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Efrix Ellafrand Lyrris📃 - Forest Gnome : Lvl 2 Rogue HP: 13
Languages: Common, Gnomish, Thieves’ Cant Profs: Acrobatics, Deception, Investigation, Perception, Sleight of Hand, Stealth
Spells:
Minor Illusion
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +1 (12) | +5 (16) | +1 (13) | +2 (10) | +2 (14) | +0 (10) |
Notes: Due to an unusual twist of Triumvirate law, Efrix shares the same name with 5 other Zil, and you’re all legally considered to be the same person.
- Uses the quote five words can defeat a thousand swords.
Organizations #
The Trust
Roberto Thunderclap📃 - Human : Lvl 3 Artificer(Alchemist) HP: 18
Languages: Common, Elvish Profs: Medicine, Nature
Spells:
Thunderclap
,
Cure Wounds
,
Mending
,
Disguise Self
,
Jump
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +0 (9) | +2 (14) | +3 (13) | +5 (16) | +0 (11) | +2 (15) |
Ember📃 - Swiftstride : Lvl 3 Rogue(Assassin) HP: 18
Languages: Common, Thieves’ Cant Profs: Acrobatics, Deception, Intimidation, Perception, Performance, Sleight of Hand, Stealth
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +1 (13) | +5 (17) | -1 (8) | +4 (14) | +0 (10) | +1 (13) |
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
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +0 (11) | +4 (14) | +1 (12) | +0 (11) | +0 (11) | +4 (15) |
Kito📃 - Longtooth : Lvl 3 Cleric(Life Domain) HP: 18
Languages: Common Profs: Animal Handling, Insight, Intimidation, Medicine, Survival
Spells:
Sacred Flame
,
Thaumaturgy
,
Mending
, ⓇⒸ
Detect Magic
,
Zone of Truth
,
Blindness/Deafness
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +3 (17) | +2 (14) | +2 (14) | +0 (10) | +2 (10) | +2 (10) |
Notes: Can’t read :/
Quiver📃 - Warforged : Lvl 3 Ranger(Hunter) HP: 22
Languages: Choose a Language, Choose a Language, Common, Dwarvish, Elvish Profs: Athletics, Intimidation, Nature, Perception, Stealth, Survival
Spells: Ⓡ
Speak with Animals
,
Absorb Elements
, Ⓒ
Hunter's Mark
,
Longstrider
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| +3 (12) | +4 (14) | +3 (16) | -1 (8) | +2 (15) | -1 (8) |
Spells #
Absorb Elements #
🔎 Absorb elements ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Reaction | Self | S |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Round | Abjuration | None | Damage |
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Blindness/Deafness #
🔎 Blindness/ deafness ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 2 | 1 Action | 30 ft | V |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Necromancy | CON | Debuff |
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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.
Calm Emotions #
🔎 Calm emotions ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 2 | 1 Action | 60 ft / 20 ft Sphere | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Enchantment | CHA | Social |
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 ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | 30 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Hour | Enchantment | WIS | Control |
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.
Cure Wounds #
🔎 Cure wounds ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | Touch | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | None | Healing |
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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Detect Magic #
🔎 Detect magic ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | Self | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 10 Minute | Divination | None | Detection |
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.
Disguise Self #
🔎 Disguise self ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | Self | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Hour | Illusion | None | Shapechanging |
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 ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | 60 ft | V |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Enchantment | WIS | Damage |
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 ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | Self | S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Enchantment | None | Buff |
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 ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | 30 ft | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Enchantment | WIS | Control |
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
Hunter’s Mark #
🔎 Hunter's mark ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Bonus Action | 90 ft | V |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Hour | Divination | None | Damage |
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Jump #
🔎 Jump ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | Touch | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Transmutation | None | Movement |
You touch a creature. The creature's jump distance is tripled until the spell ends.
Components: a grasshopper's hind leg
Longstrider #
🔎 Longstrider ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | Touch | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Hour | Transmutation | None | Buff |
You touch a creature. The target's speed increases by 10 feet until the spell ends.
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.
Components: a pinch of dirt
Magic Weapon #
🔎 Magic weapon ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 2 | 1 Bonus Action | Touch | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Hour | Transmutation | None | Buff |
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 ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Minute | Touch | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Transmutation | None | Utility |
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
Minor Illusion #
🔎 Minor illusion ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 30 ft / 5 ft Cube | S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Illusion | None | Control |
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.
Components: a bit of fleece
Sacred Flame #
🔎 Sacred flame ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 60 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | DEX | Damage |
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sleep #
🔎 Sleep ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | 90 ft / 20 ft Sphere | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Enchantment | None | Control |
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
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.
Thaumaturgy #
🔎 Thaumaturgy ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 30 ft | V |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Transmutation | None | Control |
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Thunderclap #
🔎 Thunderclap ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 5 ft | S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | CON | Damage |
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Vicious Mockery #
🔎 Vicious mockery ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 60 ft | V |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Enchantment | WIS | Damage |
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).
Zone of Truth #
🔎 Zone of truth ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 2 | 1 Action | 60 ft / 15 ft Sphere | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 10 Minute | Enchantment | CHA | Control |
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.