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Category d100 Injury Type

Major Injury 1 Lose Body part

Major Injury 2 Lose Function of arm/leg


Major Injury 3 Broken Collarbone
Major Injury 5 Broken Rib

Severe Mental Tra 7 Severe Concussion


Severe Mental Tra 9 New Phobia
Severe Mental Tra 11 Severe Depression
Severe Mental Tra 13 Insomnia
Severe Mental Tra 15 Nightmares
Severe Mental Tra 17 Verdigo
Mental Trauma 19 Amnesia
Mental Trauma 21 Catatonic
Mental Trauma 23 Flee
Mental Trauma 25 Depression
Mental Trauma 27 Uncontrolled Tremble
Mental Trauma 29 Nervous Twitch
Mental Trauma 31 Freeze
Mental Trauma 33 Paranoia
Mental Trauma 35 Seek Cover
Mental Trauma 37 Berserk
Mental Trauma 39 Migrain
Mental Trauma 41 Seizure
Minor Injury 43 Pulled Thigh
Minor Injury 45 Ringing in ears
Minor Injury 47 Bitten Tongue
Minor Injury 49 Crotch Hit
Minor Injury 51 Neck Strain
Minor Injury 53 Headache
Minor Injury 55 Dislocated Shoulder
Minor Injury 57 Blood in Eyes
Minor Injury 59 Black Eye
Minor Injury 61 Bruised Hip
Minor Injury 63 Broken Toe
Minor Injury 65 Fat Lip
Minor Injury 67 Groin Pull
Minor Injury 69 Hamstring Strain
Effect 71 Coward
Effect 73 Stressed
Effect 75 Attached
Effect 77 Indecisive
Effect 79 Unfocused
Effect 81 Sick
Effect 83 Infected
Minor Boom 85 Death Grip
Minor Boom 87 From the Grave
Minor Boom 89 Mortal Enemy
Minor Boom 91 Confident Comeback
Memorable Scars 93 Impressive Scar on arm/leg
Memorable Scars 95 Impressive Scar on Armor
Survivability 97 Unexpected KO
Resist Death 99 Adrenaline Rush
Description

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

Greater Restoration Forever Shields and Crossbows allowed


5th level healing spell/ 2d8 weeks
4th level healing spell 2d8 weeks

4th level healing spell 2d6 days


Lesser Restoration Forever
Lesser Restoration Forever
DC 25 Medicine Check Until Cured One Medice check per day
DC 20 Medicine Check Until Cured One Medice check per day
DC 20 Medicine Check Until Cured One Medice check per day
None Forever
None Until Short Rest
None Until Short Rest If no creatures in sight, no effect
None Until Short Rest
None Until Short Rest
None Until Short Rest On a success, this effect ends
None Until Short Rest On a success, this effect ends
None Until Short Rest If no creatures in sight, no effect
None 1 Round On a success, this effect ends
None 1 Round On a success, this effect ends
3rd level healing spell Long Rest
None Long Rest
None 1 Minute
2nd level healing spell 1 Minute
2nd level healing spell 1 Minute
2nd level healing spell 1 Minute On a success, this effect ends
3rd level healing spell 1 Minute
DC 15 Medicine Check o1 Minute
DC 10 Medicine check oUntil Cured
DC 5 Medicine Check Until Cured Alternatively, cured via prestidigation
3rd level healing spell 1d4 days
3rd level healing spell 2d6 days
3rd level healing spell 2d8 weeks
3rd level healing spell 1d4 days
3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
None 3 rounds
None Long Rest
None 1 Minute
Modify Memory 1 Minute
None 1 Minute
Lesser Restoration 1d4 days
Lesser Restoration 2d6 days
None Until Short/Long Rest
None Until Short/Long Rest
None Until Short/Long Rest
None Until Short/Long Rest
None Forever
Mending Spell Forever
None Until Stable
None Until your turn You're back in the fight, but prone.
Weapons Shields
Arrow of Displacement - An arrow tipped If crit on player with shield, allies can use
with a shard of quartz crystal. When it is reaction and use a hit die to heal
fired, and the arrow strikes something, the
archer is teleported to wherever the arrow
landed. The quartz tip breaks after 3 uses
and must be replaced.

