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Roll d6 : 1-leg(Moving more that 10ft requires a DC15 acrobatics check or fall prone), 2-arm(Can Only use one arm t
hand(Cannot use two handed melee weapons or bows), 4-foot(Walking speed is 15 ft. Fall prone after the dash acti
Percetion checks involving sight and ranged attack rolls), 6-Deaf(Disadvantage on Charisma Checks and perception c
Arm- Can only use one are to use an item/weapon. Leg- Movement Speed is halved. Jumping or using the Dash actio
save or fall prone. Disadvantage on DEX saves to maintain balance.
Disadvantage on Athletics and Acrobatics checks, and Stregth saving throws. Carry weight is halved.
You must make a DC 15 CON save. ON a failure, you can take an action or a bonus action, but not both.
Disadvantage on Perception and investigation checks. Can only take Short Rests, Hit die reset once all short rests ha
of exhaustion each day.
You must make a DC 10 WIS check if encountering a similar foe in the future. On a failure, you are frightened.
Disadvantage on Wisdom Saving throws
You must make a DC 15 INT save before every long rest. On a fail, you gain one exhaustion at the end of the rest
You must make a DC 12 INT save before every long rest. On a fail, you gain one exhaustion at the end of the rest
Disadvantage on DEX checks and saves, and ranged attacks.
You will not remember anything that happened during combat once out of initiative
Your movement speed is zero and cannot take any actions or reactions other that a medicine check on yourself
You must make a DC 15 WIS save. On a fail, you are frightened of all enemies until you are in full cover.
Disadvantage on Wisdom Saving throws
Disadvantage on Dex skill checks
At the endo of your turn make a DC 12 STR save. On a fail, you drop an item in your hand
You must make a DC 15 WIS at the start of your turns. On a fail, your movement is 0.
You must make a DC 15 WIS at the start of your turns. On a fail, you attack the nearest creature in range.
You must make a DC15 WIS save. On a fail, you must use all your movement and the dash action to move away from
You must make a DC12 WIS save. On a failure, you must attack the nearest creature in range.
Disadvantage on all rolls
You have one round where you make no death saving throw, when concious you take 1 point of exhaustion
Movement speed is reduced by 10ft.
Disadvantage on peception checks involving hearing.
Cannot speak
When concious, make a DC 15 CON save at the start of each turn. ON a failure, your movement speed reduced to 0.
When you take a reaction, make a DC 10 CON save. On a failure, you waste your reaction.
Disadvantage on intelligence checks
Incur -2 modifier to all attack rolls
You have disadvantage on all perception checks made with sight and range attack rolls
Disadvantage on Perception checks using sight and ranged attacks
Walking speed reduced by 10 ft
Disadvantage on Acrobatics checks
Disadvantage on Performance Checks
Lifting capability is halved. Cannot Carry another creature, or carry more than 90lbs
Cannot use the Dash action
You cannot attack an enemy, you can only help others, run, hide, buff, debuff, heal, battle control spells
Disadvantage on investigation checks, passive investigation -3
You attack/help the closest creature to your person. You cannot leave their side til helped or dead.
You attack a different creature each turn.
You cannot use concentration spells for more than one turn.
You have -1 to all ability checks and attack rolls.
Gain 1 Level of exhaustion, short rests only gain half hit die, and long rest do not heal you nor reset your hit die.
Make a grapple check contested with your attacker. On a success they are considered in difficult terrain for the first
If an enemy is next to you when you go unconcious, make an attack role. If successful the enemy takes 1d4 damage
Your life's goal is to destroy the creature that put you unconcious, you are under the "entralled" effect.
Your next attack has advantage
Advantage on appropriate intimidation checks
Advantage on appropriate intimidation checks and persuasion checks.
You will be stabilized after two successful death saves
At the start of your turn. You regain health equal to 1 hit dice + CON modifier
Lowes Level Cures Duration (if UntAdditional Notes
Regenerate Forever
Grease Grenade - A fist-sized glass ball that Can cast illusion spell to make you invisible
spills 1d20+5 feet of Grease when and til your next attack(up to 3 rounds), moving
where it shatters. after becoming invisible does not provoke
attack of opportunity
Wants to spill out deepest secrets and Residuum- material that can be used
cannot lie instead of any spell component
Turns you into someone else for 1 hour Deodorant Soap - A bar of soap that, when
used to wash one’s body, eliminates body
odor and grants +1 to Stealth and
Persuasion. Lasts for 1 day.
