Maren

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Processed on: 2020-12-31

dndbToMd.py Version Info: heads/master-0-g7ed52ba-dirty

Maren📃 - High Elf : Lvl 3 Sorcerer(Wild Magic) HP: 14
Languages: Abyssal, Choose a Language, Common, Elvish, Infernal Profs: Arcana, History, Insight, Perception, Religion
Spells: Message , Minor Illusion , Shape Water , False Life , Ice Knife , Absorb Elements , Burning Hands , Control Flames , Fire Bolt

StrDexConIntWisCha
+2 (14)+1 (12)+5 (16)+3 (17)+2 (14)+5 (17)

Spells #

Absorb Elements #

🔎 Absorb elements ➡️
LevelCasting TimeRange/AreaComponents
11 ReactionSelfS
DurationSchoolAttack/SavesDamage/Effect
1 RoundAbjurationNoneDamage

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.

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.

Control Flames #

🔎 Control flames ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action60 ft / 5 ft CubeS
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneControl

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

False Life #

🔎 False life ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourNecromancyNoneHealing

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Components: a small amount of alcohol or distilled spirits

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).

Ice Knife #

🔎 Ice knife ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ft / 5 ft SphereS,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousConjurationRanged2

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

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

Components: a drop of water or a piece of ice

Message #

🔎 Message ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action120 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 RoundTransmutationNoneCommunication

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Components: a short piece of copper wire

Minor Illusion #

🔎 Minor illusion ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ft / 5 ft CubeS,M *
DurationSchoolAttack/SavesDamage/Effect
1 MinuteIllusionNoneControl

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

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.