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College of Glamour Bard … Secret Identity

Klasse & Stufe Hintergrund PLAYER NAME


Dom/Domarithiel
Half-Elf Chaotic Good
Rasse Gesinnung ERFAHRUNGSPUNKTE
Charaktername

INSPIRATION

STÄRKE 16 4 30

-1 3 ÜBUNGSBONUS

8 PERSÖNLICHKEITSMERKMALE
Trefferpunkte Maximum 93
0 Stärke

ESCHICKLICHKE 7 Geschicklichkeit
AKTUELLE TREFFERPUNKTE

3
4 Konstitution

1 Intelligenz

0 Weisheit
16
8 Charisma IDEALE
TEMPORÄRE TREFFERPUNKTE
KONSTITUTION RETTUNGSWÜRFE

3 4 Akrobatik (Ges)
8

16 0 Mit Tieren umgehe…

1 Arkane Kunde (Int) BINDUNGEN

INTELLIGENZ 0 Athletik (Str)

0
10 Täuschen (Cha) Name Angr. Schaden/Typ

1 Geschichte (Int)
Healing Word 1d4+4 Healing
0 Motiv erkennen (W…
10
7 Einschüchtern (Cha) Rapier +6 1d8+3 Piercing

1 Nachforschungen … MAKEL
WEISHEIT
0 Heilkunde (Wei) Shatter DC15 3d8 Thunder

-1 1 Naturkunde (Int)
Eldritch Blast +7 1d10 Force
0 Wahrnehmung (Wei) Bardic Inspiration
8 7 Auftreten (Cha) Ritual Casting
Vicious Mock… DC15 2d4 Psychic
10 Überzeugen (Cha)
Darkvision
CHARISMA
1 Religion (Int)
Toll the Dead DC15 1d8 + 1d12 Fey Ancestry

4 4

9
Fingerfertigkeit (G…

Heimlichkeit (Ges) Hand Crossbo… +6 1d6+3 Piercing


link

Jack of All Trades


18 0 Überlebenskunst (…
Song of Rest
ANGRIFFE & ZAUBER
FERTIGKEITEN
Font of Inspiration

Countercharm
12
10 PASSIVE WEISHEIT (WAHRNEHMUNG)
CP SP EP GP PP Mantle of Inspiration

Enthralling Performance
1 Rapier
WERKZEUG: Disguise Kit, Drum, Forgery Kit, Mantle of Majesty
1 Entertainer's Pack
Lute, Lyre Genie’s Vessel
1 Lyre
SPRACHE: Common, Draconic, Elvish
Expanded Spell List
1 Leather Armor
RÜSTUNG: Light Armor
1 Dagger MERKMALE & TALENTE
WAFFE: Hand Crossbow, Longsword, Rapier,
1 costume
Shortsword, Simple weapons
1 Backpack
WEITERE ÜBUNG & SPRACHEN AUSRÜSTUNG
Name Angr. Schaden/Typ
Gesamt: 4 Gesamt: 1
CP SP EP GP PP

Chill Touch +7 2d8 Necrotic


3 1
1 Bedroll BARDIC INSPIRATION BOTTLED RESPITE

Hellish Rebuke DC15 2d10 Fire 1 Candle


1 Rations Gesamt: Gesamt:
Hex 1d6 Necrotic 1 Waterskin
1 Disguise kit
Mind Sliver DC15 2d6 psychic 1 Forgery kit
1 Hand Crossbow
Gesamt: Gesamt:
Dagger +1 +7 1d4+3 piercin… 282 Gruppengold
24 Gruppensilber
55 Gruppenkupfer
21 Bolzen
1 warlock Spellslots
1 Dagger +1

ANGRIFFE & ZAUBER

AUSRÜSTUNG
CHARISMA 15 7

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 ZAUBERTRICKS 3 3 6 0

Mage Hand Hypnotic Pattern

Minor Illusion Major Image


7 0
Prestidigitation Enemies Abound

Eldritch Blast

Vicious Mockery 4 1
Toll the Dead 8 0
Polymorph
.
Dimension Door
TAUSCH Blind - Enhance ability

