A Elemental Evil spell
Necromancy
Level: 8
Casting time: 1 Action
Range: 150 feet
Components: V, S, M (a bit of sponge)
Duration: Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. Mar 17, 2016 Our 'best spells' series continues with the Sorcerer. As with those before it we'll be picking spells for 0 to 3rd level in the first installments and only three spells for each level.
One of my players in my upcoming campaign is a rather experienced player and is taking the Wizard class. He asked if he could make his own spells during the campaign and I'm not too sure what to say. There is nothing the 5e PHB that details creating spells and I know he's pulling the spell crafting from a 3.5 variant rule. How should I go about. Google allows users to search the Web for images, news, products, video, and other content. Gmail is email that's intuitive, efficient, and useful. 15 GB of storage, less spam, and mobile access. Help a new 5e player out, increasing paladin dmg. How Can i increase my dmg? Save hide report. Wizards also only get one spell a turn, though they can hit pretty hard. Lots of you gamers think D&D-Spells is a time saver. So why not buy The DM a beer, get one for yourself, and let's keep this site going!
Page: 15 from EE Players Companion
A Sorcerer, Wizard, spell
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This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.
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- 1
- 1.3Class Features
- 1.5Chemical Cards
[edit]
Card Clasher[edit]
A rouge tabaxi holds a deck of 52 playing cards when a bar fight between barbarians and his party members begins. The tabaxi smirks then throw twenty playing cards a the feet of the barbarian leader. The leader becomes enraged then charges the Tabaxi until the card flies towards the barbarian leader and kills him. The Tabaxi walks past the corpse a shows the remaining barbarians his ace as they flee from the bar...
Creating a Card Clasher[edit]
Have you ever felt like building an illusionary wall by using some of your cards? Or have you wanted to block guard's charging spear by just throwing up an ace or two? then this is your class!
- Quick Build
You can make a Card Clasher quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background.
Class Features
As a Card clasher you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Card clasher level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Card clasher level after 1st
- Proficiencies
Armor: none
Weapons: simple weapons
Tools: poisoners kit, herbalism kit
Saving Throws: dexterity, charisma
Skills: Choose 3 from the following; Persuasion, Athletics, History, Insight, Intimidation, Investigation, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Deck of playing cards
- (a) Poisoners kit or (b) Herbalism kit
- (a) Entertainers pack or (b) Dragon chess set
- If you are using starting wealth, you have 5d6*10 gold in funds.
Level | Proficiency Bonus | Features | Card dmg die | Fate Dice | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | 2d4 | - | — | — | — | — | — | |
2nd | +2 | Chemical Cards | 2d4 | - | 2 | — | — | — | — |
3rd | +2 | Crazier cards | 2d4 | - | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3d4 | - | 3 | — | — | — | — |
5th | +3 | — | 3d4 | 1 | 4 | 2 | — | — | — |
6th | +3 | <!-Class Feature3-> | 3d4 | 1 | 4 | 2 | — | — | — |
7th | +3 | — | 3d4 | 1 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4d4 | 1 | 4 | 3 | — | — | — |
9th | +4 | <!-Class Feature3-> | 4d4 | 2 | 4 | 3 | 2 | — | — |
10th | +4 | <!-Class Feature3-> | 4d4 | 2 | 4 | 3 | 2 | — | — |
11th | +4 | — | 4d4 | 2 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3d6 | 2 | 4 | 3 | 3 | — | — |
13th | +5 | — | 3d6 | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | <!-Class Feature3-> | 3d6 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 3d6 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement, <!-Class Feature3-> | 4d6 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | <!-Class Feature3-> | 4d6 | 5 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4d6 | 5 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4d6 | 5 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | <!-Class Feature3-> | 4d6 | 5 | 4 | 3 | 3 | 3 | 2 |
Dealers Deck[edit]
At first level: You have learned that you could use cards for more than just show they could be deadly in the wrong hand probably yours. You can attune yourself to a deck of 52 cards the cards are treated as versatile weapons and deal damage equal to the card dmg column of the leveling table. You can use the cards as a ranged weapon (30|60) dealing half dmg on a successful attack. You can only attune yourself 1 deck of cards at a time. A binded deck is considered magically for the purpose of getting over resistances.<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
Unarmored defense[edit]
At first level: After practicing the art of gambling and swiftness you've learned that being nimble is just as important as being charismatic. Your AC is equal to 8 + DEX + CHA.
Chemical Cards[edit]
At second level: You can add a different dmg type to your attuned deck of cards Dealing an extra d4 of the associated dmg type. The types chosen can be these on the list
- Dmg types
Radiant, Necrotic, Fire, Cold, Acid
Crazier card dealing[edit]
You can choose a subclass from Magic trick the gambler or the build the subclass features come at levels 3rd 5th 7th 13th 17th
Ability Score Increase[edit]
When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
<!-Class Feature->[edit]
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<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
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<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
D. B. Sweeney
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
D'angelo Russell
<!-4th level spell list->
D-day
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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