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Ellisande Gertrude Copperbottom Raye

8 Level (0/48000 XP for level-up) Northern Rootlord, Wealthy Background Human Race / Species / Heritage Chaotic Good Alignment
Bonded
Level 6
Hit Dice: 6/6
1d8+4 Class 1
Palidin
Level 2
Hit Dice: 2/2
1d10+4 Class 2

STR
16
+3
DEX
18
+4
CON
18
+4
INT
10
+0
WIS
12
+1
CHA
14
+2
61
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10 / 10
Spell Points
6 / 6
Will Points (1d12)
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+4 Dexterity
+4 Constitution
+3 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+2 Deception CHA
+0 History INT
+4 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 STR 1d4+3 Piercing
 Finesse, Light, Thrown (20-60ft)
Sun Piercer +7 STR 1d8+1d4(whenlit)+3
Attacks
Bonded Link, Secondhand Empathy, Spellcasting, Recovery

PALADIN:
NOTE - Divine Spells = Till you make a Sacred Oath, each time you cast divine spells you must roll a d4 to determine who answers your prayer and powers your spell/attack. (1 = Uni, 2 = Taro, 3 = Opani, 4 = ReRoll.)

- Divine Smite: When you hit a creature with a melee attack you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st lvl slot, and adds 1d8 for each added slot to a max of 5d8. The damage further increases by 1d8 if the target is undead or a fiend, to a max of 6d8.
- Fighting Style: Protection: When a creature you see attacks a target other than you that is within 5 ft of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shiled.

SPELLS:
  • Divine Favor (bonus action, self, v+s, concentration-up to 1 min)
  • Your prayer empowers you with divine radance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

  • Compel Dual (bonus action, 30ft, v, concentration-up to 1min)
  • You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. on a failed save, the creature is the duration, it has disadvantage on attack rolls against creatures other than you , and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 ft awayfrom you; if it succeeds on this saving throw, this spell doesn't restrict the targets movement this turn.
    the spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 ft from the target.

  • Shield Of Faith (bonus action, 60ft, V+S+M, concentration-up to 10 minutes)
  • A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

    Features & Traits
    Arcane Focus, Explorers Pack: Backpack, Spellbook, Bed Roll, Mess Kit, Tinder Box, 10 Torches, 10 Days Rations, Waterskin, 50ft Hempen Rope

    Equipment Copper: 130, Silver: 80, Electrum: 0, Gold: 290, Platinum: 0 Money
    Speaks, Reads, and Writes Common

    All Armor, shields and weapons

    Languages & Proficiencies
    Lovable Idiot

    Personality Traits
    Wants to help everyone, Bean knows best

    Ideals
    Cares too much, Wants to help everyone

    Flaws
    30ft (level 3)

    Communication Radius


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    Halvishlan Homebrew

    Cloak of Beaded Bluff

    Wondrous Item

    Very Rare Illusion Requires Attunement

    The Cloak of Beaded Bluff is an illusionary item.   Cloaked Identity: When worn it allows the wearer can choose to appear as any previous individual who attuned to it. The beaded fabric of the cloak offers a mask within the void, obscuring your aura from perception as it carries the memory of previous owner’s auras, thus rendering the void muddled to accurate perception.  
  • The beads on the cloak are integral to it’s ability. If damaged the cloak then ceases to function. However it can be repaired, though the skill to do such a thing is highly specialized.
  • If Hit by a melee attack while wearing the Cloak of Beaded Bluff, the DM rolls a percentile die to determine the chance the cloak was damaged. If the cloak is damaged it’s Cloaked Identity property is rendered inert till it can be repaired.
  • Identity Masks: The number of identity “masks” the cloak holds is unknown. Though the most recent attuned individuals are the easiest to assume. When the wearer assumes these identities, they connect mentally to the memory held within the beads of the cloak.   Camouflaging Stealth: While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you with your surroundings. Pulling the hood up or down requires an action.

    A camouflage, mantle-style cloak that has been customized to have additional illusionary effects. Crafted by an unknown individual of impressive “masonary magic” skill.

    The Identity Masks of the most recent users appear as the following:

  • A young woman in her mid-late 30’s. She has black hair and small archival glasses. Her outfit is academic and refined. (Penny Limbow (Wife of Todd Addler))
  • An older man in his 50’s. Sporting a longer gray beard and heavyset eyebrows.
  • A middle-aged woman in her 40’s. She is matronly with dark circles under her eyes. Brown hair and an apron.
  • A young boy in his early teens. He has mischievous smile and dirty blond hair.