Reduces size to that of a raven and able to Figurine of Wondrous Power: Ruby Chicken
fly for 1 hour. - This figurine can become a Large chicken
for 24 hours, strong enough to be ridden
and carry up to 250 pounds. It has an AC of
10, HP of 22, to-hit of +4, can peck for 1d6
piercing damage. Has the effect of
Featherfall.
Instantly puts drinker to sleep for 8 hours Haunted Doll - A very creepy-looking doll.
unless awoken by doing damage When the owner of this doll fails a third
death saving throw, the doll will die in place
of its owner.
Humanity- will turn any creature into a Jar of Bees - A jar of bees. The lid is a screen
human, cannot be undone. so they can breathe. If thrown up to 50 feet,
it will smash and distract enemies with 1d6
piercing damage for 6 seconds.
Magnetic Charge - A fist-sized metal ball
with a button on top. When the button is
pressed, the ball will begin to glow and
produce a magnetic field that lasts 6
seconds. The field repels any metal objects
within 10ft of the ball. Takes 1 day to
recharge.
Level 2
Level 3
Chain Missile- 1 Action, 120ft range, S, Intantaneous.
Three missiles of magical energy dart from your
fingertips to unerrinly strike a creature. The missiles
strike one creature initially, then spring to other targets.
Each missile deals 1d4+1 froce damage. Choose one
target within range, all missiles created hit the first
target, then ricochet. Each time the missiles ricochet
they must choose a new target not yet hit by this spell,
and one missile is lost. This continues til there are no
more missiles or no more targets. A shield spell stops all
missiles created by this spell and they do not ricochet.
At higher levels: For each level above 3rd you create one
additional missile.
Anesthesia- 1 Action, Touch, CON save, V/S/M(a petal
from a lotus flower), Concetration up to 1 min.You
render one living creature you can touch unconscious
and insensate. The target creature may attempt a
Constitution saving throw at the end of its turns, ending
this effect on a success. Undead, constructs, and
creatures that are immune to being charmed or
unconscious are immune to this spell.
Upon waking up, the creature has disadvantage on all
rolls for 1 minute.
Level 4
Puppeteer- 1 Action, 30ft range, CHA save, S/M(a
marionette with no puppet attached to the
strings),Concentration, up to 10 min. On a failed save,
the target becomes your puppet for the duration. You
force the subject to speak what you desire, use their
movemnt how you want. The movement looks awkard,
and any actions you force it to take are done with
disadvantage if possible. If you force the subject to harm
itself, or if the target takes damage, it gets to make an
additional save to see if it can resist the affect. You can
only make the subject casts spells you know they have. If
they do not know the spell. They will just do nothing.
Siren Song- 1 Action, 300ft range, V/S/M(a large conch
shell and a pint of water), Concentration, up to 10min.
You choose one humanoid target within range that you
can see. That target hears haunting, beautiful music and
must make a Wisdom saving throw or become
overwhelmed with the need to find the source. As the
music is illusory, it has no actual source and so the
target will wander aimlessly.
The target will ignore all distractions and will attempt to
walk through any obstacle that isn’t an obvious danger.
If the target’s companions keep him from finding the
source of the music, the target will fight them.
Level 5
Archane Anchor- 1 Action, 60ft range, WIS save,
V/S/M(an anchored shaped piece of metal)
Concentration, up to 1 min. Choose a humanoid that you
can see within range. The target must succeed on a
Wisdom saving throw or be anchored to their current
location. For the duration of the spell, the target's
movement speed becomes 0. If a spell removes the
target from its current location, such as a Teleportation
or Planeshift spell, the creature immediately returns to
the original location of the Arcane Anchor. At the end of
each of its turns, the target can make another Wisdom
saving throw. On a success, the spell ends on the target.
Level 6
Level 7
Evocation
Level 1
Scatterspray- 1 Action, 60 ft range, DEX Save V/S,
Instantaneous. You can point to a collection of little,
unsecure items and cause them to fly off in a direction
sumultaneously. The spray of items creates a burst with
a 10 ft radius. If the items are fairly hard or sharp,
creatures in the burst take 1d12 points of damage.
Those being hit must make a dex save, they fall prone on
a failed save. If items are not hard or sharp, no damge is
dont. At higher levels: each level higher increases radius
of burst by 5 feet and an additionsl 1d12 damage.
