, but are destroyed when they are deactivated. All types of spells clocks will be destroyed if it centers a destructive spell, such as fireball, on itself.

Studded Leather Armor +2 ×1 Equipped • Very Rare

Description:

This armor has been embellished with powerful runes, crafted in sorcerous fires, blessed by a powerful being, or some other event has seen it bequeathed with enhanced protection for the wearer.

You have a bonus to AC while wearing this armor.

Consumables

Agate (spell Component) ×1
Bolts ×75 Qty 75

Description:

Storage: Case

Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

charcoal, incense, and herbs ×4 Qty 4

Description:

Materials that are required to summon a familiar through the casting of the spell Find Familiar

Crystal Eye ×1
Elixir of Effectiveness ×1 Common • Uses 1/1

Description:

A shimmering elixir that sharpens body and mind alike. Upon drinking, the imbiber gains enhanced combat effectiveness for 1 minute.

Increases by 1 your AC, attacks, spell DC.

Increases by 5 your walking speed.

Eversmoking Bottle ×1 Equipped • Uncommon

Description:

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Healer's Kit ×1 Uses 10/10

Description:

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Malice ×1 Uses 1/1

Description:

Inhaled Poison

A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the &Reference[Poisoned apply=false] condition for 1 hour. The creature also has the &Reference[Blinded apply=false] condition while Poisoned in this way.

Master Harvesting Tools ×1 Uncommon • Uses 20/20

Description:

These precise tools are able to extract rare parts of some monstrosities. Rare parts can be used to create magic weapons with unique properties. The amount of rare parts needed, depends on the item.

A natural 20 on the harvesting, grants a rare part.
A natural 1 on the harvesting, spends an extra charge of the tools.

Pearl ×1 Uncommon

Description:

[object Object]
Potion of Healing ×15 Qty 15 • Common • Uses 1/1

Description:

The potion's red liquid glimmers when agitated.

You regain 2d4+2 hit points when you drink this potion.

 

 

Potion of Healing (Greater) ×3 Qty 3 • Uncommon • Uses 1/1

Description:

Potion, Uncommon

You regain 4d4 + 4 Hit Points when you drink this potion.

Whatever its potency, the potion’s red liquid glimmers when agitated.

Potion of Metallic Chatter ×1

Description:

You can speak with metal for 3 minutes (use a timer).

Metal tends to have a pretty good knowledge of everything that has directly happened to it since it was forged, but not other things that happened near it. Weapons speak of their kills; locks speak of what

they guard. Cursed and trapped metal objects are liars. Metal is often gruff, monotone, pragmatic, and/or militaristic.

Looks like cloudy water. Smells like bad breath. A small sip makes all of your words come out as dings and clangs.

Potion of Political Prowess ×1 Uncommon

Description:

A purple liquid with soft golden sparkling flakes floating inside. It gives a scent of a luxurious perfume that seems to be covering the faint hint of rot.

Consuming this potion gives you the following traits for 1 hour.

You can no longer tell the truth. When answering a question or stating a fact you must lie or avoid the topic.

You automatically pass saving throws against Zone of Truth and lie detectors report confusing results about you. Your ability to actually deceive remains the same however.

Rations ×1 Uses 1/1

Description:

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See &Reference[Malnutrition] in the rules glossary for the risks of not eating.

Spell Scroll: Absorb Elements ×1 Common • Uses 1/1

Description:

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.


Absorb Elements (Level 1)


The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels.

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


Scroll Details


If the spell is on your class's spell list but of a higher level than you can normally cast, you must make a DC 11 ability check using your spellcasting ability to determine whether you cast it successfully. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity.

Save DC: 13
Attack Bonus: +5.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Spell Scroll: Catnap ×1 Uncommon • Uses 1/1

Description:

3rd Level &Reference[Spell Scroll]

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Spell Scroll: Disguise Self ×1 Common • Uses 1/1

Description:

Disguise Self (Level 1)

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an [[/check ability=int skill=inv [email protected]]] check against your spell save DC.

Scroll Details

dmgSpellScroll00 inline

Spell Scroll: Plant Growth ×1 Uncommon • Uses 1/1

Description:

3rd Level &Reference[Spell Scroll]

Casting Time: Action (Overgrowth) or 8 hours (Enrichment)

This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.

Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.

Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.

