You are on page 1of 9

The Genie Warlock 11 Pirate

CLASSE ET NIVEAU HISTORIQUE NOM DU JOUEUR


Mr. Teach
Standard Tiefling Chaotic Neutral
RACE ALIGNEMENT POINTS D’EXPÉRIENCE
NOM DU PERSONNAGE

INSPIRATION
FORCE I like a job well done, especially if I can convince
17 2.14 30
0
someone else to do it. I stretch the truth for the sake

of a good story.
4 BONUS DE MAÎTRISE

10 TRAITS DE PERSONNALITÉ

Points de vie max 92


DEXTÉRITÉ
Freedom. The sea is freedom—the freedom to go

2
0 Force
2 POINTS DE VIE ACTUELS anywhere and do anything. (Chaotic)
Dextérité
2 Constitution
14 1 Intelligence
IDÉAUX
4 Sagesse
CONSTITUTION 9 Charisme
POINTS DE VIE TEMPORAIRES

2 JETS DE SAUVEGARDE

11
Ruthless pirates murdered my captain and

crewmates, plundered our ship, and left me to die.

Vengeance will be mine.


14
2 Acrobaties (Dex)
LIENS
0 Dressage (Sag)
INTELLIGENCE
1 Arcanes (Int)

1 4
5
Athlétisme (For)
Tromperie(Cha) NOM ATT DÉGÂTS / TYPE
Once I start drinking, it’s hard for me to stop.

12 1 Histoire (Int)
Eldritch Blast +10 1d10+5 Force
0 Perspicacité (Sag)
9 Intimidation (Cha) DÉFAUTS
SAGESSE Hex 1d6 Necrotic
1 Investigation (Int)

0 0

5
Médecine (Sag)

Nature (Int)
Vampiric Touch +10 3d6 Necrotic
Hellish Resistance
10 4 Perception (Sag)
Cone of Cold DC18 8d8 Cold Darkvision
5 Représentation (Cha)
Infernal Legacy
CHARISME
5 Persuasion (Cha)
Hellish Rebuke DC18 2d10 Fire Bad Reputation
1 Religion (Int)

5 2

2
Escamotage (Dex)

Discrétion (Dex)
Sickening Radia… DC18 4d10 Radiant
Genie’s Vessel

Expanded Spell List

20 0 Survie (Sag) Eldritch Invocations


Lightning Strike DC17 9d6 Lightning
COMPÉTENCES Eldritch Versatility

ATTAQUES ET INCANTATIONS Eldritch Invocation: Agonizing Blast

Eldritch Invocation: Gift of the Depths


14 SAGESSE PASSIVE (PERCEPTION)

916 Pact of the Chain


CP SP EP GP PP
Investment of the Chain Master
OUTIL: Navigator's Tools, Water Vehicles
Eldritch Invocation: Voice of the Chain Master
LANGUE: Common, Infernal 1 Pearl of Power
Eldritch Invocation: Sculptor of Flesh
1 Studded Leather Armor +1
ARMURE: Light Armor
1 Wand of the War Mage 1 Elemental Gift
ARME: Simple Weapons
1 Oeil des profondeurs Mystic Arcanum : Soul cage
AUTRES MAÎTRISES ET LANGUES 1 Fine clothes
Sanctuary Vessel
1 Shield
CAPACITÉS ET TRAITS
1 Shortsword

ÉQUIPEMENT
NOM ATT DÉGÂTS / TYPE
Total: 1 Total:
CP SP EP GP PP

1 4
Baton de tonnerre … +6 1d6 Bludgeoning …
1 Baton de tonnerre et d'eclair BOTTLED RESPITE ELEMENTAL GIFT (FLY)

Genie's Wrath 4 Cold


Total: 1 Total: 1
1 1
HELLISH REBUKE DARKNESS

Total: 1 Total: 1
ATTAQUES ET INCANTATIONS 1 1
PEARL OF POWER MYSTIC ARCANUM

ÉQUIPEMENT

Total: Total:

Total: Total:
CHARISME 18 10

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TOURS DE MAGIE 3 0 6 0

Eldritch Blast Counterspell Soul Cage

Mage Hand Vampiric Touch

Friends Water Breathing


7 0
Minor Illusion

Thaumaturgy
4 0

Banishment 8 0

1 0 Control Water

Polymorph
Find Familiar Sickening Radiance
Hellish Rebuke 9 0

Hex
5 3

2 0 Cone of Cold

Dream
Darkness Far Step

Mislead

Scrying
CAPACITÉS ET TRAITS
Hellish Resistance Genie’s Vessel Eldritch Invocations
You have resistance to fire damage. Your patron gifts you a magical vessel that grants you a In your study of occult lore, you have unearthed eldritch
measure of the genie's power. The vessel is a Tiny object, and invocations, fragments of forbidden knowledge that imbue
Darkvision you can use it as a spellcasting focus for your warlock spells. you with an abiding magical ability. At 2nd level, you gain
Thanks to your infernal heritage, you have superior vision in You decide what the object is, or you can determine what it is two eldritch invocations of your choice. Your invocation
dark and dim conditions. You can see in dim light within 60 randomly by rolling on the Genie's Vessel table. While you options are detailed at the end of the class description. When
feet of you as if it were bright light, and in darkness as if it are touching the vessel, you can use it in the following ways: you gain certain warlock levels, you gain additional
were dim light. You can't discern color in darkness, only -Bottled Respite. As an action, you can magically vanish and invocations of your choice, as shown in the Invocations
shades of gray. enter your vessel, which remains in the space you left. The Known column of the Warlock table. Additionally, when you
interior of the vessel is an extradimensional space in the gain a level in this class, you can choose one of the
Infernal Legacy
shape of a 20-foot-radius cylinder, 20 feet high, and invocations you know and replace it with another invocation
You know the thaumaturgy cantrip. When you reach 3rd
resembles your vessel. The interior is appointed with that you could learn at that level.
level, you can cast the hellish rebuke spell as a 2nd-level spell
cushions and low tables and is a comfortable temperature.
once with this trait and regain the ability to do so when you Eldritch Versatility
While inside, you can hear the area around your vessel as if
finish a long rest. When you reach 5th level, you can cast the Whenever you reach a level in this class that grants the
you were in its space. You can remain inside the vessel up to
darkness spell once with this trait and regain the ability to do Ability Score Improvement feature, you can do one of the
a number of hours equal to twice your proficiency bonus. You
so when you finish a long rest. Charisma is your spellcasting following, representing a change of focus in your occult
exit the vessel early if you use a bonus action to leave, if you
ability for these spells. studies: Replace one cantrip you learned from this class's Pact
die, or if the vessel is destroyed. When you exit the vessel,
you appear in the unoccupied space closest to it. Any objects Magic feature with another cantrip from the warlock spell list.
Bad Reputation
left in the vessel remain there until carried out, and if the Replace the option you chose for the Pact Boon feature with
No matter where you go, people are afraid of you due to your
vessel is destroyed, every object stored there harmlessly one of that feature's other options. If you're 12th level or
reputation. When you are in a civilized settlement, you can
appears in the unoccupied spaces closest to the vessel's higher, replace one spell from your Mystic Arcanum feature
get away with minor criminal offenses, such as refusing to
former space. Once you enter the vessel, you can't enter again with another warlock spell of the same level. If this change
pay for food at a tavern or breaking down doors at a local
until you finish a long rest. -Genie's Wrath. Once during each makes you ineligible for any of your Eldritch Invocations,
shop, since most people will not report your activity to the
of your turns when you hit with an attack roll, you can deal you must also replace them now, choosing invocations for
authorities.
extra damage to the target equal to your proficiency bonus. which you qualify.