Arrow of Yondu - Requires Attunement. Shield causes resistance to necrotic and


Does not require a bow to use. When the radiant damage
user holds this arrow aloft and whistles, the
arrow flies through a target enemy, ignoring
AC to do 1d6 piercing damage. The user
continues to roll a d20+WIS, and for every
consecutive roll above 15, the arrow shoots
through another target the same way. On a
failure, the arrow returns to the user’s hand
and cannot be used again until after a long
rest.

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

Leviathan Axe - A bearded axe with a If players is attacked with elemental


mythril blade, inscribed with mystical damage, shield can absorb half of the
scrollwork. The handle is made from the damage. The next time an enemy attepts a
arm of a Treant. The axe deals 1d8 + 5 melee attack, the energy can be released
Slashing damage. If thrown, the axe will onto foe if is within 5 feet. The shield can
return to the wielder’s hand in 1d4 rounds hold a elemental charge indefinitely.
unless grabbed and held with Str against a
DC 18. On a nat 20 attack roll, it will also
deal 1d6 Cold damage.
The Spear of Carakuth the Bone-Gnasher:
Once the weapon of a great Orc warlord, it
has become an artifact of Diabolic power.
When attuned to this weapon, add +2 to all
attack and damage rolls made using it.
Additionally, when you reduce a creature to
0 HP using this weapon, you regain 4d4+4
HP.

Capitalist T's Mighty Pen +1 Wand: While


holding this wand in your hand it counts as a
spell focus and increases your chance to hit
with spell attacks equal to it's magic bonus.
You can cast 3rd level Glyph of Warding
with a casting time of one Action instead of
it's normal cast time when cast from this
Wand. This Wand has a number of Glyph of
Warding Charges equal to your Proficiency
bonus + it's Magic Bonus. These charges are
restored after a Long Rest. Each +1 to Magic
Bonus increases the Glyph of Warding
spell's level and the DC save of Glyph of
Warding spells. This Wand gains an
additional bonus +1 at 5th, 11th and 17th
level.

Tremulous- A very rare +2 longsword.


(Requires Attunement)
The sword begins to shake and tremble as
you touch the shaft, and then slowly calms
down as you attune to it. You get a +2 to
attack and damage rolls and once you use
an Attack Action with this weapon, you
immediately make a second attack but
without proficiency.
Optional rule: If you roll a natural 1 on the
2nd attack, the sword flies 20 ft from you. If
you roll a natural 20 in the 2nd attack, you
may use proficiency on the sword for a
minute.
Cursed mimic sword This mimic has been
cursed so it can't transform out of the
sword that it is. Keep it with you and feed it
and it may get stronger and may be a loyal
or not. You can really do a lot with this. It's
basically a companion and a weapon in one.

Warewolf arrow- instantly kills a vampire,


has the toxins of a warwolf bite on the tip.

Arrow of …slaying- does 5d8 damage to a


certain creature type on a hit. If misses
more that twice, the arrow cannot be
retrieved as it breaks.
Armor Apparel
Bracers of the Woodland Hunter, Crown of the False King - A tin crown that
Uncommon - Once per long rest, you may increases the confidence and self image of
cast Hunters Mark as a first level spell those who wear it. Made for a shy human
without using a spell slot. While wearing boy who had trouble talking to people.
these, non-magical difficult terrain does not Grants +2 to Charisma.
slow your movement.

Courier's Pouch- if you insert into your


pouch, a letter adressed to someone who
also has a courier's pouch, it will instantly
teleport the letter into their pouch.

Cloak of the Nord - A hooded cloak made of


various patches of leather that has a belt
fastened to the front. It generates heat on
the wearer if blown upon by wind. It was
made as gift for a lover so that they could
travel the mountain ranges without worry
of freezing. Gives resistance against Cold
damage.

Cloak of Death - This garment gives you an


undead appearance—a skeletal face crusted
with desiccated skin, with black holes for
eyes. Gives disadvantage to attacks from
undead, because undead creatures are
confused by your grotesque appearance.
Great for looking like a lich without actually
being one.
Arcane Trickster’s Glove - Allows a
spellcaster who can use Mage Hand to turn
the conjured hand invisible. Also allows the
conjured hand to perform stealthy actions,
such as pickpocketing, sleight of hand, and
other acts of remote legerdemain. For these
checks, the caster uses their Arcana score.