Tools

Divinium mini-Viol (LvL 1) ×1 Equipped • Rare

Description:

A divinium viol adapts to your magical tunes and evolves in time, matching your talents.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Bardic spellcasting focus

Spells cast through this instrument as a focus, have their DC increased by 1.

You gain the Divine Words feature.

Whenever you cast a spell in combat, you have a chance to feed the spell with such precise magic that it generates extra effects based on the intrument's type.

Brutality Effects.

  • Low effect: Until the start of your next turn, treat any Bardic Inspiration roll of 3 or lower, as 4.

  • High effect: Regain one use of Bardic Inspiration. If you had 0 uses, regain 2 instead.

Loot

Complete Deck of Mismatched Cards ×1 Common
Letters to a Son Not Yet Ready ×1

Description:

Letters to a Son Not Yet Ready
By Ramses Storybrooke
Bound in indigo velvet with silver script embossed on the spine. The edges are singed, but the binding holds. The inside cover reads: “To my flame. May the world be kinder to you than it was to me.”

Excerpt: Letter 12 – The Day the Flames Appeared

Micah

Today I saw the fire take you.

Not in the way fathers dread. Not the fire that burns, but the fire that becomes. I watched the glow creep across your arm like a dawn only you could feel. You didn’t cry. You looked at me with that same tilted smirk you wear when pretending not to be afraid.

I was afraid. Not of you, but of what this meant.

Your mother says you must have inherited it from her side, which is absurd. No one in her family sings to stars and makes them answer. You’re something else. Something more. I know what fire like that means. I’ve seen it before, on scrolls that should never have been read and murals in temples that predate our maps.

And yet, you are still my son.

So I’ll teach you music, because that’s where your power flows smoothest. And I’ll pretend I’m not checking the wards every night, or tracing your bloodline through books I swore I’d never open again.

One day, when you read this, you’ll know.
I chose to believe in the boy. Not the blood.

Ramses

Excerpt: Letter 19 – On Lies and Names

Micah

You’ll ask one day why I didn’t tell you.

About the dreams I had. About the things I suspected. About what I believe is about to happen.

Maybe you’ll think I was a coward.
Maybe you’ll be right.

But here’s the thing no spellbook teaches.
Truth doesn’t always set you free. Sometimes it cages the person you love inside a destiny they didn’t choose.

I chose silence. Not because I feared you wouldn’t be strong enough. But because I feared the moment you realized you already are.

The world fears those born twice. Once in flesh, and once in flame.

Remember. Your name is not your blood. It is the song you choose to sing.

Sing it loudly.

Dad

Perfume (vial) ×1
Ruby Dust ×1

Description:

Ruby Dust

Features

Ancestry

Genasi

Description:

Until the complete update process is complete, please reference races on Kanka Species for the most accurate and updated info for this race.

Background

Entertainer

Description:

Ability Scores: Strength, Dexterity, Charisma

Feat: Musician

Skill Proficiencies: Acrobatics and Performance

Tool Proficiency: Choose one kind of Musical Instrument

Equipment: Choose A or B: (A) Musical Instrument (same as above), 2 Costumes, Mirror, Perfume, Traveler's Clothes, 11 GP; or (B) 50 GP

You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to play a lute in a distinct style, or how to recite poetry with impeccable diction. To this day, you thrive on applause and long for the stage.

Classes

Bard

Description:

An Inspiring Performer of Music, Dance, and Magic

Core Bard Traits

Primary Ability

Charisma

Hit Point Die

D8 per Bard level

Saving Throw Proficiencies

Dexterity and Charisma

Skill Proficiencies

Choose any 3 skills (see chapter 1)

Weapon Proficiencies

Simple weapons

Tool Proficiencies

Choose 3 Musical Instruments (see chapter 6)

Armor Training

Light armor

Starting Equipment

Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP

Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.

Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.

A Bard's life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge and mastery of magic sets them apart.

A Bard's Repertoire

Does your Bard beat a drum while chanting the deeds of ancient heroes? Strum a lute while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?

When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?

Becoming a Bard …

As a Level 1 Character

  • Gain all the traits in the Core Bard Traits table.
  • Gain the Bard's level 1 features, which are listed in the Bard Features table.