Level 2
Creeping Cold- 1 Action, 60 ft range, CON save, V/S/M(a
frost-bitten toad), 1 min. Reaching out your hand and
making a crushing motion, you turn the subject's sweat
to ice, creating blisters as the ice forms on, and inside
the skin. The subject takes 2d6 cold damage. At the start
of each turn, the target must make a CON save to resist
or takes an additions 2d6 cold damage. Once the save is
met, the effect ends.
Level 6
Level 7
Abjuration
Level 1
Lionheart- 1 Action, Touch, V, 10 min. Any fear or charm
effects are removed from the target and the target gains
immunity for fear and charm effects for the Duration.
Level 2
Level 3
Spellsteal- 1 Reaction, 60ft range, V/S, Instantaneous. If
a creature is casting a 1st level spell, you may use your
reaction to redirect and siphon the spell. Any material
components required for the spell are consumed from
the creature casting it and that creature loses a spell slot
like normal. If you have stolen a spell, you can cast it on
your next turn without requiring materials, without
having known the spell, and without using a spell slot. If
you do not cast the spell by the end of your next turn,
the spell fails with no effects.
Level 4
Level 5
Level 6
Ruby Ray of Reversal- 1 Action, 60ft range, V/S/M(ruby
worth 100gp) , Concentration, up to 10 min. This spell
affects magical and mundane hazards of the indicated
type equally. For example, a ruby ray of reversal can
eliminate the webs of a monstrous spider or the effect
of a web spell.
Any trap targeted by the ray is sprung. This version of
the spell can have adverse effects on creatures standing
within a trap's area. You must be aware of a trap to cast
ruby ray of reversal on it.
The spell unties knots and causes chains, manacles, and
similar restraining devices to fall away. Entangle and
similar magical effects are dispelled. Doors (or chests,
drawers, cabinets, and so on) that are locked, barred, or
under the effect of an arcane lock spell are opened.
A 5-foot-diameter hole is created in a wall of force,
forcecage, or similar spell or effect. This function of the
spell does not destroy the targeted effect, but creatures
trapped by it might be able to wriggle free.
A creature that has been polymorphed, turned to stone,
or otherwise transformed from its natural state is
returned to its natural form.
A magic jar spell is dispelled if a ruby ray of reversal
targets the crystal holding the caster's soul.
Webs, slime, grease, and other substances that would
hamper movement are destroyed in a 20-foot- radius
spread.
Level 7
Conjuration
Level 1
Level 2
Battering Ram- 1 Action, 20ft range, V/S, Concentration,
up to 1 hour. You create a large ramlike pillar out of
metal that floats around you. You can use the ram to
make a spell attack against a creature or object within
range as an action on your turn. If the target is a
creature, the attack deals 2d8 bludgeoning. If the target
is an object the object moves 3d6 x 10ft in a direction
you choose. If the object cannot move to its destination,
it moves as far as possible then takes 5d8 bludgeoning
damage. At higher levels. If casted at 4th level it
summons two rams, and three rams at level 6, and can
attack with multiple rams at once.
Level 4
Icelance- 1 Action, 240 feet, V/S/M(100gp clear quatrz
gemstone), Instantaneous. You clutch the quartz in your
hand, focusing the energy of the spell into a sharp spear.
With a thought, you send it whistline through the air at
your foe. Make a ranged spell attack against the target
creature within range. On a hit, the target takes 4d10
peircing and 4d10 cold damage.
Leomund's Secure Shelter- 10 min, 30ft range, V/S/M(a
aquare chip of stone, crushed lime, a few grains of sand,
s sprinkling of waer, and several spliters of wood) 12
hours. You conjure a
sturdy cottage or lodge, roughly 20 ft. square, made of
material that is common in the area where the spell is
cast. The floor is level, clean, and dry, with rude
furnishings—eight bunks, a trestle table, eight stools,
and a writing desk.. In all respects the lodging resembles
a normal cottage, with a sturdy door, two shuttered
windows, and a small fireplace; the cottage lasts for the
duration.
The shelter has no heating or cooling source other than
natural insulation qualities, but does provide
considerable security otherwise—regardless of its
material, the structure behaves as if made of stone in
regards to damage and ignition.
The door, shutters, and even the chimney's iron grate at
the top and a narrow flue behave as if affected by the
arcane lock spell. In addition, if a tiny bell and a piece of
fine silver wire are used as additional material
components, those areas are affected by alarm. Finally,
if a piece of string and a bit of wood are included, an
unseen servant is conjured for the duration of the
shelter.
