Robbie

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Processed on: 2020-12-31

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Robbie📃 - Mark of Making Human : Lvl 3 Bard(College of Whispers) HP: 18
Languages: Choose a Language, Common Profs: Deception, Perception, Performance, Persuasion, Sleight of Hand
Spells: Mending , Ⓒ Magic Weapon , Disguise Self , Ⓒ Hideous Laughter , Sleep , Charm Person , Dissonant Whispers , Ⓒ Calm Emotions , Vicious Mockery , Ⓒ Friends

StrDexConIntWisCha
+0 (11)+4 (14)+1 (12)+0 (11)+0 (11)+4 (15)

Spells #

Calm Emotions #

🔎 Calm emotions ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ft / 20 ft SphereV,S
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentCHASocial

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

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.

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.

Dissonant Whispers #

🔎 Dissonant whispers ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ftV
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEnchantmentWISDamage

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

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.

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

Hideous Laughter #

🔎 Hideous laughter ➡️
LevelCasting TimeRange/AreaComponents
11 Action30 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentWISControl

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Components: tiny tarts and a feather that is waved in the air

Magic Weapon #

🔎 Magic weapon ➡️
LevelCasting TimeRange/AreaComponents
21 Bonus ActionTouchV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourTransmutationNoneBuff

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Mending #

🔎 Mending ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 MinuteTouchV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneUtility

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Components: two lodestones

Sleep #

🔎 Sleep ➡️
LevelCasting TimeRange/AreaComponents
11 Action90 ft / 20 ft SphereV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteEnchantmentNoneControl

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Components: a pinch of fine sand, rose petals, or a cricket

Vicious Mockery #

🔎 Vicious mockery ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action60 ftV
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEnchantmentWISDamage

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).