As a Multiclass Character

  • Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Musical Instrument of your choice, and training with Light armor.
  • Gain the Bard's level 1 features, which are listed in the Bard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

Subclasses

College of Lore

Description:

Plumb the Depths of Magical Knowledge

Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Feats

[Arzen] A new religion

Description:

You obtain clothing and a symbol of your faith, recognizable only by others of the same faith.

[Arzen] Legionnaire of Mind

Description:

You gain +1 to Intelligence, Wisdom, and Charisma saving throws.

[Arzen] The Perfect Spell

Description:

Choose a spell you can cast.

That spell gains the following properties:
-

  • Ignores resistances.

  • You gain resistance to the damage it dealt, until the end of your next turn.


  • You gain temporary hp equal to twice its level when you cast it.


  • You gain resistance to the conditions it inflicted until the end of your next turn.


  • You have a chance to restore the resource it (except scrolls) expended equal to twice your highest class level minus twice the spell's level.


You can switch your designated spell every Tritomera and Eneamera


Node Bomb!

As you become more and more recognized and empowered by the powers of this religion, conflicting religions have an increasing chance to remove the power they have bestowed you, recognizing you as a traitor.

[Arzen] Unbreakable Mind

Description:

Your saving throw cantrips deal an extra 1d8 damage.


Node Bomb!

As you become more and more recognized and empowered by the powers of this religion, conflicting religions have an increasing chance to remove the power they have bestowed you, recognizing you as a traitor.

[EE] Friend of Fire Legion

Description:

You gain +1 bonus to Charisma checks to influence legionnaires from the Fire Legion. You can purchase mundane weapons at a discount.

[EE] Member of the Settlement

Description:

You have successfully become part of this community! Provided that you carry any identification required, other citizens cannot dispute whether you belong to the settlement. You have access to facilities and privileges that ordinary members have. From here on, you can establish yourself further in the community.

[EE] Recognized Citizen

Description:

Other citizens are more likely to help you in need or cooperate for a non-suspicious task, giving you Advantage on Persuasion checks for such cases.

[EE] Reputable Legionnaire

Description:

People start to consider you reputable and are willing to trust you, within reason. You have advantage on Persuasion checks against Eratus citizens. All mundane stores are willing to offer some discounts.

[Exp] High Point

Description:

You ignore Disadvantage on Perception checks during Overland Travel.

[Exp] Learning of the Wilds

Description:

You've started exploring the wild life. While on the surface of Arda, you always know where North is and what time of the day is.

[Exp] Watchful Gaze

Description:

You gain a +1 bonus on Perception checks.

Acolyte Uses 2/2

Description:


  • You gain proficiency in &Reference[skill=Religion].
  • Pick a deity. You acquire an amulet or emblem that proves your faith. Faithful of the same deity have no doubt you are one of them.
  • You can make a &Reference[skill=Religion] check in place of any other d20 roll. You can use this ability a number of times equal to half your proficiency bonus (rounded down).
Anticipating an Enemy's move

Description:

Using a Bonus Action, in combat you can make an Anticipation check DC: 10 or 2 * the target's CR/Level (whichever is higher) to prepare yourself against another creature's offensive. On a success you have advantage on saving throws against the target and the target has disadvantage on attacks against you, until the start of your next turn.

Bardic Inspiration Uses 5/5

Description:

You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which starts as a d6 (currently, [[/lookup @scale.bard.inspiration.die]]).

Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.

Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Foundry Note

This feature includes an Active Effect for tracking when a character has Bardic Inspiration to use.

Recovery is set to long rest (for levels before Font of Inspiration is gained). Please manually adjust as required.

Bonus Proficiencies

Description:

You gain proficiency with three skills of your choice.

Brutality Charges Uses 6/6

Description:

Weapon Attacks: Whenever you score a crit, you can spend Brutality Charges for extra effects.

Spells: Whenever you get a 91 or higher on the d100, you can spend Brutality Charges for extra effects.

  • 1 charge: Low Effect

  • 3 charges: Low+High Effect.

Countercharm

Description:

You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

Cutting Words

Description:

You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.

Dash

Description:

When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.

If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it.

Desert Devastator (t.v)

Description:

You have travelled through the Furnace Fields time after time enduring the harsh climate and hostile creatures. You have figured out some paths that will make your life easier for some time.

While in the Furnace Fields, you gain the following benefits

  • You can reroll each complication result once, while travelling through the Furnace Fields.