The type of this damage is determined by your patron:


Eldritch Invocation: Agonizing Blast
bludgeoning (dao), thunder (djinni), fire (efreeti), or cold
When you cast eldritch blast, add your Charisma modifier to
(marid). The vessel's AC equals your spell save DC. Its hit
the damage it deals on a hit.
points equal your warlock level plus your proficiency bonus,
and it is immune to poison and psychic damage. If the vessel
Eldritch Invocation: Gift of the Depths
is destroyed or you lose it, you can perform a 1-hour
You can breathe underwater, and you gain a swimming speed
ceremony to receive a replacement from your patron. This
equal to your walking speed. You can also cast water
ceremony can be performed during a short or long rest, and
breathing once without expending a spell slot. You regain the
the previous vessel is destroyed if it still exists. The vessel
ability to do so when you finish a long rest.
vanishes in a flare of elemental power when you die.
Pact of the Chain
Expanded Spell List
You learn the find familiar spell and can cast it as a ritual. The
The Genie lets you choose from an expanded list of spells
spell doesn’t count against your number of spells known.
when you learn a warlock spell. The Genie Expanded Spells
When you cast the spell, you can choose one of the normal
table shows the genie spells that are added to the warlock
forms for your familiar or one of the following special forms:
spell list for you, along with the spells associated in the table
imp, pseudodragon, quasit, or sprite. Additionally, when you
with your patron's kind: dao, djinni, efreeti, or marid. 1st
take the Attack action, you can forgo one of your own attacks
detect evil and good, sanctuary (dao), thunderwave (djinni),
to allow your familiar to make one attack of its own.
burning hands (efreeti), fog cloud (marid) 2nd phantasmal
force, spike growth (dao), gust of wind (djinni), scorching ray Investment of the Chain Master
(efreeti), blur (marid) 3rd create food and water, meld into When you cast find familiar, you infuse the summoned
stone (dao), wind wall (djinni), fireball (efreeti), sleet storm familiar with a measure of your eldritch power, granting the
(marid) 4th phantasmal killer, stone shape (dao), greater creature the following benefits: The familiar gains either a
invisibility (djinni), fire shield (efreeti), control water (marid) flying speed or a swimming speed (your choice) of 40 feet.
5th creation, wall of stone (dao), seeming (djinni), flame As a bonus action, you can command the familiar to take the
strike (efreeti), cone of cold (marid) 9th wish Attack action. The familiar's weapon attacks are considered
magical for the purpose of overcoming immunity and
resistance to nonmagical attacks. If the familiar forces a
creature to make a saving throw, it uses your spell save DC.
When the familiar takes damage, you can use your reaction to
grant it resistance against that damage.
Eldritch Invocation: Voice of the Chain Master Elemental Gift Sanctuary Vessel
You can communicate telepathically with your familiar and You begin to take on characteristics of your patron's kind. When you enter your Genie's Vessel via the Bottled Respite
perceive through your familiar’s senses as long as you are on You now have resistance to a damage type determined by feature, you can now choose up to five willing creatures that
the same plane of existence. Additionally, while perceiving your patron's kind: bludgeoning (dao), thunder (djinni), fire you can see within 30 feet of you, and the chosen creatures
through your familiar’s senses, you can also speak through (efreeti), or cold (marid). In addition, as a bonus action, you are drawn into the vessel with you. As a bonus action, you
your familiar in your own voice, even if your familiar is can give yourself a flying speed of 30 feet that lasts for 10 can eject any number of creatures from the vessel, and
normally incapable of speech. minutes, during which you can hover. You can use this bonus everyone is ejected if you leave or die or if the vessel is
action a number of times equal to your proficiency bonus, and destroyed. In addition, anyone (including you) who remains
Eldritch Invocation: Sculptor of Flesh you regain all expended uses when you finish a long rest. within the vessel for at least 10 minutes gains the benefit of
You can cast polymorph once using a warlock spell slot. You finishing a short rest, and anyone can add your proficiency
can’t do so again until you finish a long rest. Mystic Arcanum : Soul cage bonus to the number of hit points they regain if they spend
At 11th level, your patron bestows upon you a magical secret any Hit Dice as part of a short rest there.
called an arcanum. Choose one 6th-level spell from the
warlock spell list as this arcanum. You can cast your arcanum
spell once without expending a spell slot. You must finish a
long rest before you can do so again. At higher levels, you
gain more warlock spells of your choice that can be cast in
this way: one 7th-level spell at 13th level, one 8th-level spell
at 15th level, and one 9th-level spell at 17th level. You regain
all uses of your Mystic A rcanum when you finish a long rest.
SORTS
Eldritch Blast Minor Illusion Find Familiar