TAUSCH healing - heroism 9 0

TAUSCH major - bestow curse 5 0

Chill Touch

Mind Sliver

Nachricht

1 5

Charm Person

Healing Word

Hideous Laughter

Hex

Armor of Agathys

Hellish Rebuke

Detect Evil and Good

Fog Cloud

2 3

Shatter

Suggestion
MERKMALE & TALENTE
Bardic Inspiration Font of Inspiration Enthralling Performance
You can inspire others through stirring words Beginning when you reach 5th level, you regain Starting at 3rd level, you can charge your
or music. To do so, you use a bonus action on all of your expended uses of Bardic Inspirati⁠on performance with seductive, fey magic. If you
your turn to choose one creature other than when you finish a short or long rest. perform for at least 1 minute, you can attempt
yourself within 60 feet of you who can hear to inspire wonder in your audience by singing,
you. That creature gains one Bardic Inspiration Countercharm reciting a poem, or dancing. At the end of the
die, a d6. Once within the next 10 minutes, the At 6th level, you gain the ability to use musical performance, choose a number of humanoids
creature can roll the die and add the number notes or words of power to disrupt mind- within 60 feet of you who watched and
rolled to one ability check, attack roll, or saving influencing effects. As an action, you can start listened to all of it, up to a number equal to
throw it makes. The creature can wait until a performance that lasts until the end of your your Charisma modifier (minimum of one).
after it rolls the d20 before deciding to use the next turn. During that time, you and any Each target must succeed on a Wisdom saving
Bardic Inspiration die, but must decide before friendly creatures within 30 feet of you have throw against your spell save DC or be
the DM says whether the roll succeeds or fails. advantage on saving throws against being charmed by you. While charmed in this way,
Once the Bardic Inspiration die is rolled, it is frightened or charmed. A creature must be the target idolizes you, it speaks glowingly of
lost. A creature can have only one Bardic able to hear you to gain this benefit. The you to anyone who talks to it, and it hinders
Inspiration die at a time. You can use this performance ends early if you are anyone who opposes you, although it avoids
feature a number of times equal to your incapacitated or silenced or if you voluntarily violence unless it was already inclined to fight
Charisma modifier (a minimum of once). You end it (no action required). on your behalf. This effect ends on a target
regain any expended uses when you finish a after 1 hour, if it takes any damage, if you
Mantle of Inspiration
long rest. Your Bardic Inspiration die changes attack it, or if it witnesses you attacking or
When you join the College of Glamour at 3rd
when you reach certain levels in this class. The damaging any of its allies. If a target succeeds
level, you gain the ability to weave a song of
die becomes a d8 at 5th level, a d10 at 10th on its saving throw, the target has no hint that
fey magic that imbues your allies with vigor
level, and a d12 at 15th level. you tried to charm it. Once you use this
and speed. As a bonus action, you can expend
feature, you can’t use it again until you finish a
Ritual Casting
one use of your Bardic Inspiration to grant
short or long rest.
You can cast any bard spell you know as a yourself a wondrous appearance. When you do

ritual if that spell has the ritual tag. so, choose a number of creatures you can see Mantle of Majesty
and that can see you within 60 feet of you, up At 6th level, you gain the ability to cloak
Darkvision to a number equal to your Charisma modifier yourself in a fey magic that makes others want
Thanks to your elf blood, you have superior (minimum of one). Each of them gains 5 to serve you. As a bonus action, you cast
vision in dark and dim conditions. You can see temporary hit points. When a creature gains command, without expending a spell slot, and
in dim light within 60 feet of you as if it were these temporary hit points, it can immediately you take on an appearance of unearthly beauty
bright light, and in darkness as if it were dim use its reaction to move up to its speed, for 1 minute or until your concentration ends
light. You can't discern color in darkness, only without provoking opportunity attacks. The (as if you were concentrating on a spell).
shades of gray. number of temporary hit points increases During this time, you can cast command as a
when you reach certain levels in this class, bonus action on each of your turns, without
Fey Ancestry
increasing to 8 at 5th level, 11 at 10th level, expending a spell slot. Any creature charmed
You have advantage on saving throws against and 14 at 15th level. by you automatically fails its saving throw
being charmed, and magic can't put you to
against the command you cast with this
sleep.
feature. Once you use this feature, you can’t
link use it again until you finish a long rest.
https://5ebackgrounds.com/secret-identity/