Daryl’s Vest of Haste - A black leather vest


with wings painted on the back. This vest
gives the wearer advantage on Initiative
rolls and +2 to Intimidation rolls, plus
proficiency with Crossbows.

Ethereal Striders - Boots, Very Rare. As your


move action you can instead teleport. In
order to teleport, choose how far you want
to travel, then do an Arcana check. The DC
equals 5+1 for each five feet (1 square)
traveled. If you do not succeed on the DC
check your teleport fails. Has 3 charges,
refills charges every day at dawn.
Helen’s Earring - An earring that
telepathically describes whatever is visible
in front of the wearer, whether they can see
it or not. Made by a child prodigy for their
blind mother who worked tirelessly in order
to pay for their magical education. Grants
60ft of Blindsight.

Joshua’s Sandals - A pair of leather sandals


that allow the wearer to walk on water.

Mage’s Cravat - A necktie that soothes the


throat and allows the wearer to sing / speak
for a long time without injuring themselves.
Grants resistance against silencing effects.

Vest of Buoyancy - A small leather vest


enchanted to magically float when exposed
to water. Commissioned by a noble after his
daughter almost drowned in the estate fish
pond.
Rod Ring
Ring of Balance - An emerald ring that gives
the wearer an abnormally strong sense of
balance. Made for a diplomat by her
husband so that when she went on long sea
voyages she wouldn’t get sea sick. Grants +1
to Dexterity and Acrobatics skill.

Ring of the Giantslayer - A plain copper ring


that grants the wearer +2 to AC and +2 to
attack rolls against any enemy in the “Large”
or bigger size categories.

Ring of Recall - A small ring that allows the


spellcaster wearing it to regain a spell slot
after having failed in casting a spell.

Ring of cantrips With this ring equipped you


can use cantrips as a bonus action. I nerfed
this one to only be able to do non damaging
cantrips cause I wanted to give it early on.
Ring of Quickening- (requires attunement by
a spellcaster) Once per day this ring allows
the wearer to cast a spell, up to spell level 2,
with a casting time of Action as a Bonus
Action.
Potions Misc Items
Becomes indefinitely charmed and Cursed Red Gold- person who gives it out,
connected to something. Can be broken if knows if there is a corpse nearby
incapacitated, or lesser/greater restoration
used.

Wants to spill out deepest secrets and Residuum- material that can be used
cannot lie instead of any spell component

Invinsible for 1 round Blanket of Starlight - A soft, well made


blanket that can, once per long rest, emit a
soft glow, maintained by concentration. The
blanket was crafted by an enchanter after
his young son confided he was afraid of the
dark to help his son get to sleep.

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.

Mirrors of Clever Seeing - A pair of mirrors.


One can see through the other as if there
were an extradimensional tunnel between
the two. Nothing can pass through.

Strange Key - A big iron key the size of a


human forearm. It can either unlock any
lock once, whereupon the key shatters, or it
can be used to stab one target, ignoring AC
and dealing damage equal to 3x the target’s
WISDOM, whereupon the key shatters.

Teapot of Peace - Magical teapot. If anyone


is aware of the teapot being poured, they
are immediately compelled to sit down and
have tea (WIS vs DC 18). Works during
combat. It can only be used if full of tea,
which must be brewed and steeped
normally.

Spoon of Containing- This delicate piece of


silverware is enchanted to never let a drop
of food/liquid fall from its surface into
anything except the holders mouth. For
after all, what self respecting archmage
would dare risk ruining his silk tunic straight
from the islands of Morsen and their
legendary silk worms.
Scroll
Scroll of Yahoo - Answers
one question per day.
Answer can be as
complicated as the DM
wants
Enchantment
Level 1
Retrieve- 1 Action, 120ft, V/S, Instantaneous. Choose an
object you are familiar with (you need not see the
object) that weighs no more than 10 lbs and is not being
worn or carried. If it is within 120ft of you it flies to your
location, avoiding walls or other objects that would
block its path. If the object must travel outside of 120ft
to reach you it falls to the floor the moment it is no
longer within 120ft of you. the object flies into your
hand or hovers at your location for 1 round before
falling.
When you cast this spell at 2nd level or higher the object
you choose may weigh up to 10 lbs heavier for each
level above first.

