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Gog - Deník
Gog - Deník
zealot/3 4
Gog Povolání / úroveň Povolání / úroveň Body zkušenosti
Reborn
Far Traveler N
Human
Jméno postavy Rasa (subrasa) Zázemí Přesvědčení
Síla Inspirace 19 +4 30
+5 x 7 Akrobacie (Obr)
x 5 Atletika (Sil) Kostky životů
Záchrany proti
smrti Pouta
20 1 Historie (Int)
Inteligence -1 Klamání (Cha) zbraň bonus zranění typ zranění
3 Medicína (Mdr)
+1 1 Mystika (Int)
1 Náboženství (Int) Vady
12 x 7 Nenápadnost(Obr)
Moudrost 3 Ovládání zvířat (Mdr) Věk: 25 (225)
1 Pátrání (Int)
+3 -1 Přesvědčování (Cha)
3 Přežití (Mdr)
Barva očí: černé
At Higher Levels. When you cast this spell using a spell slot of 7th
level or higher, both types of damage increase by 1d8 for each slot
level above 6th.
Kouzla
Spell save DC 14 Spell attack modifier +6 Prepared spells 7
Cantrips Cantrips Cantrips
Shape Water
Druidcraft
Transmutation cantrip
Transmutation cantrip
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: 30 feet
Components: S
Components: V, S
Duration: Instantaneous or 1 hour
Duration: Instantaneous Guidance
You choose an area of water that you can see within range and that
Whispering to the spirits of nature, you create one of the following Divination cantrip
fits within a 5-foot cube. You manipulate it in one of the following
effects within range: Casting Time: 1 action
ways:
You create a tiny, harmless sensory effect that predicts what the Range: Touch
You instantaneously move or otherwise change the flow of the
weather will be at your location for the next 24 hours. The effect Components: V, S
water as you direct, up to 5 feet in any direction. This movement
might manifest as a golden orb for clear skies, a cloud for rain, Duration: Concentration, up to 1 minute
doesn’t have enough force to cause damage.
falling snowflakes for snow, and so on. This effect persists for 1 You touch one willing creature. Once before the spell ends, the
You cause the water to form into simple shapes and animate at
round. target can roll a d4 and add the number rolled to one ability check
your direction. This change lasts for 1 hour.
You instantly make a flower blossom, a seed pod open, or a leaf of its choice. It can roll the die before or after making the ability
You change the water’s color or opacity. The water must be
bud bloom. check. The spell then ends.
changed in the same way throughout. This change lasts for 1 hour.
You create an instantaneous, harmless sensory effect, such as
You freeze the water, provided that there are no creatures in it. The
falling leaves, a puff of wind, the sound of a small animal, or the
water unfreezes in 1 hour.
faint odor of skunk. The effect must fit in a 5-foot cube.
If you cast this spell multiple times, you can have no more than
You instantly light or snuff out a candle, a torch, or a small
two of its non-instantaneous effects active at a time, and you can
campfire.
dismiss such an effect as an action.
1st level spells (4 slots) 1st level spells (4 slots) 1st level spells (4 slots)
Create or Destroy Water
1st-level transmutation
Silvery Barbs (1x free)
Casting Time: 1 action
1st-level Enchantment
Range: 30 feet
Healing Word Casting Time: 1 reaction, which you take when a creature you can
Components: V, S, M (a drop of water if creating water or a few
1st-level evocation see within 60 feet of yourself succeeds on an attack roll, an ability
grains of sand if destroying it)
Casting Time: 1 bonus action check, or a saving throw
Duration: Instantaneous
Range: 60 feet Range: 60 feet
You either create or destroy water.
Components: V Components: V
Create Water. You create up to 10 gallons of clean water within
Duration: Instantaneous Duration: Instantaneous
range in an open container. Alternatively, the water falls as rain in
A creature of your choice that you can see within range regains hit You magically distract the triggering creature and turn its
a 30-foot cube within range, extinguishing exposed flames in the
points equal to 1d4 + your spellcasting ability modifier. This spell momentary uncertainty into encouragement for another creature.
area.
has no effect on undead or constructs. The triggering creature must reroll the d20 and use the lower roll.
Destroy Water. You destroy up to 10 gallons of water in an open
At Higher Levels. When you cast this spell using a spell slot of You can then choose a different creature you can see within range
container within range. Alternatively, you destroy fog in a 30-foot
2nd level or higher, the healing increases by 1d4 for each slot level (you can choose yourself). The chosen creature has advantage on
cube within range.
above 1st. the next attack roll, ability check, or saving throw it makes within
At Higher Levels. When you cast this spell using a spell slot of
1 minute. A creature can be empowered by only one use of this
2nd level or higher, you create or destroy 10 additional gallons of
spell at a time.
water, or the size of the cube increases by 5 feet, for each slot
level above 1st.