  • Other Identity Masks: Speak to your DM about appearing in other masks of older users. These identities aren’t as fresh to the Cloak and will require a wisdom roll to use them. ((Describe the mask you hope to adopt, and the DM will roll to see if the Cloak has memory of someone similar. If successful the PC rolls the WIS check to adopt it. The DC is set by the DM. Older Masks will have a higher DC, where more recent ones will have a lower DC.))

    Cost: Priceless
    Weight: 10lb

    Halvishan Homebrew

    Sun Piercer (Relic of The Goddess Opani)

    Weapon

    Very Rare Evocation Requires Attunement

    As part of your attack action, you can summon the true form of this weapon, a rapier made of the warm gold metal of the bracelet. Thanks to its enchanted core the weapon can transform from one state to another fluidly without costing an full action.  
  • This weapon counts as a +1 magic weapon.
  • On a hit it deals 1d8 piercing damage.
  • When alight, the Sun Piercer gives off 20ft of light in all directions, and can not be extinguished by non-magical means.

  •   Scorching Blow. Speaking the command word as a bonus action; the user can call forth a fiery boost to the blade. Encompassing the blade with a dripping golden flame.  
  • On a hit when alighted with flame, the Sun Piercer deals +1d4 fire damage.
  • On a crit, the target takes an additional 2d8 fire damage.
  • If the Sun Piercer deals a final “death” blow to a creature when on fire; the next hit it strikes with a scorching blow will instead deal 2d6 fire damage instead of the regular 1d4. If the next strike is an crit the damage stacks.
  • Additionally, when you spend any number of spell points, your next attack with this weapon deals an extra die of physical damage.
      Additional effects: Burning Attunement.
    While the Sun Piercer is actively burning, an attack with this weapon always deals the extra damage die specified in the last feature regardless of resistances. It does stack with the extra damage granted by the Scorching Blow.

    A bracelet made of the finest gold. It’s warm pulse can be felt when wrapped around one's forearm as if the metal is alive.

    (Known by Andi to be a Divine Relic of the Goddess Opani previously in her Mother Ophelia's Posession.)


    Type Damage Damage Range
    Martial Melee 1d8+1 Piercing 5ft, Finesse

    Cost: 5200 gp
    Weight: 1.5 lb

    Halvishlan Homebrew

    Potion of Radiant Bombardment

    Potion

    Rare

    Blessed Radiance: The “potion” contains divinely blessed material and acts as a repellent to malevolent energy it comes within a 10ft radial distance of. Due to this aura, it has the 20-40% chance of purging said energy from the area around it upon contact. However, when in contact with highly concentrated necrotic energy it has a 20-50% chance of having a swift molton reaction.   Divine Bombardment (ranged 20-60): When thrown, perform a ranged weapon attack, adding your dex and proficiency modifiers. Check to determine the success of the volley.
  • A DC 13 or higher will mean success.
  • A 8-12 or lower will risk falling short of the targeted space by 5 ft
  • A 2-7 risks falling short of the target by 10 ft.
  • A critical failure will result in the volatile contents of the potion rupturing within 20 ft of the user.
  • (The DM determines the landing of the volley based off the roll)  
  • Upon a successful volley the vile breaks upon the targeted space, creating a blast of 3d6 radiant/force damage to any creature or object within 5ft, 2d6 within 10ft, and 1d6 at 15ft. All creatures within the 10 ft blast must also make a constitution saving throw of 12 or become “blinded” by the radiant blast for the duration of 1 round, on a nat1, they become blinded for 2 rounds.
  • Potion

    The alchemical concoction of the “Potion of Radiant Bombardment” is a carefully curated balance of blessed holy water, and a coveted crystalline powder produced out of the Western Rootlands. The added brewing time while under an enchantment to seal the kinetic energy by a skilled Imbuer makes the potion a powerful combustible incendiary weapon. It is not advisable to uncork the potion once imbued as the sudden release of the seal will cause the potion to explode instantly. The potion instead is intended to be thrown and the container rupturing to release the effect.

    Type Damage Damage Range
    Simple Ranged 3d6-1d6 depending on proximity to epicenter of the blast / Radiant Force 20/60

    Cost: Unknown
    Weight: 6oz

    The statblocks of your class features

    EllyOdd (Halvishlan Homebrew)

    Bonded

    "A strong magic-caster capable of directing and utilizing the energy to power displays of skill."  

