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Baikal II📃 - Water Genasi : Lvl 5 Warlock(The Archfey) HP: 28
Languages: Common, Primordial Profs: Arcana, Deception, Intimidation, Sleight of Hand
Spells:
Shape Water
,
Create or Destroy Water
, Ⓡ
Find Familiar
, ⓇⒸ
Detect Magic
, Ⓒ
Hex
,
Frostbite
,
Eldritch Blast
, Ⓒ
Witch Bolt
,
Hellish Rebuke
,
Mage Hand
, Ⓒ
Cloud of Daggers
, Ⓒ
Hold Person
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| -1 (8) | +1 (13) | +1 (12) | +1 (12) | +6 (16) | +5 (14) |
Spells #
Cloud of Daggers #
🔎 Cloud of daggers ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 2 | 1 Action | 60 ft / 5 ft Cube | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Conjuration | None | Damage |
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Components: a sliver of glass
Create or Destroy Water #
🔎 Create or destroy water ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | 30 ft / 30 ft Cube | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Transmutation | None | Creation |
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Components: a drop of water if creating water or a few grains of sand if destroying it
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.
Eldritch Blast #
🔎 Eldritch blast ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 120 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | Ranged | 2 |
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Find Familiar #
🔎 Find familiar ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 7 | 10 ft | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Conjuration | None | Summoning |
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
Frostbite #
🔎 Frostbite ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 60 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | CON | Damage |
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Hellish Rebuke #
🔎 Hellish rebuke ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Reaction | 60 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Evocation | DEX | Damage |
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.
Hex #
🔎 Hex ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Bonus Action | 90 ft | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Hour | Enchantment | None | Damage |
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
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 curse a new creature.
A remove curse cast on the target ends this spell early.
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.
Components: the petrified eye of a newt
Hold Person #
🔎 Hold person ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 2 | 1 Action | 60 ft | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Enchantment | WIS | Control |
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Components: a small, straight piece of iron
Mage Hand #
🔎 Mage hand ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 30 ft | V,S |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Conjuration | None | Utility |
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Shape Water #
🔎 Shape water ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| Cantrip | 1 Action | 30 ft / 5 ft Cube | S |
| Duration | School | Attack/Saves | Damage/Effect |
| Instantaneous | Transmutation | None | Control |
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.
Witch Bolt #
🔎 Witch bolt ➡️| Level | Casting Time | Range/Area | Components |
|---|---|---|---|
| 1 | 1 Action | 30 ft | V,S,M * |
| Duration | School | Attack/Saves | Damage/Effect |
| 1 Minute | Evocation | Ranged | 2 |
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