Évocation cantrip Illusion cantrip Invocation 1
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée d'incantation : 1 hour
Portée : 120 feet Portée : 30 feet Portée : 10 feet
Cible : A creature within range Cible : See text Cible : An unoccupied space within range
Composantes : V S Composantes : S M Composantes : V S M
Durée : Instantaneous Durée : 1 minute Durée : Instantaneous
Description : Description : Description :
A beam of crackling energy streaks toward a creature within You create a sound or an image of an object within range that You gain the service of a familiar, a spirit that takes an animal
range. Make a ranged spell attack against the target. On a hit, lasts for the duration. The illusion also ends if you dismiss it form you choose: bat, cat, crab, frog (toad), hawk, lizard,
the target takes 1d10 force damage. The spell creates more as an action or cast this spell again. If you create a sound, its octopus, owl, poisonous snake, fish (quipper), rat, raven, sea
than one beam when you reach higher levels: two beams at volume can range from a whisper to a scream. It can be your horse, spider, or weasel. Appearing in an unoccupied space
5th level, three beams at 11th level, and four beams at 17th voice, someone else’s voice, a lion’s roar, a beating of drums, within range, the familiar has the statistics of the chosen
level. You can direct the beams at the same target or at or any other sound you choose. The sound continues unabated form, though it is a celestial, fey, or fiend (your choice)
different ones. Make a separate attack roll for each beam. throughout the duration, or you can make discrete sounds at instead of a beast. Your familiar acts independently of you,
different times before the spell ends. If you create an image of but it always obeys your commands. In combat, it rolls its
Mage Hand an object—such as a chair, muddy footprints, or a small own initiative and acts on its own turn. A familiar can’t
Invocation cantrip chest—it must be no larger than a 5-foot cube. The image attack, but it can take other actions as normal. When the
Durée d'incantation : 1 action can’t create sound, light, smell, or any other sensory effect. familiar drops to 0 hit points, it disappears, leaving behind no
Portée : 30 feet Physical interaction with the image reveals it to be an physical form. It reappears after you cast this spell again
Cible : A point you choose within range illusion, because things can pass through it. If a creature uses While your familiar is within 100 feet of you, you can
Composantes : V S its action to examine the sound or image, the creature can communicate with it telepathically. Additionally, as an action,
Durée : 1 minute determine that it is an illusion with a successful Intelligence you can see through your familiar’s eyes and hear what it
Description : (Investigation) check against your spell save DC. If a creature hears until the start of your next turn, gaining the benefits of
A spectral, floating hand appears at a point you choose within discerns the illusion for what it is, the illusion becomes faint any special senses that the familiar has. During this time, you
range. The hand lasts for the duration or until you dismiss it to the creature. are deaf and blind with regard to your own senses. As an
as an action. The hand vanishes if it is ever more than 30 feet action, you can temporarily dismiss your familiar. It
away from you or if you cast this spell again. You can use Thaumaturgy disappears into a pocket dimension where it awaits your
your action to control the hand. You can use the hand to Transmutation cantrip summons. Alternatively, you can dismiss it forever. As an
manipulate an object, open an unlocked door or container, Durée d'incantation : 1 action action while it is temporarily dismissed, you can cause it to
stow or retrieve an item from an open container, or pour the Portée : 30 feet reappear in any unoccupied space within 30 feet of you. You
contents out of a vial. You can move the hand up to 30 feet Cible : See text can’t have more than one familiar at a time. If you cast this
each time you use it. The hand can’t attack, activate magic Composantes : V spell while you already have a familiar, you instead cause it
items, or carry more than 10 pounds. Durée : Up to 1 minute to adopt a new form. Choose one of the forms from the above
Description : list. Your familiar transforms into the chosen creature.
Friends You manifest a minor wonder, a sign of supernatural power, Finally, when you cast a spell with a range of touch, your
Enchantement cantrip within range. You create one of the following magical effects familiar can deliver the spell as if it had cast the spell. Your
Durée d'incantation : 1 action within range: Your voice booms up to three times as loud as familiar must be within 100 feet of you, and it must use its
Portée : Self normal for 1 minute. You cause flames to flicker, brighten, reaction to deliver the spell when you cast it. If the spell
Cible : One creature of your choice that isn't hostile toward dim, or change color for 1 minute. You cause harmless requires an attack roll, you use your attack modifier for the
you tremors in the ground for 1 minute. You create an roll.