Level 5
Twig Jump- 1 Action, 10ft range, V/M(magic twig),
Instantaneous. The caster has two sticks connected to
one another. When the spell is cast, the caster must
break the twig, creating a magical portal to this very
location. When the spell is then cast again, and the
second twig breaks, the caster is immedialely teleported
to the location where the first twig was broken and then
the portal is dissolved.
Level 6
Drown- 1 Action, 60ft range, CON Save, V/S/M(a vile of
salt water), 10 min. You speak the words and make the
sign of the wave. On a failed save, your foe sputters,
water gushing from their mouth, then collapse. You
create water in the lungs of the target, causing it to
suffocate. Coughing is useless. Another creature can
stabilize the target and remove the water by making a
DC 15 medicine check on the creature before it dies.
Undead, contructs, creatures that do not need to breat,
and creatures that can breath water, are unaffected by
this spell.
Level 7
Carrier-
Divination
Level 1
Guided Shot- 1 bonus action, Self, V, 1 round. While this
spell is in efect, your ranged attacks do not take a
penalty due to distance. In addition, your ranged attacks
ignore the AC bonus granted to targets by armor. This
spell does not provide any ability ro exceed the max
range of the weapon you are attacking with, nor does it
confer any abiliry to attack targets protected by full
cover.
Level 2
See Through Other Eyes- 1 Action, 400ft range, V/S,
Concentration, up to 1min. You can look through the
eyes of any living creature within range. You do not have
to see the creature in order to choose it.
Level 2
Level 3
Level 4
Agitate Wounds- 1 Action, 60 ft range, V/S/M(a pinch of
salt), Instantaneous. You choose one creature that you
see within range that has recently been injured by an
edged weapon (the creature must not be at full hit
points). This spell will cause bound wounds to reopen
and unbound wounds to bleed profusely. The target
takes 2d6 damage and must make a Constitution saving
throw. On a success, the target takes no more damage.
On a failure, the target takes another 1d4 damage each
round until the wound is treated.
Cursed Strike- 1 Action, Self, V/S/M(two drops of unholy
water and one of your hairs), 1min. You create a whip of
magical force that is always silent. It has a range of 10
feet and you use your spell attack modifier to strike. On
a hit, it inflicts 2d8 + your spellcasting ability modifier in
force damage and 1d8 necromantic damage. If the
target is a living creature, it must also make a
Constitution saving throw. If it fails, you heal a number
of hit points equal to the necromantic damage inflicted
and the target is wracked by terrible pains. The target is
at disadvantage to all rolls on the following round.
Level 5
Rain of Blood- 1 Action, 150ft range, V/S/M(a vial of
fresh blood), 1min. A storm of sticky, life-leeching,
brilliant red blood appears in a location you choose
within range. The area of the storm consists of up to ten
10-foot cubes, which you can arrange as you wish. Each
cube must have at least once face adjacent to the face
of another cube. Each creature in the area must make a
Dexterity saving throw. A creature takes 5d6 necrotic
damage on a failed save, or half of much damage on a
successful one, each round that the creature ends its
turn in the storm and for one round afterwards.
Level 6
Level 7
Transmutation
Level 1
Benign Transposition- 1 Action, 30 ft range, V/S/M (a
button), instantaneous. Two target creatures, of which
you can be one, instantly swap positions. The switch
does not provoke opportunity attacks. A creature can
make a CHA save against your spell save DC if it wishes
to resist the spell.
Level 2
Quick Potion- 1 Action, Touch, V,M, 24 hours. You
transform water in a potion bottle so that it is capable of
storing a spell in the manner of a potion. On your next
turn, you or another spellcaster can cast a spell into the
water, transforming the water in a potion of the
appropriate type. Only spells with a target of self, touch
that target a single creature can be made into potions.
At higher levels: for each spell slot above 2nd, it doubles
the potion's longevity.
Level 3
Shadow Dance- 1 Action, Touch, V/S/M(cobwed touched
by moonlight) 1 Min. You or one creature you touch is
transformed into a translucent, insubstantial shadow.
In this form, the creature can move through a space as
narrow as 1 inch wide without squeezing, has resistance
to bludgeoning, piercing, and slashing damage from
nonmagical weapons, has advantage on Dexterity
(Stealth) ability checks, can take the Hide action as a
bonus action when in dim light or darkness, can levitate
up to 100 feet, and is immune to falling damage. Finally,
the creature can move through other creatures and
objects as if they were difficult terrain, and takes 1d10
force damage if it ends its turn inside an object. Every
level it is upcast it effects an additional creature.
