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Vak-isul Rungoda📃 - Orc of Eberron : Lvl 12 Druid(Circle of the Land (Swamp)) HP: 63
Languages: Common, Druidic, Goblin, Orc Profs: Animal Handling, Arcana, Medicine, Nature, Religion, Survival
Spells:
Thorn Whip
, Ⓒ
Create Bonfire
,
Frostbite
,
Magic Stone
,
Poison Spray
, Ⓒ
Wall of Thorns
,
Heal
,
Awaken
, Ⓒ
Tree Stride
,
Mass Cure Wounds
, Ⓒ
Wall of Fire
, Ⓡ
Commune with Nature
,
Dispel Magic
, Ⓒ
Locate Object
, Ⓡ
Speak with Animals
,
Thunderwave
,
Healing Word
,
Goodberry
, Ⓒ
Enhance Ability
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +2 (15) | +1 (12) | +2 (15) | +4 (10) | +6 (15) | -1 (8) |
Spells #
Awaken #
🔎 Awaken ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 5 | 8 7 | Touch | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Transmutation | None | Creation |
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Components: an agate worth at least 1,000 gp, which the spell consumes
Commune with Nature #
🔎 Commune with nature ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 5 | 1 Minute | Self | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Divination | None | Utility |
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Create Bonfire #
🔎 Create bonfire ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 60 ft / 5 ft Cube | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Conjuration | DEX | Damage |
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dispel Magic #
🔎 Dispel magic ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 3 | 1 Action | 120 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Abjuration | None | Control |
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Enhance Ability #
🔎 Enhance ability ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 2 | 1 Action | Touch | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Hour | Transmutation | None | Buff |
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Components: fur or a feather from a beast
Frostbite #
🔎 Frostbite ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 60 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | CON | Damage |
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Goodberry #
🔎 Goodberry ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | Touch | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Transmutation | None | Healing |
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Components: a sprig of mistletoe
Heal #
🔎 Heal ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 6 | 1 Action | 60 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | None | Healing |
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Healing Word #
🔎 Healing word ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Bonus Action | 60 ft | V |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | None | Healing |
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.
Locate Object #
🔎 Locate object ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 2 | 1 Action | Self | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 10 Minute | Divination | None | Detection |
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Components: a forked twig
Magic Stone #
🔎 Magic stone ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Bonus Action | Touch | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Transmutation | Ranged | 2 |
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
Mass Cure Wounds #
🔎 Mass cure wounds ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 5 | 1 Action | 60 ft / 30 ft Sphere | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | None | Healing |
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Poison Spray #
🔎 Poison spray ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 10 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Conjuration | CON | Damage |
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Speak with Animals #
🔎 Speak with animals ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | Self | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 10 Minute | Divination | None | Communication |
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Thorn Whip #
🔎 Thorn whip ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 30 ft | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Transmutation | Ranged | 1 |
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Components: the stem of a plant with thorns
Thunderwave #
🔎 Thunderwave ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | Self | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | CON | Damage |
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Tree Stride #
🔎 Tree stride ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 5 | 1 Action | Self | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Conjuration | None | Teleportation |
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Wall of Fire #
🔎 Wall of fire ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 4 | 1 Action | 120 ft | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Evocation | DEX | Damage |
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Components: a small piece of phosphorus
Wall of Thorns #
🔎 Wall of thorns ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 6 | 1 Action | 120 ft | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 10 Minute | Conjuration | DEX | Damage |
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Components: a handful of thorns