  • You have +1 to your OLT rolls while travelling through the Furnace Fields.

  • Your chances to find Invasion Rifts in the Furnace Fields increases by 100%.

  • If any of your attacks roll less than average damage, they deal the average amount instead.

  • Your movement speed increases by 5.

Disengage

Description:

If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.

Divine Words Uses 12/12

Description:

Whenever you use your Cutting Words feature, you may choose one of the following effects:

Blue. Your eyes light up blue as you speak, your target takes psychic damage equal to three times the result of your roll, unless it passes a Charisma saving throw.

White. A white aura surrounds you, your words bolster your allies. You or another creature of your choice that can hear you, heals for an amount equal to two times the result your rolled.

You can use this feature an amount of times equal to your bard level, per long rest.

Elemental Duality

Description:

Whenever you cast a spell that deals one of the following damage types, your synergy-ally can use a reaction to add an extra damage dice of the opposite type.

Fire

Cold

Acid

Force

Thunder

Lightning

Emergency Healing

Description:

Using your action, you attempt to squeeze out any vitality you have left.

Make an Endurance check DC 10. On a success you can spend a hit die. You regain hit points equal to your hit die that you rolled + your Endurance bonus.

For every 5 above the DC, you can spend another hit die on the same action, but the Endurance bonus is added only once per Action.

Expertise

Description:

You gain &Reference[Expertise] in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.

At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.

Feat: Insect Stomper (Eratus Variant)

Description:

Fighting and surviving this hellish green world of monstrosities leaves you with talents. You've lost count of how many monstrous legs you've chopped and the cracking of exoskeleton is music to your ears.

Your Dexterity increases by 1, up to a maximum of 20.

You gain proficiency with Medicine. If you already had it, you gain expertise.

Your weapon attacks against spider-kin deal +1 damage .

Your spider harvesting attempts get a +2 bonus.

Font of Inspiration

Description:

You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.

In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Foundry Note

You must update the Bardic Inspiration feature on your sheet to refresh on Short Rest as it defaults to Long rest.

The Recharge with Spell Slot activity will expend a spell slot and grant another use of Bardic Inspiration.

Gift of the Gem Dragon Uses 4/4

Description:


You've manifested some of the power of gem dragons, granting you the following benefits:

  • Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

  • Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Help

Description:

When you take the Help action, you do one of the following.

Assist an Ability Check. Choose one of your skill or tool proficiencies that you proficient in and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn’t use it before the start of your next turn. The DM has final say on whether your assistance is possible.

Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.


Hymns of the Fire Legion

Description:

Trusted Legionnaires are taught the hymns of their legion. These hymns draw power from the top brass of their respective Legion, manifesting extraordinary power for short terms. As excessive usage of those hymns can be dangerous for the source people, using these hymns is a double edged sword and a source of stigma in some legions.

Once a Hymn is used by a legionnaire it applies its effects to all legionnaires of the same squad and replaces all other Hymn effects.

Once a Hymn is used, it cannot be used again until the source person has recovered their power (The GM rolls randomly or decides when the source has been replenished).

For a Hymn to be used the squad must be strong in faith (group check Religion), then any of its members can initiate the Hymn.

As an action, a legionnaire can sing with a divinely epic voice one of the following Hymns:

  • Darelor's hymn of Flame Vanguard. Until the end of your next turn, you and your squad can cast Hellish Rebuke at 4th level without expending a spell slot. When the effect ends, you and your squad gain 25 temporary HP.

  • Darelor's hymn of Inferno. Until the end of your next turn, your weapons and foci burst into flames. All your damage becomes fire damage. This damage bypasses resistances and treats immunity as resistance. Treat all damage rolls as maximum.

  • Nefeli's hymn of Immolation. For 1 minute, you and your squad are engulfed in a flame mantle that burns enemies but not you. At the start of your turn, creatures of your choice within 5 feet of you, take 10 fire damage. A creature can take this damage twice per round. A creature that dies from that damage, burst into more flames dealing an extra 20 damage to its adjacent allies.

  • Alexa's hymn of Arzen's Grace. Until the end of your next turn, healing from spells, class features and feats is maximized and then doubled. Source must be a squad member but target can be anyone.

  • Dulahan's hymn of Arzen's Aegis. Until the end of your next turn, you and your squad gain resistance to all damage.

