EberronCmpgnChar

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Processed on: 2020-12-31

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EberronCmpgnChar📃 - Changeling : Lvl 3 Sorcerer(Wild Magic), Lvl 1 Wizard HP: 18
Languages: Common, Daelkyr, Elvish, Giant, Infernal Profs: Arcana, Deception, History, Medicine, Persuasion, Religion
Spells: Shape Water , Ⓒ Friends , Mold Earth , Gust , Chromatic Orb , Feather Fall , Mage Armor , Chill Touch , Fire Bolt , Shocking Grasp , Ⓡ Unseen Servant , Ⓒ Witch Bolt , Ⓡ Tenser’s Floating Disk , Shield , Ⓡ Find Familiar , Ⓒ Expeditious Retreat , ⓇⒸ Detect Magic , Disguise Self , Charm Person , Color Spray , Ⓒ Silent Image , Burning Hands (* Dimension Door *)

StrDexConIntWisCha
-1 (8)+0 (10)+3 (12)+4 (14)+3 (13)+5 (17)

Spells #

Burning Hands #

🔎 Burning hands ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationDEXDamage

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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Charm Person #

🔎 Charm person ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourEnchantmentWISControl

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

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. The creatures must be within 30 feet of each other when you target them.

Chill Touch #

🔎 Chill touch ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
1 RoundNecromancyRanged2

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Chromatic Orb #

🔎 Chromatic orb ➡️
LevelCasting TimeRange/AreaComponents
11 Action90 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged2

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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.

Components: a diamond worth at least 50 gp

Color Spray #

🔎 Color spray ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 RoundIllusionNoneControl

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Components: a pinch of powder or sand that is colored red, yellow, and blue

Detect Magic #

🔎 Detect magic ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
10 MinuteDivinationNoneDetection

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Dimension Door #

🔎 Dimension door ➡️
LevelCasting TimeRange/AreaComponents
41 Action500 ftV
DurationSchoolAttack/SavesDamage/Effect
InstantaneousConjurationNoneTeleportation

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Disguise Self #

🔎 Disguise self ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourIllusionNoneShapechanging

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Expeditious Retreat #

🔎 Expeditious retreat ➡️
LevelCasting TimeRange/AreaComponents
11 Bonus ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
10 MinuteTransmutationNoneMovement

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Feather Fall #

🔎 Feather fall ➡️
LevelCasting TimeRange/AreaComponents
11 Reaction60 ftV,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteTransmutationNoneUtility

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Components: a small feather or piece of down

Find Familiar #

🔎 Find familiar ➡️
LevelCasting TimeRange/AreaComponents
11 710 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousConjurationNoneSummoning

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Components: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

Fire Bolt #

🔎 Fire bolt ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged2

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Friends #

🔎 Friends ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 ActionSelfS,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentNoneBuff

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Components: a small amount of makeup applied to the face as this spell is cast

Gust #

🔎 Gust ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationSTRControl

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Mage Armor #

🔎 Mage armor ➡️
LevelCasting TimeRange/AreaComponents
11 ActionTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
8 HourAbjurationNoneBuff

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Components: a piece of cured leather

Mold Earth #

🔎 Mold earth ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ft / 5 ft CubeS
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneControl

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shape Water #

🔎 Shape water ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ft / 5 ft CubeS
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneControl

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shield #

🔎 Shield ➡️
LevelCasting TimeRange/AreaComponents
11 ReactionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
1 RoundAbjurationNoneWarding

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Shocking Grasp #

🔎 Shocking grasp ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 ActionTouchV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged1

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Silent Image #

🔎 Silent image ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ft / 15 ft CubeV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteIllusionNoneControl

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Components: a bit of fleece

Tenser’s Floating Disk #

🔎 Tenser’s floating disk ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourConjurationNoneMovement

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Components: a drop of mercury

Unseen Servant #

🔎 Unseen servant ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourConjurationNoneControl

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Components: a bit of string and of wood

Witch Bolt #

🔎 Witch bolt ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEvocationRanged2

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Components: a twig from a tree that has been struck by lightning