    CREATING A BONDED HUMAN:

    When creating a Bonded Human from Halvishlan, consider how their drive and unfailing persistence has made them a force. With access to bonding magic, Humans have become inventors and innovators. Bringing food, water, industry, transportation, and convenience to the world. Magic has touched everyone, how did it change your life - even before you could wield it yourself?   Perhaps you always knew you were destined to strike out beyond any family tradition and find your own path. Forging alliances to solve problems or serve your community. Maybe the new connection with magic excites you and inspires you to study and cultivate a mastery over its raw untamed power.   There’s nothing you can’t do. With your feline at your side, your ability is only hindered by your imagination - and the will you have to mold your own fate. Maybe you wish to journey to a prolific magic school to learn to do advanced magic. Or maybe you grew up with nothing and access to magic is the tool that will allow you to finally make your mark on the world.   Adventure calls to some, but for others it was built into them before bonding magic even caused their eyes to burn with the golden mark of destiny.  

    Bonded Magic User

    It took you years to find them, but you did it. Finally! Your bond stares across from you, a thrill in your chest as the bonding magic takes hold of you both. A surge of energy bristles your neck, and then a wave of emotion and memories flood over your mind. They aren’t yours, but somehow they are inside your head. A whole other life etched into your mind. You’re finally complete.  

    MENTAL SKILL & MAGIC

    In the kingdom of Halvishlan, magic is guarded by the balance of bonding. Feline bonded do not seek out magic for themselves, but strive to fortify their bond with the will and energy of magic to heal, support, and create amazing fortifications of magic. The brotherhood council of elder felines speak of how the world became infused with magic, but it wasn’t until magic was bonded and laid to a purpose by The Great Tree that Felines’ and Human’s forged their connection.   Felines use their innate ability to connect and guide magic, in order for it to be woven and created into spells and powers. The greatest strength bonded felines possess is their sheer versatility. They prefer to stand to the sidelines during combat, using their abilities to aid and assist their allies and hinder their foes.  

    EVERYTHING IN BALANCE

    For Bonded; human or feline. Magic is about balance. Neither can do magic without the other, and so they must trust and support each other. Bonding magic brought these war-torn races together and so magic works to keep them linked in that harmony. Bonded are also concerned with the strength and balance of the peoples around them. They accept that not everyone sees eye to eye, but believe that balance and cooperation can be found. You can often find a Bonded working at the negotiation table, or volunteering for causes that seem just to them.
    hit dice: 1d8
    hit points at 1st level: 8 + your Constitution Modifier.
    hit points at higher levels: 1d8 (or 4) + your Constitution Modifier per bonded level after 1st.
    armor proficiencies: Light Armor, Medium Armor
    weapon proficiencies: Shields, Daggers, Clubs, Darts, Slings, Qtr-Staffs, Light Crossbows, Spears, Javelins, Maces, Scimitars, Sickles
    tools: None
    saving throws: Intelligence, Wisdom
    skills: Choose any two from Arcana, History, Insight, Investigation, Medicine, and Religion.
    starting equipment:
    You start with the following equipment in addition to the equipment granted by your background.

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A Spellbook
  • spellcasting:
    As a student of Bonding magic you have a spellbook containing instructional guides and will-focusing incantations. These are unique for every bonded and are the first glimmers of your true power. See Chapter 10 of the Players Handbook for general spell casting rules (Halvishlan Homebrew rules may apply).
    Level Prof. Bonus Features Will Points Commands Known Cantrips Spell Points Spells Known
    1st +2 Spellcasting,Cantrips,Recovery 2
    2nd +2 Elemental Alignment - Lvl 2, Command (Basic) 2 3 3 3 3
    3rd +2 Ability Score Improvement 3 3 3 6 3
    4th + 2 Choose a Mental Practice, Elemental Alignment - Lvl 4 4 4 4 7 3
    5th +3 Command (Minor) 5 5 4 9 6
    6th +3 Flexible Will 6 5 4 10 7
    7th +3 Elemental Alignment - Lvl 5 7 7 4 11 8
    8th +3 Ability Score Improvement 8 8 4 12 9
    9th +4 Command (Moderate) 9 9 4 14 10
    10th +4 Bonded Tether 10 9 5 15 11
    11th +4 Mental Practice - Lvl 6 11 11 5 16 12
    12th +4 Ability Score Improvement 12 12 5 16 13
    13th +5 Command (Major) 13 13 5 17 14
    14th +5 Restoration of Will, Elemental Alignment - Lvl 7 14 13 5 17 15
    15th +5 Mental Practice - Lvl 8 15 15 5 18 16
    16th +5 Ability Score Improvement 16 16 5 18 17
    17th +6 Elemental Alignment - Lvl 9 17 17 5 19 18
    18th +6 Spell Mastery, Command (Mighty) 18 17 5 20 19
    19th +6 Ability Score Improvement 19 17 5 21 20
    20th +6 Signature Spell 20 18 5 22 20

    Casting Spells

    The Bonded table shows how many spell points you have available to cast from your bonded spells known at every level. To cast one of these spells, you must expend a spell point. You regain all expended spell points when you finish a long rest.   Each time you level, starting at 2nd level, then again at 4th, 7th, 11th, 13th, 15th, and 17th levels, you gain access to new Elemental Alignment and Mental Practice spells to choose from. You have access to your chosen spells at any time; and may cast as many times as you have available spell points that day.   For example; as a 3rd level bonded, you have 6 spell points, and three spells known from the bonded spell list. “Command Spells” are not included in the spells known total. They are powered by your will, and utalize Will Points and are outlined seperately. Gaining new spells requires some time spent studying your spellbook and memorizing the will-focusing incantations and instructional guides: at least 1 minute per spell level for each spell you list.  