Composantes : S M instantaneous sound that originates from a point of your
Durée : ConcentrationUp to 1 minute choice within range, such as a rumble of thunder, the cry of a
Description : raven, or ominous whispers. You instantaneously cause an
For the duration, you have advantage on all Charisma checks unlocked door or window to fly open or slam shut. You alter
directed at one creature of your choice that isn’t hostile the appearance of your eyes for 1 minute. If you cast this
toward you. When the spell ends, the creature realizes that spell multiple times, you can have up to three of its 1-minute
you used magic to influence its mood and becomes hostile effects active at a time, and you can dismiss such an effect as
toward you. A creature prone to violence might attack you. an action.
Another creature might seek retribution in other ways (at the
DM’s discretion), depending on the nature of your interaction
with it.
Hellish Rebuke Counterspell Banishment
Évocation 1 Abjuration 3 Abjuration 4
Durée d'incantation : 1 reaction, which you take in response Durée d'incantation : 1 reaction, which you take when you Durée d'incantation : 1 action
to being damaged by a creature within 60 feet of you that you see a creature within 60 feet of you casting a spell Portée : 60 feet
can see Portée : 60 feet Cible : One creature that you can see within range
Portée : 60 feet Cible : A creature in the process of casting a spell Composantes : V S M
Cible : The creature that damaged you Composantes : S Durée : ConcentrationUp to 1 minute
Composantes : V S Durée : Instantaneous Description :
Durée : Instantaneous Description : You attempt to send one creature that you can see within
Description : You attempt to interrupt a creature in the process of casting a range to another plane of existence. The target must succeed
You point your finger, and the creature that damaged you is spell. If the creature is casting a spell of 3rd level or lower, its on a Charisma saving throw or be banished. If the target is
momentarily surrounded by hellish flames. The creature must spell fails and has no effect. If it is casting a spell of 4th level native to the plane of existence you’re on, you banish the
make a Dexterity saving throw. It takes 2d10 fire damage on a or higher, make an ability check using your spellcasting target to a harmless demiplane. While there, the target is
failed save, or half as much damage on a successful one. ability. The DC equals 10 + the spell’s level. On a success, incapacitated. The target remains there until the spell ends, at
À plus haut niveau: When you cast this spell using a spell the creature’s spell fails and has no effect. which point the target reappears in the space it left or in the
slot of 2nd level or higher, the damage increases by 1d10 for À plus haut niveau: When you cast this spell using a spell nearest unoccupied space if that space is occupied. If the
each slot level above 1st. slot of 4th level or higher, the interrupted spell has no effect if target is native to a different plane of existence than the one
its level is less than or equal to the level of the spell slot you you’re on, the target is banished with a faint popping noise,
Hex used. returning to its home plane. If the spell ends before 1 minute
Enchantement 1 has passed, the target reappears in the space it left or in the
Durée d'incantation : 1 bonus action Vampiric Touch nearest unoccupied space if that space is occupied. Otherwise,
Portée : 90 feet Nécromancie 3 the target doesn’t return.
Cible : A creature that you can see within range Durée d'incantation : 1 action À plus haut niveau: When you cast this spell using a spell
Composantes : V S M Portée : Self slot of 5th level or higher, you can target one additional
Durée : ConcentrationUp to 1 hour Cible : A creature within your reach creature for each slot level above 4th.
Description : Composantes : V S
You place a curse on a creature that you can see within range. Durée : ConcentrationUp to 1 minute
Until the spell ends, you deal an extra 1d6 necrotic damage to Description :
the target whenever you hit it with an attack. Also, choose The touch of your shadow-wreathed hand can siphon life
one ability when you cast the spell. The target has force from others to heal your wounds. Make a melee spell
disadvantage on ability checks made with the chosen ability. attack against a creature within your reach. On a hit, the target
If the target drops to 0 hit points before this spell ends, you takes 3d6 necrotic damage, and you regain hit points equal to
can use a bonus action on a subsequent turn of yours to curse half the amount of necrotic damage dealt. Until the spell ends,
a new creature. A remove curse cast on the target ends this you can make the attack again on each of your turns as an
spell early. action. At Higher Levels. When you cast this spell using a
À plus haut niveau: When you cast this spell using a spell spell slot of 4th level or higher, the damage increases by 1d6
slot of 3rd or 4th level, you can maintain your Concentration for each slot level above 3rd.
on the spell for up to 8 hours. When you use a spell slot of 5th
level or higher, you can maintain your concentration on the Water Breathing