If your voice is impeded in some way (silence, underwater, gagged) the Hymns cannot be used.

Imperial Apotheosis (Magus)

Description:

Discovering one of Jerenya's artifacts has implications that go beyond a mere magic item. Her armor was directly touched by the fragments, withstood battles with them and was crafted per their instructions. Exposure to such relics of the cosmos, can transform creatures. Your connection to Arzen strengthens, forming a more direct link. Allowing part of Arzen's essence to inhabit your body, you manifest extrordinary divine powers.

As an action, you transform into a celestial creature with an angelic figure for 1 minute. The transformation follows the rules of a Polymorph spell with the following exceptions:

Instead of a beast creature you turn into a Divine Magus.

You can talk freely while in this form and you know Celestial.

Choose one spell that you know that is level 6 or lower. While transformed you can cast that spell at no cost of spell slots.

Your stats ability scores change to 18, 18, X, 22, 18, 18. X is your previous Constitution. Your AC becomes 20 if less than 20.

You gain 100 temporary hp.

Your equipment meld into your new form except one focus of your choice. You gain no benefits from any equipment other than focus.

You gain fly speed equal to your walking speed.

You gain resistance to all magical damage and immunity to radiant damage.

You gain Truesight of 120 feet.

Influence

Description:

With the Influence action, you urge a monster to do something. Describe or roleplay how you’re communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.

Willing. If your urging aligns with the monster’s desires, no ability check is necessary; the monster fulfills your request in a way it prefers.

Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn’t comply.

Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster’s attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you’re interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster’s Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.

Influence Checks

Ability CheckInteractionCharisma (Deception)Deceiving a monster that understands youCharisma (Intimidation)Intimidating a monsterCharisma (Performance)Amusing a monsterCharisma (Persuasion)Persuading a monster that understands youWisdom (Animal Handling)Gently coaxing a Beast or Monstrosity
Jack of All Trades

Description:

You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.

For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

Foundry Note

This feature includes an Active Effect which will automatically grant you half proficiency for all skills which you aren't currently proficient in.

Learning about the Emperor

Description:

Hearing Blasty's perspective on the story has given you more insight into the Eratus' situation.

You have +2 on Insight checks against Eratus people.

Legionnaire Defense

Description:

Legions have trained in group combat, maximizing their coordination in defense.

While in combat (and not surprised), for every two Legionnaires that you have adjacent to you, your AC increased by 1.

Mage Slayer Uses 1/1

Description:

You gain the following benefits.

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.

Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

Foundry Note

The Guard Mind activity expends the free use of this feature which is recovered after a Short or Long Rest.

Magical Discoveries

Description:

You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof. A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.

You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.

Magical Secrets

Description:

You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

Musician

Description:

You gain the following benefits.

Instrument Training. You gain proficiency with three Musical Instruments of your choice.

Encouraging Song. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus (currently [[lookup @prof]]).

Foundry Note

This feature does not automatically grant the proficiencies. You can toggle the "Edit" mode in the "Details" tab of your sheet and click on the cog next to "Tools" underneath your Skills to choose your Musical Instrument proficiencies.

Ready Non-Spell

Description:

You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the zombie steps next to me, I move away.”

When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.

When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.

Ready Spell

Description:

If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.

Ritual Caster Uses 1/1

Description:

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Ritual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus (currently [[lookup @prof]]) that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells’ spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.

Quick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.

Foundry Note

The spells must be added manually with the changes.

The Quick Ritual activity can be used for tracking the limited use between Long Rests.

Search

Description:

When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action, depending on what you’re trying to detect.

SkillThing to DetectInsightCreature’s state of mindMedicineCreature’s ailment or cause of deathPerceptionConcealed creature or objectSurvivalTracks or food
Shadow-Touched

Description:

General Feat (Prerequisite: Level 4+)

Your exposure to the Shadowfell’s magic grants you the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Shadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Foundry Note

The spells will have to be added to your sheet with those changes manually.

The Expend Chosen Spell's Use and Expend Invisibility Use can be used for tracking your free uses.

Spellcasting

Description:

You have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list.

Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.

Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.

When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.

Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.

The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.

Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.

Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

Spend Hit Dice

Description:

An easy way to spend and roll hit dice.

Study

Description:

When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.

The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge.