Faerie Fire
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue,
green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in
light if it fails a Dexterity saving throw. For the duration, objects
and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has
advantage if the attacker can see it, and the affected creature or
object can’t benefit from being invisible.
2nd level spells (3 slots) 2nd level spells (3 slots) 2nd level spells (3 slots)
Moonbeam
2nd-level evocation
Heat Metal
Wither and Bloom Casting Time: 1 action
2nd-level transmutation
Source: Strixhaven: A Curriculum of Chaos Range: 120 feet
Casting Time: 1 action
2nd-level Necromancy Components: V, S, M (several seeds of any moonseed plant and a
Range: 60 feet
Casting Time: 1 action piece of opalescent feldspar)
Components: V, S, M (a piece of iron and a flame)
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Components: V, S, M (a withered vine twisted into a loop) A silvery beam of pale light shines down in a 5-foot radius, 40-
Choose a manufactured metal object, such as a metal weapon or a
Duration: Instantaneous foot-high cylinder centered on a point within range. Until the spell
suit of heavy or medium metal armor, that you can see within
You invoke both death and life upon a 10-foot-radius sphere ends, dim light fills the cylinder.
range. You cause the object to glow red-hot. Any creature in
centered on a point within range. Each creature of your choice in When a creature enters the spell’s area for the first time on a turn
physical contact with the object takes 2d8 fire damage when you
that area must make a Constitution saving throw, taking 2d6 or starts its turn there, it is engulfed in ghostly flames that cause
cast the spell. Until the spell ends, you can use a bonus action on
necrotic damage on a failed save, or half as much damage on a searing pain, and it must make a Constitution saving throw. It
each of your subsequent turns to cause this damage again.
successful one. Nonmagical vegetation in that area withers. takes 2d10 radiant damage on a failed save, or half as much
If a creature is holding or wearing the object and takes the damage
In addition, one creature of your choice in that area can spend and damage on a successful one.
from it, the creature must succeed on a Constitution saving throw
roll one of its unspent Hit Dice and regain a number of hit points A shapechanger makes its saving throw with disadvantage. If it
or drop the object if it can. If it doesn’t drop the object, it has
equal to the roll plus your spellcasting ability modifier. fails, it also instantly reverts to its original form and can’t assume
disadvantage on attack rolls and ability checks until the start of
At Higher Levels. When you cast this spell using a spell slot of a different form until it leaves the spell’s light.
your next turn.
3rd level or higher, the damage increases by 1d6 for each slot On each of your turns after you cast this spell, you can use an
At Higher Levels. When you cast this spell using a spell slot of
above 2nd, and the number of Hit Dice that can be spent and action to move the beam up to 60 feet in any direction.
3rd level or higher, the damage increases by 1d8 for each slot level
added to the healing roll increases by one for each slot above 2nd. At Higher Levels. When you cast this spell using a spell slot of
above 2nd.
3rd level or higher, the damage increases by 1d10 for each slot
level above 2nd.
Tree Steed
2nd-level enchantment
Casting Time: 10 minutes
Range: Touch
Components: V, S
Duration: 24 hours
Classes: Druid, Faerie, Ranger
You touch a wooden log at least one foot in diameter, and five to
ten feet long, causing it to spring to life, sprouting four wooden
Continual Flame
legs. The steed takes on a form that you choose: a brown bear,
2nd-level evocation
Misty Step (1x free) crocodile, elk, giant goat, ox or riding horse. The steed has the
Casting Time: 1 action
2nd-level conjuration statistics of your chosen form, though it a plant instead of a Beast.
Range: Touch
Casting Time: 1 bonus action Additionally, your steed’s wooden exterior grants it an AC of 16,
Components: V, S, M (ruby dust worth 50 gp, which the spell
Range: Self and it is vulnerable to fire damage. It cannot speak, but
consumes)
Components: V understands sylvan and druidic, and when you cast the spell, you
Duration: Until dispelled
Duration: Instantaneous can give it the ability to understand one additional language you
A flame, equivalent in brightness to a torch, springs forth from an
Briefly surrounded by silvery mist, you teleport up to 30 feet to an know. It is friendly to you and your companions, and obeys your
object that you touch. The effect looks like a regular flame, but it
unoccupied space that you can see. commands.
creates no heat and doesn’t use oxygen. A continual flame can be
The steed serves you as a mount, both in combat and out, and you
covered or hidden but not smothered or quenched.
have an instinctive bond with it that allows you to fight as a
seamless unit. While mounted on your steed, you can make any
spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, its legs retract and it falls to
the ground, becoming a normal log again. If it is slain by fire
damage, the log is burned and cannot be used as a steed again.
You can’t create more than one steed with this spell at a time. As
bonus action, you can release the steed from your service, causing
it to become a mundane log.