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.

At Higher Levels. When you cast this spell using a spell


slot of 6th level or higher, you can target one additional
humanoid for each slot level above 5th. The humanoids
must be within 30 feet of each other when you target
them

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.

Thunderball- 1 Action, 60ft range, V/S/M (piece of


amber), Instantaneous. An explosion of lightning and
crash of thunder erupts for a point you choose within
range. All creatures within 20 feet of that point must
make a Constitution saving throw. A creature takes 2d8
lightning damage and 2d8 thunder damage and is
deafened for 1 minute on a failed saving throw, or takes
half as much damage and is deafened for 1 round on a
successful one.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8
lightning and 1d8 thunder damage for each slot level
above 2nd.
Level 3
Sunscorch- 1 Action, 60ft range, V/S, Instantaneous. An
intense blast of heat and light emanates from your
hand, forming a narrow beam that curves around
obstacles and moves to follow its target, which it strikes
unerringly.
The blast deals 2d10 fire damage and 2d10 radiant
damage. If the creature is wearing metal armor or a
shield, or holding any metal item that is larger than
Small, then it takes an additional 1d10 fire damage as
the sun heats the metal up to unbearable temperatures.
At Higher Levels. When you cast this spell with a 4th-
level or higher spell slot, it does an additional 1d10 fire
or radiant damage per slot level above 3rd.
Level 4
Orb of Acid- 1 Action, 60 ft range, S, Instantaneous. An
orb of acid about 3in. Across shoots from your palm at
its target, dealing 5d12 points of acid damage. You must
succeed on a ranged spell attack to hit your target. On a
hit the creature takes damaged and is poisoned by the
acid's noxious fumes for 1 round.
Searing Song- 1 Action, Special, V, Instantaneous. You
sing a deadly song. This can have one of two different
effects:
♦You shout the song. It forms a line of solid air aimed at
one target within 60 feet. That creature may make a
Dexterity saving throw. It takes 4d10 bludgeoning
damage on a failed saving throw, or half as much
damage on a successful one.
♦You touch a creature, and the song’s vibrations melt
the creature’s flesh. You use your spell attack modifier
to hit. On a hit, this inflicts 5d10 acid damage.
Although this is a dangerous song, deafness does not
protect against it.
Level 5
Storm Snake- 1 Action, 100ft range, V/S/M(a snake
fang), Instantaneous. A serpent of crackling lightning
bursts from your hand, leaping around the battlefield to
electrocute multiple enemies. Select a number of five-
foot cubes within sight equal to your wizard level. One
cube must be adjacent to yourself and every cube must
have a face in contact with at least one other cube.
Every creature in one of these squares takes 8d6
lightning damage on a failed Dexterity saving throw, or
half as much on a successful save. Additionally, if there
is a creature within the final cube you created, the
serpent bites at it. On a successful ranged spell attack
roll, the creature takes 2d10 piercing damage as well as
the lightning damage.

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.

Shieldbearer- 1 Action, Touch, S/M(a sheild),


Concentration, up to 1 min. Allows you to enchant one
shield so that it hovers near and attempts to protect one
creature of your choice. The spell's recipient is chose at
the time of the casting and cannot be changed. The
enchanted shield remains within 1ft of the creature for
the duration. The sheild's subject is then granted a
shield bonus to AC as if it were wearing it. The spell
permits the enchanted shield's subject to use a two
handed weapon or a weapon in each hand.

Distant Shield- 1 Reaction, 30ft range, V/S,


Instantaneous. You point at an ally under attack,
instantly conjuring an invisible barrier of magical force
to protect them. Until the start of their next turn, the
target has a +3 bonus to AC, including against the
triggering attack, and they take no damage from magic
missile.

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.

At Higher Levels. The level of spells that can be stolen


increases by 1 for every level of spell slot above 4th
used.
Thief's Lament- 1 Action, Self, V/S/M(a silver key), 1
hour. You ward an area against mundane thievery. All
creatures who enter the area are at disadvantage when
using thieves’ tools, when attempting a sneak attack,
and when using Sleight of Hand or Stealth.
At Higher Levels. When you cast this spell with a higher-
level spell slot, you increase its duration. When you use
a 5th-level spell slot, the duration increases to 12 hours.
When you use a 7th-level spell slot, the duration
increases to 24 hours. When you use a 9th-level spell
slot, the duration increases to 1 week.