Level 4
Enlarge/Reduce Greater- 1 Action, 60 ft, V/S,
Concentration up to 1 min. You cause a creature or an
object you can see within range to grow larger or
smaller for the duration. Choose either a creature or an
object that is neither worn nor carried. If the target is
unwilling, it can make a Constitution saving throw. On a
success, the spell has no effect. Any item dropped by an
affected creature returns to normal size at once.
Enlarge. The target's size quadruples in all dimensions,
and its weight is multiplied by 16. This growth increases
its size category to Large. If there isn't enough room for
the target to quadruple its size, the creature or object
attains the maximum possible size in the space available.
Until the spell ends, the target also has advantage on
Strength checks and Strength saving throws. The target's
weapons also grow to match its new size. While these
weapons are enlarged, the target's attacks with them
deal 3d4 extra damage. Movement speed is increased
by 15.
Reduce. The target's size is halved, then halved again in
all dimensions, and its weight is reduced to 1/16 of
normal. This reduction decreases its size by two
categories--from Medium to Tiny, for example. Until the
spell ends, the target also has disadvantage on Strength
checks and Strength saving throws. The target's
weapons also shrink to match its new size. While these
weapons are reduced, the target's attacks with them
deal 3d4 less damage (this can't reduce the damage
below 1).
Rusting Grasp- 1 action, Touch, V/S/M(the antenna or a
scal from a rust monster) Concentration, up to 1min.
You touch a ferrous metal or alloy and cause it to rust.
This inflicts 4d10 acid damage each round to an
inanimate object such as an iron wall. Magical metallic
objects take half damage.
If you touch either metal armor or a metal shield, it
takes a permanent and cumulative -1 penalty to the AC
it offers. Armor reduced to AC 10 or a shield that drops
to a +0 bonus is destroyed. If you touch a metal weapon,
the weapon takes a permanent and cumulative -1 to the
damage it deals. If the penalty drops to -5, the weapon
is destroyed. Touching metallic weapons and armor in
combat requires you to make an attack using your spell
attack modifier.
You may use this to attack a metallic creature, such as
an iron golem or a gorgon. The creature may make a
Constitution saving throw. The creature takes 4d10 acid
damage on a failed roll, or half as much damage on a
successful one.
Defenestration Sphere- 1 Action, CON save, 100ft range,
V/S/M(pearl worth 100gp). A cloudy gray sphere of
whirling air and howling wind flies to attack your
enemies and hurl them to the sky. As a move action, you
can make the sphere travel up to 30 feet per round and
strike the creature or object you indicate as a ranged
touch attack. Any creature struck by the sphere takes
3d6 points of damage from the force of its winds. In
addition, Medium or smaller creatures must succeed on
a Fortitude save or be knocked prone. Creatures that fall
prone must then succeed on a second Fortitude save or
be swept up by the sphere and driven 1d8×10 feet into
the air, dropping 1d6 squares from their original position
in a random direction and taking falling damage as
normal.
Level 5
Level 6
Fiendform- 1 Action, 30 ft range, M(a small animal skull),
Concentration, up to 1 hour. This spell functions as
Polymorph but with the following changes. The spell
turn the target into a demon or devil of the correct CR.
IF the chosen form has a mouth to speak, you can speak.
If the chosen form has hands to cast spells, you can do
so. You do not gain any of the creatures summoning
abilities.
Level 7
Jelly Bones- 1 Action, 30ft range, CON save, V/S, 2
rounds. The target bones become gelatinous and bendy,
knocking it to the ground, reducing its speed and
Dexterity score to 0. The affected creature is conscious,
The creatures no longer has a jaw bone, it can still speak
but in only just intelligibly. It can still cast spells or
manifest psionic powers, but only if doing so doesn't
require vocal or somatic components. The affected
creature is considered helpless for the duration of the
spell.
Illusion
Level 1
Sound Bubble- 1 Action, 20ft sphere, V/S/M(csoap
fragment), Instantaneous. When this spell is cast, an
invisible bubble springs into existence. It can either be
centered on and mobile with the caster or cast on an
area. The mobile bubble has a radius of 10 feet, while
the area bubble has a radius of 5 feet per caster level.