spell for up to 24 hours. Transmutation 3


Durée d'incantation : 1 action
Darkness Portée : 30 feet
Évocation 2 Cible : Up to ten willing creatures you can see within range
Durée d'incantation : 1 action Composantes : V S M
Portée : 60 feet Durée : 24 hours
Cible : A point you choose within range Description :
Composantes : V M This spell grants up to ten willing creatures you can see
Durée : ConcentrationUp to 10 minutes within range the ability to breathe underwater until the spell
Description : ends. Affected creatures also retain their normal mode of
Magical darkness spreads from a point you choose within respiration.
range to fill a 15-foot-radius sphere for the duration. The
darkness spreads around corners. A creature with darkvision
can’t see through this darkness, and nonmagical light can’t
illuminate it. If the point you choose is on an object you are
holding or one that isn’t being worn or carried, the darkness
emanates from the object and moves with it. Completely
covering the source of the darkness with an opaque object,
such as a bowl or a helm, blocks the darkness. If any of this
spell’s area overlaps with an area of light created by a spell of
2nd level or lower, the spell that created the light is dispelled.
Control Water Polymorph Cone of Cold
Transmutation 4 Transmutation 4 Évocation 5
Durée d'incantation : 1 action Durée d'incantation : 1 action Durée d'incantation : 1 action
Portée : 300 feet Portée : 60 feet Portée : Self (60-foot cone)
Cible : Any freestanding water inside an area you choose that Cible : A creature that you can see within range Cible : Each creature in a 60-foot cone
is a cube up to 100 feet on a side Composantes : V S M Composantes : V S M
Composantes : V S M Durée : ConcentrationUp to 1 hour Durée : Instantaneous
Durée : ConcentrationUp to 10 minutes Description : Description :
Description : This spell transforms a creature that you can see within range A blast of cold air erupts from your hands. Each creature in a
Until the spell ends, you control any freestanding water inside into a new form. An unwilling creature must make a Wisdom 60-foot cone must make a Constitution saving throw. A
an area you choose that is a cube up to 100 feet on a side. You saving throw to avoid the effect. The spell has no effect on a creature takes 8d8 cold damage on a failed save, or half as
can choose from any of the following effects when you cast shapechanger or a creature with 0 hit points. The much damage on a successful one. A creature killed by this
this spell. As an action on your turn, you can repeat the same transformation lasts for the duration, or until the target drops spell becomes a frozen statue until it thaws.
effect or choose a different one. -Flood. You cause the water to 0 hit points or dies. The new form can be any beast whose À plus haut niveau: When you cast this spell using a spell
level of all standing water in the area to rise by as much as 20 challenge rating is equal to or less than the target’s (or the slot of 6th level or higher, the damage increases by 1d8 for
feet. If the area includes a shore, the flooding water spills target’s level, if it doesn’t have a challenge rating). The each slot level above 5th.
over onto dry land. If you choose an area in a large body of target’s game statistics, including mental ability scores, are
water, you instead create a 20-foot tall wave that travels from replaced by the statistics of the chosen beast. It retains its Dream

one side of the area to the other and then crashes down. Any alignment and personality. The target assumes the hit points Illusion 5