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.

Sap- 1 Action, 30ft range, V/S/M(a drop of tree sap)


10min. You choose a point within range. Everything
within a 10-foot radius of that point is covered in sticky
tree sap.
The area becomes difficult terrain. In order to perform
any action that is not purely mental or vocal in nature
requires a DC 10 Dexterity ability check first. Creatures
in the area lose their Dexterity bonus to AC. Winged
creatures cannot fly. A creature under the effects of a
freedom of movement spell is unaffected by this spell.
Level 3
Water Whip- 1 Action, 30ft range, V/S, Dex Save,
Bludgening, Instantaneous. You create a whip of water
that shoves and pulls one creature you can see within
range to unbalance it. The target must make a Dexterity
saving throw. On a failed save, the target takes 4d10
bludgeoning damage and you can either knock it prone
or pull it up to 25 feet closer to you. On a successful
save, it takes half as much damage and you don’t pull it
or knock it prone.

At Higher Levels. When you cast this spell using a spell


slot of 4th level or higher, the damage increases by 1d10
for each slot level above 3rd.
Teleport Object- 1 Action, Touch, V/S, Instantaneous.
You may teleport a Small-sized inanimate object
weighing 1 pound or less to any location on the same
plane as you. The destination you choose must be
familiar to you, and your familiarity with the destination
determines whether the object arrives their
successfully. The DM rolls 1d100 and consults the table
for the Teleport spell (PHB pg. 281).
This spell otherwise acts exactly as the teleport spell.
At Higher Levels. When you cast this spell with a spell
slot of 4th level or higher, you double the weight of the
item you can send for each spell slot above 3rd. (2
pounds with a 4th-level slot, 4 pounds with a 5th-level
slot, 8 pounds with a 6th-level slot, 16 pounds with a
7th-level slot, 32 pounds with a 8th-level slot, and 64
pounds with a 9th-level slot.)

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.

Enclosure- 1 Aciton, Self, 50ft, V/S, Concentration, up to


10 min. Creates a magic field where in no creature can
enter or leave.

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.

Scholar's Touch- 1 Action, Self, 1 Hour, V/S/M(a scrap of


parchment and a pinch of tinder), Concentration, up to 1
hour. With this spell you can touch a book or scroll and
absorb the knowledge contained within as if you had
just read it.
This is equivalent to a solid reading but not deep study—
the character does not gain perfect recall of the
information, just whatever he would have gotten from
reading it completely once.
If you can't read the language of the source, the spell
has no effect.
This spell cannot be used to prepare spells or to cast
magical scrolls, nor does it have any effect when reading
a magical book (such as a tome of understanding).

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.

Whispers- 1 Action, 300ft, V/S, Concentration, up to


10min. You direct the breezes to carry the sounds of
distant conversation to you. You can hear what any
speaking creature you can see within range as clearly as
if they were right next to you.
Level 3
Seek Teleporter- 1 reaction, Self, V/S, Instantaneous.
You discern the destination of another individual who
used spells such as teleport, dimension door, or arcane
gate.
Level 4
Level 5
Level 6
Level 7
Necromancy
Level 1
Bone Shard- 1 Action, 30ft range, V/S/M(bone fragments
from any creature), Insantaneous. This spell uses the
skeletal remains of a corpse to create a projectile
weapon. Choose the corpse of a creature within range.
Fragments of bones from the corpse splinter off and fly
toward another selected target within range. On a
successful ranged spell attack, the target takes 2d8
damage, half necrotic, half piercing (rounded up for
necrotic damage).

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.

Singing Stone- 1 Action, Touch, V/S/M(a small metal


chime) Permanent. You hum, sing, or play a short tune
or recite a poem (one that can be sung in less than a
minute) into a stone. Thereafter, whenever if the stone
is sharply tapped or completely immersed in water, it
plays the tune

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.

