DL April 7



2023-04-07


Ted (Dustin):

Faerie Fire
evocation 1
Casting Time:
1 action
Range:60 feet
Target:
Each object in a 20-foot cube within range
Components:

Duration:
Concentration
Up to one minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
SPELL SAVE DC: 14
21
19
HISTORY (2)

Craw:

13
3
HISTORY (-1)

Ted (Dustin):

4
INITIATIVE (-1)

Craw:

20
INITIATIVE (0)
10
8
PERSUASION (2)
22
12
STRENGTH (4)

Ted (Dustin):

11
12
PERCEPTION (4)

Craw:

8
13
PERCEPTION (1)

Ted (Dustin):

8
INITIATIVE (-1)

Craw:

12
INITIATIVE (0)
18
25

Maul(+6)

14
Bludgeoning

Ted (Dustin):

20
18

Longsword(+3)

6
Slashing

Craw:

9
7

Maul(+6)

Ted (Dustin):

11
13

Longsword(+3)

Craw:

20
11

Maul(+6)

14
Bludgeoning

Ted (Dustin):

Healing Word
evocation 1
Range:60ft
Components:

V

Duration:
Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
SPELL SAVE DC: 14
rolling d4

(

4

)

=

4
6
19

Longsword(+3)

Craw:

19
14

Maul(+6)

14
Bludgeoning

Ted (Dustin):

21
13

Longsword(+3)

7
Slashing
Spare the dying
necromancy cantrip
Range:Touch
Components:

V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
SPELL SAVE DC: 14

Craw:

Lay on Hands

Class: Paladin
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.

Ted (Dustin):

10
16
PERCEPTION (4)

Craw:

19
10
PERCEPTION (1)

Ted (Dustin):

11
19
NATURE (0)
rolling d4

(

1

)

=

1

Craw:

20
20
PERCEPTION (1)

Ted (Dustin):

10
19
PERCEPTION (4)

Craw:

15
INITIATIVE (0)

Ted (Dustin):

18
INITIATIVE (-1)
Bless
abjuration 1
Casting Time:
1 action
Target:
30 Feet
Components:

V, S,
M

Duration:
Concentration
1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

SPELL SAVE DC: 14
For Description Only
Misty Step (Fey Touched), 1/day
conjuration 1
Casting Time:1 bonus action
Range:Self
Components:

Duration:Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
SPELL SAVE DC: 14

Craw:

For Description Only
Thunderous smite
abjuration 2
Components:

V,
S,
M

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
SPELL SAVE DC: 12
7
24

Maul(+6)

rolling d4

(

4

)

=

4
rolling d100

(

90

)

=

90
rolling d4

(

3

)

=

3
14
Bludgeoning

Craw:

rolling d6

(

5

)

=

5
rolling d6

(

2

)

=

2

Dungeon Viewer:

rolling d100

(

60

)

=

60

Craw:

15
10
STRENGTH SAVE (4)
rolling d4

(

3

)

=

3

Ted (Dustin):

rolling d4

(

2

)

=

2
16
Radiant

Craw:

For Description Only
Cure Wounds
abjuration 1
Components:

V,
S,
M

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
SPELL SAVE DC: 12
rolling d8

(

1

)

=

1

Ted (Dustin):

rolling d6

(

6

)

=

6
1
INITIATIVE (-1)

Craw:

17
INITIATIVE (0)
21
12

Maul(+6)

9
Bludgeoning
rolling 2d6

(

6

+

6

)

=

12

Dungeon Viewer:

rolling d100

(

51

)

=

51

Ted (Dustin):

22
13

Longsword(+3)

8
Slashing

Craw:

16
26
Maul(+6)
9
Bludgeoning

Ted (Dustin):

5
5

Longsword(+3)

Craw:

8
19
NATURE (-1)
Divine Sense

Class: Paladin
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.


/home/linhost.design519.com/mycrap/wp-content/themes/astra/single.php