Huge or smaller vehicles in the wave’s path are carried with it of its new form. When it reverts to its normal form, the Durée d'incantation : 1 minute

to the other side. Any Huge or smaller vehicles struck by the creature returns to the number of hit points it had before it Portée : Special

wave have a 25 percent chance of capsizing. The water level transformed. If it reverts as a result of dropping to 0 hit Cible : A creature known to you

remains elevated until the spell ends or you choose a different points, any excess damage carries over to its normal form. As Composantes : V S M

effect. If this effect produced a wave, the wave repeats on the long as the excess damage doesn’t reduce the creature’s Durée : 8 hours

start of your next turn while the flood effect lasts. -Part Water. normal form to 0 hit points, it isn’t knocked unconscious. The Description :

You cause water in the area to move apart and create a trench. creature is limited in the actions it can perform by the nature This spell shapes a creature’s dreams. Choose a creature

The trench extends across the spell’s area, and the separated of its new form, and it can’t speak, cast spells, or take any known to you as the target of this spell. The target must be on

water forms a wall to either side. The trench remains until the other action that requires hands or speech. The target’s gear the same plane of existence as you. Creatures that don’t sleep,

spell ends or you choose a different effect. The water then melds into the new form. The creature can’t activate, use, such as elves, can’t be contacted by this spell. You, or a

slowly fills in the trench over the course of the next round wield, or otherwise benefit from any of its equipment. willing creature you touch, enters a trance state, acting as a

until the normal water level is restored. -Redirect Flow. You messenger. While in the trance, the messenger is aware of his

cause flowing water in the area to move in a direction you Sickening Radiance or her surroundings, but can’t take actions or move. If the

choose, even if the water has to flow over obstacles, up walls, Évocation 4 target is asleep, the messenger appears in the target’s dreams

or in other unlikely directions. The water in the area moves as Durée d'incantation : 1 action and can converse with the target as long as it remains asleep,

you direct it, but once it moves beyond the spell’s area, it Portée : 120 feet through the duration of the spell. The messenger can also

resumes its flow based on the terrain conditions. The water Cible : A 30-foot-radius sphere centered on a point you shape the environment of the dream, creating landscapes,

continues to move in the direction you chose until the spell choose within range objects, and other images. The messenger can emerge from

ends or you choose a different effect. -Whirlpool. This effect Composantes : V S the trance at any time, ending the effect of the spell early. The

requires a body of water at least 50 feet square and 25 feet Durée : ConcentrationUp to 10 minutes target recalls the dream perfectly upon waking. If the target is

deep. You cause a whirlpool to form in the center of the area. Description : awake when you cast the spell, the messenger knows it, and

The whirlpool forms a vortex that is 5 feet wide at the base, Dim, greenish light spreads within a 30-foot-radius sphere can either end the trance (and the spell) or wait for the target

up to 50 feet wide at the top, and 25 feet tall. Any creature or centered on a point you choose within range. The light to fall asleep, at which point the messenger appears in the

object in the water and within 25 feet of the vortex is pulled spreads around corners, and it lasts until the spell ends. When target’s dreams. You can make the messenger appear

10 feet toward it. A creature can swim away from the vortex a creature moves into the spell’s area for the first time on a monstrous and terrifying to the target. If you do, the

by making a Strength (Athletics) check against your spell turn or starts its turn there, that creature must succeed on a messenger can deliver a message of no more than ten words

save DC. When a creature enters the vortex for the first time Constitution saving throw or take 4d10 radiant damage, and it and then the target must make a Wisdom saving throw. On a

on a turn or starts its turn there, it must make a Strength suffers one level of exhaustion and emits a dim, greenish light failed save, echoes of the phantasmal monstrosity spawn a

saving throw. On a failed save, the creature takes 2d8 in a 5-foot radius. This light makes it impossible for the nightmare that lasts the duration of the target’s sleep and

bludgeoning damage and is caught in the vortex until the spell creature to benefit from being invisible. The light and any prevents the target from gaining any benefit from that rest. In

ends. On a successful save, the creature takes half damage, levels of exhaustion caused by this spell go away when the addition, when the target wakes up, it takes 3d6 psychic

and isn’t caught in the vortex. A creature caught in the vortex spell ends. damage. If you have a body part, lock of hair, clipping from a

can use its action to try to swim away from the vortex as nail, or similar portion of the target’s body, the target makes

described above, but has disadvantage on the Strength its saving throw with disadvantage.