Areas of Knowledge

SkillAreasArcanaSpells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)HistoryHistoric events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)InvestigationTraps, ciphers, riddles, and gadgetryNatureTerrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)ReligionDeities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
Symbol of the Empire (recruit)

Description:

Once the mark manifests on your body, you are part of the Legions and receive a fragment of Arzen's power. The mark channels this power to you and gives you the following bonuses:

+ Legionnaire Defense

+ Danger Message

Telepathic (+1 Cha)

Description:

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Telepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.

Detect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.

Foundry Note

The Detect Thoughts activity can be used for tracking your free use per Long Rest. The spell will have to be added to your sheet manually though.

Title: Shadow Vanquisher

Description:

Each character that survived the fight gains +1 to Stealth, +1 to Intimidation and the Shadow Touched feat!

Reduce all necrotic damage by an amount equal to your proficiency bonus.

Utilize

Description:

You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.

Bastion Facilities

Arcane Study

Description:

Level 5 Bastion Facility

Prerequisite: Ability to use an Arcane Focus or tool as a Spellcasting Focus

Space: Roomy

Hirelings: 1

Order: Craft

An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.

Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see Supernatural Gifts) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Arcane Focus. You commission the facility’s hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.

Craft: Book. You commission the facility’s hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.

Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility’s hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See Crafting Magic Items for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

Bedroom

Description:

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Bedroom

Description:

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Bedroom

Description:

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Courtyard

Description:

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Dining Room

Description:

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Greenhouse

Description:

Level 9 Bastion Facility

Prerequisite: None

Space: Roomy

Hirelings: 1

Order: Harvest

A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.

Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren’t eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can’t be transplanted without killing it.

Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:

Harvest: Healing Herbs. You commission the facility’s hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money.

Harvest: Poison. You commission the facility’s hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See “Poison” in chapter 3 for each poison’s effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.

Kitchen

Description:

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Library

Description:

Level 5 Bastion Facility

Prerequisite: None

Space: Roomy

Hirelings: 1

Order: Research

This Library contains a collection of books plus one or more desks and reading chairs.

Research: Topical Lore. When you issue the Research order to this facility, you commission the facility’s hireling to research a topic. The topic can be a legend, a known event or location, a person of significance, a type of creature, or a famous object. The work takes 7 days. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information you learn.

Parlor

Description:

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Scriptorium

Description:

Level 9 Bastion Facility

Prerequisite: None

Space: Roomy

Hirelings: 1

Order: Craft

A Scriptorium contains desks and writing supplies.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Book Replica. You commission the facility’s hireling to make a copy of a nonmagical Book. Doing so requires a blank book. The work takes 7 days.

Craft: Spell Scroll. You commission the facility’s hireling to scribe a Spell Scroll containing one Cleric or Wizard spell of level 3 or lower. The facility has the necessary Calligrapher’s Supplies, and the hireling meets all the prerequisites needed to scribe the scroll. The Crafting Equipment section in the Player’s Handbook specifies the time needed to scribe the scroll and the cost of the scroll, which you must pay.

Craft: Paperwork. You commission the facility’s hireling to create up to fifty copies of a broadsheet, a pamphlet, or another loose-leaf paper product. The work takes 7 days and costs you 1 GP per copy. At no additional cost in time or money, the facility’s hireling can distribute the paperwork to one or more locations within 50 miles of your Bastion.

Skill Trees

Spells

Spellcasting AbilitySpell Save DCSpell Attack Bonus
CHA18+10
PactLevel 1Level 2Level 3
0/04/43/33/3
Level 4Level 5Level 6Level 7
3/31/21/10/0
Level 8Level 9
0/00/0

Cantrips

Mage Hand Conjuration • Prepared • Action • 30 ft • 1 minute • V • S

Spell Description:

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, 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.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Minor Illusion Illusion • Prepared • Action • 30 ft • 1 minute • S • M

Spell Description:

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful [[/check ability=int skill=inv [email protected]]] check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Sound. 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.

Image. 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, since things can pass through it.

Prestidigitation Transmutation • Prepared • Action • 10 ft • 1 hour • V • S

Spell Description:

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Produce Flame Conjuration • Prepared • Bonus Action • Self • 10 minutes • V • S

Spell Description:

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

True Strike Divination • Prepared • Action • Self • Instantaneous • S • M

Spell Description:

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).

Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Level 1

Absorb Elements Abjuration • Prepared • Self • 1 round • S

Spell Description:

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels.

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

Armor of Zerumlir Abjuration • Not Prepared • Bonus Action • Self • 1 hour • V • S • M

Spell Description:

Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

Burning Hands (Fire-Genasi) Evocation • Always Prepared • Action • Self • Instantaneous • V • S

Spell Description:

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the Cone that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Comprehend Languages (Ritual Caster) Divination • Always Prepared • Action • Self • 1 hour • V • S • M • Ritual

Spell Description:

For the duration, you understand the literal meaning of any language that you hear or see signed. 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 symbols or secret messages.

Detect Magic Divination • Not Prepared • Action • Self • 10 minutes • V • S • Concentration • Ritual

Spell Description:

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Magic Divination • Not Prepared • Action • Self • 10 minutes • V • S • Concentration • Ritual

Spell Description:

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Magic (Ritual Caster) Divination • Always Prepared • Action • 30 ft • 10 minutes • V • S • Concentration • Ritual

Spell Description:

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Poison and Disease Divination • Prepared • Action • 30 ft • 10 minutes • V • S • M • Concentration • Ritual

Spell Description:

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Poison and Disease Divination • Not Prepared • Action • Self • 10 minutes • V • S • M • Concentration • Ritual

Spell Description:

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Feather Fall Transmutation • Not Prepared • Reaction • 60 ft • 1 minute • V • M

Spell Description:

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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Find Familiar Conjuration • Not Prepared • 1 hour • 10 ft • Instantaneous • V • S • M • Ritual

Spell Description:

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.

Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.

Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Find Familiar Conjuration • Not Prepared • 1 hour • 10 ft • Instantaneous • V • S • M • Ritual

Spell Description:

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.

Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.

Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Healing Word Abjuration • Not Prepared • Bonus Action • 60 ft • Instantaneous • V

Spell Description:

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Identify Divination • Prepared • Action • Touch • Instantaneous • V • S • M • Ritual

Spell Description:

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Identify (Ritual Caster) Divination • Always Prepared • Action • Touch • Instantaneous • V • S • M • Ritual

Spell Description:

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Shield Abjuration • Not Prepared • Reaction • Self • 1 round • V • S

Spell Description:

An imperceptible barrier of magical force 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.

Silent Image (Shadow Touched) Illusion • Always Prepared • Action • 60 ft • 10 minutes • V • S • M • Concentration

Spell Description:

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful [[/check ability=int skill=inv [email protected]]] check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Level 2

Borrowed Knowledge (Event) Divination • Always Prepared • Action • Self • 1 hour • V • S • M

Spell Description:

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.



Automation notes - Chris's Premades (CPR):

This spell is safe to rename.

Calm Emotions Enchantment • Not Prepared • Action • 60 ft • 1 minute • V • S • Concentration

Spell Description:

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

  • The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
  • The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.
Detect Thoughts (Telepathic) Divination • Always Prepared • Action • Self • 1 minute • V • S • M • Concentration

Spell Description:

You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.

Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.

As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an [[/check ability=int skill=arc [email protected]]] check against your spell save DC, ending the spell on a success.

Flame Blade (Fire-Genasi) Evocation • Always Prepared • Bonus Action • Self • 10 minutes • V • S • M • Concentration

Spell Description:

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.

As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.

The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Heat Metal Transmutation • Not Prepared • Action • 60 ft • 1 minute • V • S • M • Concentration

Spell Description:

Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Invisibility (Shadow Touched) Illusion • Always Prepared • Action • Touch • 1 hour • V • S • M • Concentration

Spell Description:

A creature you touch has the &Reference[invisible apply=false] condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Misty Step Conjuration • Not Prepared • Bonus Action • Self • Instantaneous • V

Spell Description:

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Silence Illusion • Not Prepared • Action • 120 ft • 10 minutes • V • S • Concentration • Ritual

Spell Description:

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the &Reference[deafened apply=false] condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Warding Wind Evocation • Not Prepared • Action • Self • 10 minutes • V • Concentration

Spell Description:

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:

  • It deafened||deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Level 3

Clairvoyance Divination • Not Prepared • 10 minutes • 1 mi • Instantaneous • V • S • M • Concentration

Spell Description:

You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.

When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.

