Animaia (Ani)

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Processed on: 2020-12-31

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Animaia (Ani)📃 - Tiefling : Lvl 4 Bard(College of Lore) HP: 23
Languages: Common, Infernal Profs: Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Survival
Spells: Thaumaturgy , Hellish Rebuke , Message , Charm Person , Ⓡ Comprehend Languages , Disguise Self , Sleep , Minor Illusion , Ⓒ Hideous Laughter

StrDexConIntWisCha
+0 (11)+3 (13)+1 (12)+2 (14)+1 (13)+6 (18)

Spells #

Charm Person #

🔎 Charm person âžĄī¸
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.

Comprehend Languages #

🔎 Comprehend languages âžĄī¸
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourDivinationNoneSocial

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Components: a pinch of soot and salt

Disguise Self #

🔎 Disguise self âžĄī¸
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.

Hellish Rebuke #

🔎 Hellish rebuke âžĄī¸
LevelCasting TimeRange/AreaComponents
11 Reaction60 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationDEXDamage

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Hideous Laughter #

🔎 Hideous laughter âžĄī¸
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

Message #

🔎 Message âžĄī¸
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 âžĄī¸
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

Sleep #

🔎 Sleep âžĄī¸
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

Thaumaturgy #

🔎 Thaumaturgy âžĄī¸
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ftV
DurationSchoolAttack/SavesDamage/Effect
1 MinuteTransmutationNoneControl

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.