    Spellcasting Ability

    Intelligence is your spellcasting ability for your Bonded spells, since you learn your spells through dedicated study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a bonded spell you cast and when making an attack roll with one.  

    Ritual Casting

    You can cast a bonded spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.  

    Spellcasting Focus

    You may use an arcane focus as a spellcasting focus for your Bonded spells, but one is not required.   The focus item may also allow for the caster to use a spell without their feline in their communication radius* - as long as arcane focus is an item with the added title “of bonding brilliance”. (Items of this nature will be tagged as such and are somewhat rare (Questions about such items should be directed to your DM). These items have a limited life and will extinguish from prolonged use. Once the threshold of the limited life is used up, the item will become useless unless restored to it’s “Bonded Brilliance” by an Energy Mason.  

    Communication Radius

    The bonded link you share with your bond allows for telepathic communication. That connection does have limits - See chart below for the distance that telepathic link can extend.   Radius. Your radius grows at +5ft per player level, till after level 7 when your connection surges*; and your radius grows at +10ft per player level till 100ft radius is achieved.
    1st level 20 ft
    2nd level 25 ft
    3rd level 30 ft
    4th level 35 ft
    5th level 40 ft
    6th level 45 ft
    7th level 50 ft
    8th level* 60 ft
    9th level 70 ft
    10th level 80 ft
    11th level 90 ft
    12th level 100 ft

    The Flow State

    Humans cannot do magic on their own, if they attempt to do so without the bond in their communication radius, the player must make a constitution saving throw.   On A Failed Roll:  
  • 1st Fail = Player takes 1pt of Exhaustion
  • 2nd Fail = Player takes a 2nd pt of Exhaustion
  • 3rd Fail = Player takes a 3rd pt of Exhaustion, their max HP is halved, and they immediately fall unconscious. (Half your current HP stat, (ie. if player’s max HP is 26, and they have already taken 10 points of damage prior; Their halved HP after the 3rd fail would be 13 HP, not 8.))
  • After the 3rd consecutive failed roll, the player then starts making Constitution death saves. Each successive constitution roll that fails increases the save DC of the saving throw.

    Bond Intervention

    Your bonded feline can attempt to intervene and assist after the Flow State has been entered. To do so, they must do the following:  
  • a) Return within a 30ft radius. During this time there link is now minimized as the human bond is unconscious).
  • b) Following which, the feline can then begin to attempt to assist in saving throws. By being present for a successful Constitution Roll, the needed threshold for a save is halved for each saving throw.
  • class features:

    Cantrips

    At 1st level, you know two cantrips of your choice from the bonded spell list. You learn additional bonded human cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bonded Human table. Two more cantrips are made available at 2nd level.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

    Recovery

    At 1st Level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell points to recover. The spell points can have a combined effect if you choose to expend multiple points. Fore example, expending one spell point grants you back 10 hit points, and every additional spell point expended will add another 5; to a max of your current bonded level. ie. At level 5 you can only use up to 5 spell points = a recovery value of 30 HP.  

    Flexible Will

    At 6th Level, you can choose to transform unexpended Will Points into regain Spell Points as a bonus action on your turn. The table below shows the cost of creating spell points. Any unused spell point you create with this feature vanishes when you finish a long rest.
    Will Point Cost Spell Points Gained
    2 1
    3 2
    5 3
    6 4

    Bonded Tether

    You can use your mental connection with your feline and the expenditure of 1 Will Point to travel between the void plain and the material world and swap places with your bond. The distance of the tether is limited by your communication radius* at your current level. You cannot travel along the tether if your bond is outside of your communication radius; the tether only extends as far as your mental link is sustained. Bonded Tether can only be used once per long rest.  

    Restoration Of Will

    At 14th level, you regain 3 expended Will Points whenever you finish a short rest.  

    Spell Mastery

    Choose a 1st-level bonded spell and a 2nd-level bonded spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

    Signature Spell

    Choose two 3rd-level bonded spells in you spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.  