The bubble has only one effect: sound can't pass
through it. Thus sound generated within the bubble
can't be heard by those on the outside and vice versa
Level 2
Wall of Gloom- 1 Action, 30ft range, S/V/M(A bit of
fleece from a black sheep), 1 min. Youe create a barrier
of ominous shadow that obscures vision and blocks line
of sight, including darkvision. The wall is insubstantial, so
creatures can move through it without penalty. You can
make the wall up to 60ft long, 20ft high, and 1ft thick, or
a ringeg wall up to 20 ft in diameter, 20ft high, 1ft thick.
Wall of gloom counters or dispels any light spell of equal
or lower level.
Level 3
Darkfire- 1 Action, Self, V, Concentration, up to 1 min.
Dark flames appear in your hand. You can hurl them or
use them to touch enemies. The flames appear in your
open hand and harm neither you nor your equipment.
Them emit no light but produce the same amount of
heat as an actual fire. Beginning the following round,
you can strike opponents witha melee spell attack,
dealing 1d6 fire and 1d10 psychic damage. You can also
hurl the flames up to 60ft as a thrown weapon. When
doing so, you make a ranged spell attack and deal the
same damage. No sooner do you hurl the flames than a
nes set appears in your hand. The darkfire is invisible to
normal vision but can be seen with darkvision as easily
as a normal flame( this means that darkfire can be used
a signal or beacon for creatures with darkvision). The
spell does not function underwater. At higher levels:
each level it is upcasted the fire damage is increased by
1d6.
Shadow Clone- 1 Action, 30ft range,V/M(blood from the
caster), Concentration, up to 1 hour. As you mutter the
verbal components of the spell, the blood on your hands
sizzles away to smoke, which manifests into a copy of
yourself created from smoke and shadow in an
unoccupied space with 30 ft that you can see. Upon
creation, roll d4's equal to the level you cast the spell at
for the clone's hitpoints. Any creature that has sight of
the creation of the Shadow Clone automatically knows it
is an illusion, and all other creatures that encounter it
must make a perception check that beats your
spellcasting DC to know it is an illusion.
Level 4
Illusory Pit- 1 Action, 60 ft range, S/M(a crushed moth),
Concentration, up to 1 min. You create the illusion of a
pit with a 20 ft radius. Each creature entering or within
the area is forced to make a INT save or believe the floor
on which it stands has become a bottomless chasm.
those that fail their save fall prone and are unable to
take any action except clawing desperately at the floor
in the hopes of stopping their apparent fall. An attack on
an affected creature frees it form the effect of the
illusion but causes it to take 4d8 psychic damage.
Likewise, when the spell ends, creatures believe they
were falling take the 4d8 psychic damage.
Level 5
Level 6
Level 7
Invisiblilty, Superior- 1 Action, Touch, V, Concentration,
up to 1 min. The target is invisible, its scent is masked,
and is can makes no noise while moving. The spell does
not end if the target attacks or casts a spell. While
inviible, the target is undetectable by scent, blindsense,
tremorsence, and blindsight. It renders the recipient
immune to detection by see invisibility and dust of
appearance. The subject does still leave footprints,
although no vibrations or noise is made.
Attack Charm Ally Buffs
Death trigger- when dies, Mind trick- Villain can Familiar- has a familiar with
sets off one final blow to cast suggestion (WIS some special ability
heros save, 30 ft range,
Concentration) once per
long rest
Copy cat- Villain may use Dominate person- 60ft Advanced Pack tactics-
reaction to cast same spell WIS save, Concentration villains get advantage as
that was cast on a different 1 min. reroll save only if long as players are engaged
person or different location takes damage. with more than one enemy
depending on the spell.
Improved grab- has Mind Control- WIS save Help Sneak attack- as long as
advantage on grapple checks 18, can take control of main villian is engaged with
and can use an action to get person for 1 min, see player, all allies get sneak
out of grapple. what they see, talk attack damage if attacking
through them, but the same player
cannot take any action.
Can be done from any
range as long as on the
same plane.
Paralysis- If attack hits, stuns Mass telepathy- send a Get them- can cause allies to
victim til the end of the message to as many rage, however, they suffer
villains next turn. minds as desired, cannot exhaustion when it ends
take any action or
movement for the
duration of the message.
Energy Drain- Take 20 hp Phase shift- You become Immunity- is immune to one
from player and cause 1 level incorporeal, allowing you to specific thing
of exhaustion move through solid objects
and become immune to
slashing, piercing, and
bludgeoning damage until
the end of your next turn.