A creature that sees the sensor (such as a creature benefiting from See Invisibility or &Reference[truesight]) sees a luminous orb about the size of your fist.

Dispel Magic Abjuration • Not Prepared • Action • 120 ft • Instantaneous • V • S

Spell Description:

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.

Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

Fire Cyclone Conjuration • Not Prepared • Action • 60 ft • 1 minute • V • S • M • Concentration

Spell Description:

Targeting a point you can see, you cause a cyclone made of whipping flames with a radius of 5 feet and height of 30 feet to form.

When a creature starts its turn inside the cyclone's radius or enters it for the first time during a turn, it must make a Strength saving throw. On a failed saving throw, it takes 3d6 fire damage and, if it is entirely inside the cyclone's area, it's also flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung.

When a creature is not entirely inside the cyclone's radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and must spend 2 feet (or 3 feet if it is flying) of movement for every 1 foot it moves away from the cyclone. If a creature starts its turn outside of the cyclone's radius but within 10 feet of its center, it must make a Strength saving throw or be pulled 5 feet toward the center of it.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd.

Hypnotic Pattern Illusion • Not Prepared • Action • 120 ft • 1 minute • S • M • Concentration

Spell Description:

You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the &Reference[charmed apply=false] condition for the duration. While Charmed, the creature has the &Reference[incapacitated apply=false] condition and a Speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Level 4

Dimension Door Conjuration • Not Prepared • Action • 500 ft • Instantaneous • V

Spell Description:

You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”

You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.

If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

Greater Invisibility Illusion • Not Prepared • Action • Touch • 1 minute • V • S • Concentration

Spell Description:

A creature you touch has the Invisible condition until the spell ends.

Hallucinatory Terrain Illusion • Not Prepared • 10 minutes • 300 ft • 24 hours • V • S • M

Spell Description:

You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an [[/check ability=int skill=inv [email protected]]] check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.

Polymorph Transmutation • Not Prepared • Action • 60 ft • 1 hour • V • S • M • Concentration

Spell Description:

You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See appendix B for a sample of Beast stat blocks.

The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.

The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.

Level 5

Awaken Transmutation • Not Prepared • 8 hours • Touch • Instantaneous • V • S • M

Spell Description:

You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn’t a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.

The awakened target has the &Reference[Charmed] condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.

Caledan's Telepathic Bond Divination • Not Prepared • Action • 30 ft • 1 hour • V • S • M • Ritual

Spell Description:

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Dream Illusion • Not Prepared • 1 minute • Special • 8 hours • V • S • M

Spell Description:

You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is &Reference[Incapacitated apply=false] and has a Speed of 0.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.

If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.

You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.

Synaptic Static, The Perfect Spell Enchantment • Not Prepared • Action • 120 ft • Instantaneous • V • S

Spell Description:

You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.

On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts [[/r 1d6]] from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an [[/save ability=int [email protected] format=long]] at the end of each of its turns, ending the effect on itself on a success.

-------

Thit spell gains the following properties:

Ignores resistances.You gain resistance to the damage it dealt, until the end of your next turn.
You gain temporary hp equal to twice its level when you cast it. You gain resistance to the conditions it inflicted until the end of your next turn. You have a chance to restore the resource it (except scrolls) expended equal to twice your highest class level minus twice the spell's level.


Teleportation Circle Conjuration • Not Prepared • 1 minute • 10 ft • 1 round • V • M

Spell Description:

As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.

When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.

Wall of Force Evocation • Not Prepared • Action • 120 ft • 10 minutes • V • S • M • Concentration

Spell Description:

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.

Level 6

Forbiddance Abjuration • Not Prepared • 10 minutes • Touch • 1 day • V • S • M

Spell Description:

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).

You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.

Transport via Plants Conjuration • Not Prepared • Action • 10 ft • 1 minute • V • S

Spell Description:

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Last Synced: 09/04/2026, 11:36:51
World: Lands of Arda (Into the Spider's Web) Wednesday

Title
Adventurer

Type
Player Character

Ancestries (old Races)
Fire Genasi

Families
Storybrook Family

Age
32

Gender
Male

Pronouns
He/ Him

Appearance

Hair
Black

Eyes
Brown

Skin
Brown

Height
3"4

Clothing
Ornate Cotton Tunic over Leather Armor

Other noticeable features
Mask of Many Faces