    Command

    The magic ability you posses through bonding allows you control over your “will” - A combination of the fortitude of internal magic and mental power. Casting this will over an object - or even creatures. At 2nd level you know three commands of your choice from the Command Spells List, outlined below. You learn additional Commands of your choice at higher levels, as shown in the Commands Known column of the Bonded Table.

    Command Spells:

    Level Basic Commands
    2 Approach, Flee, Fall, Halt, Drop
    Level Minor Commands
    5 Lock, Passage, Guard, Freeze, Missile
    Level Moderate Commands
    9 Animate, Recite, Reshape, Hide, Combust
    Level Major Commands
    13 Enmesh, Sync, Check, Liberate
    Level Mighty Commands
    17 Unique Word, Free Word

    Will Points

    Each attempt to command, expends a Will Point. The number of points available as well as Commands you know increases with each level. Spent Will Points are regained after a long rest. The number of Will points available per level is shown in the Will Points column of the Bonded Human Table.   Using your Will, you speak a one-word command from your spellbook to a creature or object within range. The target must succeed on a will check roll or follow the command on it’s next turn. Will Check Rolls are made with 1D12.   The spell has no effect if the target is undead, unconscious, or if your command is directly harmful to it (with the exception of the command “combust” cast on an object). If choosing to cast a command on a creature with strong psychic persuasion, you must succeed on the will check roll, or take 1D4 + your Constitution modifier of psychic damage.   A list of Commands and their effects follow. You might choose to issue a command other than ones described here. If you do so, the GM determines how the target behaves following your will check roll. If the target can’t follow your command, the spell ends.
    subclass options:

    Elemental Alignment

    Every bonded human’s magic manifests differently as a type of element that most embodies who they are. At level 2nd level, choose from the following Elemental Alignments.  
  • Elemental Alignment - Chill
  • Elemental Alignment - Flame
  • Elemental Alignment - Spark
  •   The Bonded Human table shows how many spells you have to cast, and how many spells you know. To cast one of these spells, you must expend a spell point. You regain all expended spell points when you finish a long rest. Staring at level 2, you know 3 elemental alignment spells.    

    Mental Practices

    At 4th level you choose a Mental Practice. An area of extreme focus of will. Mastering your Will over your own energy instead of outward upon objects - allows for feats of powerful display and skill. By choosing a focus of study and using your will to change yourself, you are granted access to the Mystical and Astral Spells open to only the most principled few.  
  • Mental Practice - Curator Of Chaos
  • Mental Practice - Extension Of Self
  • Mental Practice - Psychic Shadow
  • Elemental Alignment - Flame

    Those of the Flame-Alignment style tend to have spirit to spare and an enthusiasm for life that warms all those with whom them associate. A Flame-Aligned individual will often find a causes and noble adventure the most fulfilling, where they can bring a lot of support and passion to worthy endeavours. They can also be rash and thoughtless but often this only endears them to those they share company with. Their magic manifests in surging flame and balls of fire.


    LevelSpells
    2ndEldrich Blast (c), Produce Flame (c), Burning Hands, Chromatic Orb, Hellish Rebuke
    5thContinual Flame, Flame Blade, Flame Sphere, Scorching Ray, Conjure Barrage, Fireball
    7thConjure Minor Elementals, Fire Shield, Wall of Fire, Conjure Elemental
    9thDelayed Blast Fireball, Meteor Swarm

    Halvishlan Homebrew

    Paladin (in Halvishlan)

    A Paladin in halvishlan is usually a class taken up by the Militent factions of specific worshiping sects or religions for one of the gods. Most prolifically, that of the Church Of Unity, and the Hallerin Guard. Though another large sect are the Paladin of the Godess Opani, the Holy Legionnarium.   Though the other gods have on occasion granted sacred power to mortals, it is not often done by the other gods, not since before the Great Tree, when the world was wild and the races upon the world were young.  
    ThePaladinSpellSlotsperSpellLevel
    Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
    1st +2 Divine Sense, Lay on Hands - - - - -
    2nd +2 Fighting Style, Spellcasting, Divine Smite 2 - - - -
    3rd +2 Divine Health, Sacred Oath 3 - - - -
    4th +2 Ability Score Improvement, Martial Versatility (optional) 3 - - - -
    5th +3 Extra Attack 4 2 - - -
    6th +3 Aura of Protection 4 2 - - -
    7th +3 Sacred Oath feature 4 3 - - -
    8th +3 Ability Score Improvement, Martial Versatility (optional) 4 3 - - -
    9th +4 - 4 3 2 - -
    10th +4 Aura of Courage 4 3 2 - -
    11th +4 Improved Divine Smite 4 3 3 - -
    12th +4 Ability Score Improvement, Martial Versatility (optional) 4 3 3 - -
    13th +5 - 4 3 3 1 -
    14th +5 Cleansing Touch 4 3 3 1 -
    15th +5 Sacred Oath feature 4 3 3 2 -
    16th +5 Ability Score Improvement, Martial Versatility (optional) 4 3 3 2 -
    17th +6 - 4 3 3 3 1
    18th +6 Aura Improvements 4 3 3 3 1
    19th +6 Ability Score improvement, Martial Versatility (optional) 4 3 3 3 2
    20th +6 Sacred Oath feature 4 3 3 3 2
    hit dice: 1d10 per level
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 + Constitution modifier per level
    armor proficiencies: Light armor, Medium armor, Heavy armor, Shields
    weapon proficiencies: Simple weapons, Martial weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) five javelins or (b) any simple melee weapon
    • (a) a priest’s pack or (b) an explorer’s pack
    • Chain mail and a holy symbol
    spellcasting:
    By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

