Friday, July 15, 2016

Here are some spells

Deflecting Barrier

2nd-level abjuration

Casting Time:

1 action

Range:

5 feet

Components:

V, S

Duration:

Concentration, up to 1 minute

You create a 10-ft. wide, 5-ft. tall barrier of magical energy adjacent to yourself. The wall prevents projectiles, and any spells with a target of one creature that requre a Dexterity saving throw, from passing through it. These instead deal their damage to the wall itself, which has 30 hp and resistance to nonmagical sources of damage. Additionally, the wall can help absorb area effects requiring a Dexterity saving throw, like a fireball spell, although it is immediately destroyed in the process. In this case, the wall allows targets behind it to take half damage from the effect.

When you move, you may move the wall with you, although you cannot change its orientation.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the hit points of the wall increase by 10 for each slot level above 2nd.


Discharge

2nd-level evocation

Casting Time:

1 action

Range:

Self

Components:

V, S, M (a loop of copper wire)

Duration:

1 minute.

You trace a sign in the area, causing your body to become charged with electric energy. The next time you hit a target with a melee attack, or are hit by a target's melee attack, the energy is discharged, shocking the target. They must make a Constitution saving throw, taking 18 (4d8) lightning damage and becoming stunned until the end of their next turn on a failed save. On a successful save, they take half as much damage and are not stunned.

At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Dissuade

Enchantment cantrip

Casting Time:

1 action

Range:

60 feet

Components:

V, S

Duration:

1 round

You attempt to momentarily influence the thoughts a creature you can see within range, causing it to hesitate to follow a certain course of action. Choose one of that creature's actions, and a possible target for it. For example, you might choose a melee attack and an ally next to it, or you might choose a spell (even one effecting an area or multiple targets) and yourself, in which case it could still cast the spell but not in a way that would affect you. The target must make a Wisdom saving throw. If it fails, it is unable to use that action targetting the chosen creature on its next turn, although it can still take other actions.


Grasp of Winter

2nd-level evocation

Casting Time:

1 action

Range:

120 feet

Components:

V, S

Duration:

1 minute

You extend your hand towards a Large or smaller target you can see within range and close it into a clenched fist, causing the air around them to crystallize instantly into ice. They take 9 (2d8) cold damage, and must make a Strength saving throw. On a successful save, their movement speed is halved on their next turn. On a failed save, they are restrained, and must use an action to break free. If the target is a water elemental, they take an additional 27 (6d8) cold damage.

You may also target a 30 ft. square or 100 ft. by 10 ft. line of a body of calm water with this spell, causing it to freeze into solid ice. The frozen area may be walked on, counting as difficult terrain, for one minute.



Repel

Transmutation Cantrip

Casting Time:

1 action

Range:

5 feet

Components:

V, S

Duration:

Instantaneous
A burst of force emits as your raise your hand, attempting to propel a Medium-sized or smaller creature away from you. It must succeed at a Strength saving throw or immediately be moved 10 feet directly away from you. If this movement would cause the creature to move into danger, it may make a Dexterity saving throw to avoid the danger, instead moving to an a different square not adjacent to you of its choosing.
When you reach 11th level, this spell may affect Large creatures as well.


Wednesday, July 13, 2016

Clockworks I

Clockwork Beetle

Small construct, unaligned

Armor Class

15 (natural armor)

Hit Points

18 (4d8 + 20)

Speed

30 ft.
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 4 (-3) 12 (+1) 1 (-5)

Skills

Perc +3, Stealth +4

Damage Immunities

poison, psychic

Damage Resistances

fire

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

passive Perception 13

Languages

Understands a language of its creator but cannot speak

Challenge

1/2 (100 XP)

Clockwork Outfitting.

Each clockwork beetle is outfitted with either a Spy or Repair module.

Keen Hearing.

The beetle has advantage on Wisdom (Perception) checks that rely on hearing.

Spy Module

The beetle has a fly speed of 30 ft.It can choose to record up to 10 minutes of sound that it hears and can reproduce this recording perfectly.

Actions

Sting.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one.

Repair Module (Recharge 5-6).

The beetle restores 16 (3d10) hit points to another clockwork within 5 ft. that is Large size or larger.

Detonate.

The clockwork beetle detonates an explosive within its own body, instantly destroying itself. Creatures within 10 ft. of the beetle must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much on a successful one.