(Athletics) check to do so. The first time each turn that an


object enters the vortex, the object takes 2d8 bludgeoning
damage; this damage occurs each round it remains in the
vortex.
Far Step Scrying Soul Cage
Invocation 5 Divination 5 Nécromancie 6
Durée d'incantation : 1 bonus action Durée d'incantation : 10 minutes Durée d'incantation : 1 reaction, which you take when a
Portée : Self Portée : Self humanoid you can see within 60 feet of you dies
Cible : Self Cible : A particular creature you choose that is on the same Portée : 60 feet
Composantes : V place of existence as you Cible : A humanoid as it dies
Durée : ConcentrationUp to 1 minute Composantes : V S M Composantes : V S M
Description : Durée : ConcentrationUp to 10 minutes Durée : 8 hours
You teleport up to 60 feet to an unoccupied space you can Description : Description :
see. On each of your turns before the spell ends, you can use You can see and hear a particular creature you choose that is This spell snatches the soul of a humanoid as it dies and traps
a bonus action to teleport in this way again. on the same plane of existence as you. The target must make it inside the tiny cage you use for the material component. A
a Wisdom saving throw, which is modified by how well you stolen soul remains inside the cage until the spell ends or until
Mislead know the target and the sort of physical connection you have you destroy the cage, which ends the spell. While you have a
Illusion 5 to it. If a target knows you’re casting this spell, it can fail the soul inside the cage, you can exploit it in any of the ways
Durée d'incantation : 1 action saving throw voluntarily if it wants to be observed. described below. You can use a trapped soul up to six times.
Portée : Self Knowledge Save Modifier Secondhand (you have heard of Once you exploit a soul for the sixth time, it is released, and
Cible : See text the target) +5 Firsthand (you have met the target) +0 Familiar the spell ends. While a soul is trapped, the dead humanoid it
Composantes : S (you know the target well) −5 Connection Save Modifier came from can’t be revived. Steal Life. You can use a bonus
Durée : ConcentrationUp to 1 hour Likeness or picture −2 Possession or garment −4 Body part, action to drain vigor from the soul and regain 2d8 hit points.
Description : lock of hair, bit of nail, or the like −10 On a successful save, Query Soul. You ask the soul a question (no action required)
You become invisible at the same time that an illusory double the target isn’t affected, and you can’t use this spell against it and receive a brief telepathic answer, which you can
of you appears where you are standing. The double lasts for again for 24 hours. On a failed save, the spell creates an understand regardless of the language used. The soul knows
the duration, but the invisibility ends if you attack or cast a invisible sensor within 10 feet of the target. You can see and only what it knew in life, but it must answer you truthfully
spell. You can use your action to move your illusory double hear through the sensor as if you were there. The sensor and to the best of its ability. The answer is no more than a
up to twice your speed and make it gesture, speak, and moves with the target, remaining within 10 feet of it for the sentence or two and might be cryptic. Borrow Experience.
behave in whatever way you choose. You can see through its duration. A creature that can see invisible objects sees the You can use a bonus action to bolster yourself with the soul’s
eyes and hear through its ears as if you were located where it sensor as a luminous orb about the size of your fist. Instead of life experience, making your next attack roll, ability check, or
is. On each of your turns as a bonus action, you can switch targeting a creature, you can choose a location you have seen saving throw with advantage. If you don’t use this benefit
from using its senses to using your own, or back again. While before as the target of this spell. When you do, the sensor before the start of your next turn, it is lost. Eyes of the Dead.
you are using its senses, you are blinded and deafened in appears at that location and doesn’t move. You can use an action to name a place the humanoid saw in
regard to your own surroundings. life, which creates an invisible sensor somewhere in that
place if it is on the plane of existence you’re currently on.
The sensor remains for as long as you concentrate, up to 10
minutes (as if you were concentrating on a spell). You receive
visual and auditory information from the sensor as if you
were in its space using your senses. A creature that can see
the sensor (such as one using see invisibility or truesight) sees
a translucent image of the tormented humanoid whose soul
you caged.

You might also like