    Preparing and Casting Spells
    The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
    For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
    You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability
    Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier

    Spell attack modifier = your proficiency bonus + your Charisma modifier


    Spellcasting Focus
    You can use a holy symbol as a spellcasting focus for your paladin spells.

    Oath Spells
    Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
    If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

    class features:
    Divine Sense
    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay on Hands
    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
    This feature has no effect on undead and constructs.

    Divine Smite
    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8 . The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8 .

    Fighting Style
    At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

    Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
    Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    Defense. While you are wearing armor, you gain a +1 bonus to AC.
    Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
    Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
    Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Sacred Oath
    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths (see Subclass Options).
    Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

    Channel Divinity
    Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
    When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

    Channel Divinity: Harness Divine Power (optional)
    You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

    Martial Versatility
    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Aura of Protection
    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
    At 18th level, the range of this aura increases to 30 feet.

    Aura of Courage
    Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

    Improved Divine Smite
    By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

    Cleansing Touch
    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

    Aura Improvements
    At 18th level, the range of your Aura of Protection increases to 30 feet.
    subclass options:
    Paladin (Oath of Conquest)

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    EllyOdd

    Human

    NOTHING HAD EVER FELT LIKE THIS. He could feel the energy swelling inside his chest where it was being pooled by his feline bond nearby. Magic that was now at his fingertips. Thrusting his hands out, a Blast of energy crackles across the chamber and stuns the enemy. The connection with his bond grows stronger, and they move in a union - a skill many would envy.   A young sea-fairing bonded, pushes a swell of energy outward. The rhythm of her movements begins to urge the sea, a ripple, then a stiff wave pushes where she pulls. Thrusting them upon the boat quickly towards the shore.   Connection. Mind linked with a feline bond. Magic gathering inside to be expelled, manipulated, or repurposed. Magic is an extension of purpose and Human’s have a strong will to manifest amazing things with magic. If they are mindful of the power they hold - nothing can stop them from achieving great renown.   — Rootlord Archives, Mia Ember  

    VARIETY IN ALL THINGS

      Humans are the youngest race to evolve in this world, late to arrive on the world scene and short-lived. In their limited lifetimes they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove. They build mighty empires on the foundation of conquest and trade. Whatever drives them, Humans are the innovators, the achievers, and the pioneers.   Humans are the most adaptable and ambitious people among the races. They have widely varying tastes, morals, and customs in many different regions and lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries.   An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present – making them well suited to the adventuring life – but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. Exemplars of Ambition.   Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.  

    A BROAD SPECTRUM

      Given their penchant for migration, exploration, and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weight from 125 lbs to 250 lbs. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight males might sport facial hair that is sparse or thick. Humans reach adulthood in their late teens and rarely live even a single century.  

    HUMAN NAMES & ETHNICITIES

      Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, or inspired by anything from nature to the aspirations of their forefathers, but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.   The material culture and physical characteristics of humans can change wildly from region to region. In the Eastern Rootlands, for example, the clothing, architecture, cuisine, music, and literature are different in the North, South or Western Rootlands. Human physical characteristics, though, vary according to the grouping and migrations of the earliest humans, so that the humans of the central planes have every possible variation of coloration and features.  