Basket Transport- 1 Bonus action, 120ft range,


V/M(basket or pot), Instantaneous. You can create a
portal from one basket to another basket in range for 6
seconds.
Sticks to Snakes- 1 Actions, 60ft range, V/S/M(a bunch of
sticks), Concentration, up to 1 hour. You transform a
group of wooden sticks (either held/thrown, or other
sticks within range) into a Swarm of Poisonous Snakes
(see Monster Manual) which is under your command.
An alternate casting of the spell requires a large
stick/branch (quarterstaff size or larger), and transforms
it into a single Giant Constrictor Snake. The snake(s)
revert to their original form if reduced to 0 hit points, or
when the spell ends.
In addition to their regular abilities, these snakes will
automatically make any normal prey animals of snakes
(e.g. swarms of rats or toads) frightened while within
their line of sight. Magically controlled or charmed
animals are immune to this effect. The snakes are
friendly to you and your companions. Roll initiative for
the snakes as a group, which has its own turns. They
obey mental commands that you issue to them (no
action required by you). If you don’t issue any
commands to them, they defend themselves from
hostile creatures, but otherwise take no actions.

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.

If some obstacle prevents the target creature from


reaching its expelled height, it takes 1d6 points of
damage for every 10 feet of movement it was unable to
complete, so that a creature hurled 50 feet up in a room
with a 20-foot ceiling would take 3d6 points of damage
from the impact, then take 2d6 points of damage when
it falls back to the ground.

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.

In combat, Shadow Clone has an armor class of 10 plus


your spellcasting ability's modifier. The shadow clone's
initiative in combat equals your initiative minus your
initiative bonus. The Shadow Clone can be used to cast
any spell the original caster has prepared, and shares
the spell slots of the caster. Attacks against enemies that
are aware it is an illusion deal half damage.

If the blood used to cast the spell is self drawn, reduce


your current hitpoints by 1.

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.

Ingest- if target is grappled, Snap out of it- Villain can use


can be swallowed causing countercharm to end any
2d6 damage and victim is negative effect on ally
blinded and restrained

Rune Expert- is able to cast a Call to Arms- Allies appear in


rune as a action on the 1d4 rounds. Cool down of 3
ground within 5 feet of it. If rounds. Can adjust how
anyone moves in that area. many and how often as
They take 3d6 elemental necessary.
damage.
Ambush- Villian calls to allies
to have them move to
sorround one specific player.

Rally Cry- allies get


advantage on next attack
Debuff Movement Defense
Mute- CON save, Steals the Able to switch places with Legendary Resistance- gets to
voices from enemies within ally autosave a failed save when
20 feet for 1 min. chooses a certain amount of
times per day

Anti magic field caused by Shadow Sneak-Can transport Resistance to damage- Is


some item. from shadow to shadow in resistant to some form of
order to not be detected. damage or magic

Inspire fear- anyone within Dodgy- Attacks of Evasion- if succeeds on a area of


30 feet of villain needs to opportunity against you have a effect spell is able to negate all
make WIS save or have the disadvantage damage
frightened effect for one
min. Can retry save at the
end of each subsiquent turn.

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.

Rock movement- able to War caster- gets advantage when


move through solid rock trying to maintain concentration
on a spell

Able to scale any surface Recover- As a bonus action you


can end any condition on
yourself
Invisible- As a bonus action, you
can become Invincible until the
end of your next turn. While
invincible, you are immune to all
damage, immune to all
conditions, cannot be forced to
move unless you allow it, and
cannot be affected by any spell of
6th level or lower unless you
allow it. If you are under the
effects of a spell of 6th level or
lower when you become
invincible, you may choose to
end that effect.

Alert- Cannot be surprised

Counter- Whenever you are the


target of a melee attack, you may
make an unarmed attack against
the attacker as a reaction. You
are considered proficient with
this attack. If you hit, the target’s
attack fails and deals no damage,
and the target cannot make any
other attacks against you for the
remainder of the turn. Whenever
you are the target of a ranged
attack, you may cause that attack
to miss as a reaction.
Appearance Knowledge
Alternate form- can change into an Sense Surroundings- Over
alterante creature or thing, like vampires the course of 1 minute, you
to bats, or smoke. can perfectly map all terrain
and structures within 300
feet of you. Doing so tells
you the precise location and
size of all corporeal creatures
within that radius

Disguise expert- is able to blend in with


crowd to not be noticed or found

Has the spell- Hide in plain sight


Spells
Banishment,

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