    SCHOLARS OF MAGIC

      In the Kingdom of Halvishlan, Magic is guarded by the balance of bonding. Human and Feline are linked in their fate. It is the will of bonding magic that makes it so.   Bonded are master magic users, defined by and united by the magic that connects them to the spells they cast. A privilege they do not take lightly. Drawing on the magic provided by their Feline bond; Bonded utilize and weave spells of explosive fire, arcing lighting, chilling cold, and the brute force of mental manipulation.   Their magic is respected by all and revered in it’s most practiced form. Their mightiest spells calling upon the energy of magic to change the very nature of their very being.   Halvishlan is a kingdom harrowed up in the connectivity that humans share with their feline companions. Magic dictates the fate and destiny of all. They never give up, and they know the value of teamwork. Standing firm in battle, and finding clever solutions of problems that arise, Nobody is a better companion in a fight than those bonded hero’s who find prowess from hours of study - mastering the very energy the world is steeped in.
    ability score increase: Your ability scores each increase by 1.
    age: Humans reach adulthood in their late teens and live less than a century.
    alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
    Size: Medium
    speed: 30ft
    Languages: Common
    race features:
    It’s hard to make generalizations about humans, but your human character has these traits.   Ability Score Increase. Your ability scores each increase by 1.   Age. Humans reach adulthood in their late teens and live less than a century.   Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.   Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Speed. Your base walking speed is 30 feet.   Languages. You can speak, read, and write Common. Halvishlan sports a few dialects of the Common tongue; but all of these dialects are easy enough to understand that few have trouble with them. However, if you are from certain regions you may have certain vocal cues and terms that come through in your speech.

    A BROAD SPECTRUM

    Given their penchant for migration, exploration, and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weight from 125 lbs to 250 lbs. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight males might sport facial hair that is sparse or thick. Humans reach adulthood in their late teens and rarely live even a single century.  

    HUMAN NAMES & ETHNICITIES

    Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, or inspired by anything from nature to the aspirations of their forefathers, but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.   The material culture and physical characteristics of humans can change wildly from region to region. In the Eastern Rootlands, for example, the clothing, architecture, cuisine, music, and literature are different in the North, South or Western Rootlands. Human physical characteristics, though, vary according to the grouping and migrations of the earliest humans, so that the humans of the central planes have every possible variation of coloration and features.  

    SCHOLARS OF MAGIC

    In the Kingdom of Halvishlan, Magic is guarded by the balance of bonding. Human and Feline are linked in their fate. It is the will of bonding magic that makes it so.   Bonded are master magic users, defined by and united by the magic that connects them to the spells they cast. A privilege they do not take lightly. Drawing on the magic provided by their Feline bond; Bonded utilize and weave spells of explosive fire, arcing lighting, chilling cold, and the brute force of mental manipulation.   Their magic is respected by all and revered in it’s most practiced form. Their mightiest spells calling upon the energy of magic to change the very nature of their very being.   Halvishlan is a kingdom harrowed up in the connectivity that humans share with their feline companions. Magic dictates the fate and destiny of all. They never give up, and they know the value of teamwork. Standing firm in battle, and finding clever solutions of problems that arise, Nobody is a better companion in a fight than those bonded hero’s who find prowess from hours of study - mastering the very energy the world is steeped in.

    VARIANTS

    There is a polarizing fact to the nature of bonding magic; It does not always look kindly on everyone. There are those who enjoy the wonderful connection and skills that bonding magic provides. Yet, there are those who are not touched by magic, and must struggle for every inch of ground they make in the world.   Choose a Variant. Golden-Eye, or Spurn

    EllyOdd

    Human - Golden-Eye

    As a Golden-eye human, you have been marked by bonding magic from birth - or sometime soon after. Manifesting as a mystical moulten glow in your eyes. A glow that remains till you are finally united with the one destined Feline whom will become inextricably linked to your energy.   Golden-Eye or “Bonded” individuals make up the majority of the citizens in Halvishlan; and have always held a higher place in society due to their link with magic. Society values these individuals as contributing members of society. Many of whom use their magic to create, build, and innovate. From the time of the Great Tree’s creation, magic has created an environment ripe for heros to flourish.   The ever increasing number of Golden-Eye humans has perpetually overtaken the population in the early millennia. In the time following The Day of Burning Sight - It is now more common to be of the golden-eye variant than the previous majority of Untouched. The change has cycled in past centuries, but always connecting human and feline in a partnership.   As a Golden-Eye, you have a draw to magic; more specifically there is instilled inside you an inescapable drive to search for the completion of that magic – with the feline chosen to become linked with you.
    ability score increase: Due to your link with magic, your Wisdom score increases by +1.
    age: Humans reach adulthood in their late teens and live less than a century.
    alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
    Size: Medium
    speed: 30ft
    Languages: Common
    parent race: Human
    race features:

    Additional Traits

      Bonded Link. Due to your magic link you gain the ability to communicate telepathically with your bond; As long as you remain within your communication radius* (starting at 20ft-Lvl1) of each other.   Secondhand Empathy. Your bond allows you to glean or share emotional feelings. These shared emotions have the ability to effect the emotion of your bond when shared; and can be shared willingly or by accident.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Halvishlan Homebrew

    Bonded Push

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 60 ft
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 1 min
    Using the basest instincts you have with bonding magic, you expel a blast of force toward an object or creature. On a hit, the targeted creature takes 1D8 of damage and rolls a DC 10 Dexterity Saving throw or is knocked prone. If used after an elemental alignment is chosen, the damage reflects that element. (ie. Lightning, Fire, Cold).     Reference#: 823565
    At higher levels: The damage dealt increases, at 8th (2D8) and 12th (3D8).
    Available for: Bonded (H)

    Halvishlan Homebrew

    Bonded Bombardment

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: Self (10-ft) Radius
    Components: Verbal, Somatic
    Duration: Instantaneous
    You release a disorganized and chaotic multi-wave blast of energy which bombards creatures within 10ft of you. Each creature in that area must make a DC 12 Strength saving throw. On a failed save, a target takes 1D6 bludgeoning damage and can’t take reactions until it’s next turn. On a successful save, the creature takes half damage, but suffers no other effect.     Reference#: 823572
    At higher levels: When casting this spell it deals an additional 1D6 at levels, 5th (2D6), 10th (3D6), 15th (4D6), and 20th (5D6).
    Available for: Bonded (H)

    Halvishlan Homebrew

    Eldrich Blast - Fire

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: 120 ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    A beam of crackling lightning energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1D10 force or fire damage.
    At higher levels: The spell creates more than one beam when you cast it: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.     Refrence#: 823573
    Available for: Bonded (H)

    Level 1 Spells

    Halvishlan Homebrew

    Drop (command)

    2-level Enchantment

    Casting Time: 1 reaction or action
    Range/Area: 60 ft
    Components: Verbal, Somatic
    Duration: In combat = 1 round / Out of combat = Instantaneous
    In Combat: The target drops what it is holding and then ends it’s “turn.” If cast on a creature who is in the act of grappling, they must succeed on a Dexterity saving throw of 10 or drop the grappled creature.     Reference#: 822609
    Available for: Bonded (H)

    Level 2 Spells

    Halvishlan Homebrew

    Burning Hands

    2-level Evocation

    Casting Time: 1 action
    Range/Area: Self (15-ft) Cone
    Components: Verbal, Somatic
    Duration: Instantaneous
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.   Expending Additional Spell Points. When you cast this spell using an additional spell point, the damage increases by 1d6 for each additional spell point expended.   Reference#: 823619
    Available for: Bonded (H)

    Halvishlan Homebrew

    Hellish Rebuke

    2-level Evocation

    Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 ft of you that you can see.
    Range/Area: 60 ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.   Expending Additional Spell Points. When you cast this spell using additional spell points, the base damage increases by 1d10 for each additional spell point expended.     Reference#: 823625
    Available for: Bonded (H)

    Level 5 Spells

    PHB pg223

    Commune

    5-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: Self
    Components: V, S, Seer Only
    Duration: 1 minute
    You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
      Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.
      If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
    Available for: Seer Only

    Tether Sense (Seer)

    Must be a Seer for the God Uni/Unn

    - From the School of Divination

  • Casting Time: 1 minute
  • Range: Self
  • Target: Self/1 Creature
  • Components: V
  • Duration: 1 minute
  • Classes: Golden Eyes, Bonded, Seer of Uni/Unn
  • A clarity comes to your mind, as if gazing with the divine sight of your diety. With this visual clarity you can sense the teathers that connect the Great Tree to individuals gifted with Bonding Magic. Though these are not the only tethers you can sense through this divine lens.   You may sense mental feedback along tethers when touched. Revealing past or present, events or unsettled fates, spirits of long-dead beings, or other intertwined entities across planes where Uni/Unn holds infuence and power. Connecting with these tethers, or glimpsing other beings can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.   On a successful save, you can engage with the influx of information or even ask these echoed spirits or entities up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.

    Statblocks for your Trinkets, businesses, building, castles, empires.

    Bag of Unlimited Rope

    Wondrous Item Uncommon

    This bag has been enchanted to contain an unlimited amount of the finest silk rope, yet the bag weighs only a single pound. The bag can be hung conveniently at an adventurer's side.
    To use a bag of unlimited rope, the owner feeds out as little or as much rope as desired. (Feeding out requires 1 round per feet of rope.)
    Any portion of rope cutaway will disappear after 8 hours.

    Cost: 150 Weight: 1lb.


     

    Halvishlan Homebrew

    (Ellisande) Spellbook

    Tool

    Uncommon

    Cantrips:


  • Bonded Push
  • Bonded Bombardment
  • Eldrich Blast - Fire

  • Commands:


  • Drop (command)

  • Elemental Alignment - Flame


  • Burning Hands
  • Hellish Rebuke



  • Created by

    autumnholmes.

    Statblock Type

    Character Sheet (latest)

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