Jack of All Trades


Starting at 2nd level, you can add half your
proficiency bonus, rounded down, to any ability
check you make that doesn’t already include
your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing
music or oration to help revitalize your
wounded allies during a short rest. If you or
any friendly creatures who can hear your
performance regain hit points at the end of the
short rest by spending one or more Hit Dice,
each of those creatures regains an extra 1d6
hit points.
Genie’s Vessel
Expanded Spell List
Your patron gifts you a magical vessel that
grants you a measure of the genie's power. The The Genie lets you choose from an expanded

vessel is a Tiny object, and you can use it as a list of spells when you learn a warlock spell.

spellcasting focus for your warlock spells. You The Genie Expanded Spells table shows the

decide what the object is, or you can genie spells that are added to the warlock spell

determine what it is randomly by rolling on the list for you, along with the spells associated in

Genie's Vessel table. While you are touching the table with your patron's kind: dao, djinni,

the vessel, you can use it in the following efreeti, or marid. 1st detect evil and good,

ways: Bottled Respite. As an action, you can sanctuary (dao), thunderwave (djinni), burning

magically vanish and enter your vessel, which hands (efreeti), fog cloud (marid) 2nd

remains in the space you left. The interior of phantasmal force, spike growth (dao), gust of

the vessel is an extradimensional space in the wind (djinni), scorching ray (efreeti), blur

shape of a 20-foot-radius cylinder, 20 feet high, (marid) 3rd create food and water, meld into

and resembles your vessel. The interior is stone (dao), wind wall (djinni), fireball (efreeti),

appointed with cushions and low tables and is sleet storm (marid) 4th phantasmal killer,

a comfortable temperature. While inside, you stone shape (dao), greater invisibility (djinni),

can hear the area around your vessel as if you fire shield (efreeti), control water (marid) 5th

were in its space. You can remain inside the creation, wall of stone (dao), seeming (djinni),

vessel up to a number of hours equal to twice flame strike (efreeti), cone of cold (marid) 9th

your proficiency bonus. You exit the vessel wish

early if you use a bonus action to leave, if you


die, or if the vessel is destroyed. When you exit
the vessel, you appear in the unoccupied
space closest to it. Any objects left in the
vessel remain there until carried out, and if the
vessel is destroyed, every object stored there
harmlessly appears in the unoccupied spaces
closest to the vessel's former space. Once you
enter the vessel, you can't enter again until you
finish a long rest. Genie's Wrath. Once during
each of your turns when you hit with an attack
roll, you can deal extra damage to the target
equal to your proficiency bonus. The type of
this damage is determined by your patron:
bludgeoning (dao), thunder (djinni), fire
(efreeti), or cold (marid). The vessel's AC
equals your spell save DC. Its hit points equal
your warlock level plus your proficiency bonus,
and it is immune to poison and psychic
damage. If the vessel is destroyed or you lose
it, you can perform a 1-hour ceremony to
receive a replacement from your patron. This
ceremony can be performed during a short or
long rest, and the previous vessel is destroyed
if it still exists. The vessel vanishes in a flare of
elemental power when you die.
ZAUBER
Mage Hand Prestidigitation Vicious Mockery
Beschwörung cantrip Verwandlung cantrip Verzauberungsmagie cantrip
Zeitaufwand: 1 action Zeitaufwand: 1 action Zeitaufwand: 1 action
Reichweite: 30 feet Reichweite: 10 feet Reichweite: 60 feet
Ziel: A point you choose within range Ziel: See text Ziel: A creature you can see and that can hear
Komponenten: V G Komponenten: V G you within range
Wirkungsdauer: 1 minute Wirkungsdauer: Up to 1 hour Komponenten: V
Beschreibung: Beschreibung: Wirkungsdauer: Instantaneous
A spectral, floating hand appears at a point This spell is a minor magical trick that novice Beschreibung:
you choose within range. The hand lasts for spellcasters use for practice. You create one You unleash a string of insults laced with
the duration or until you dismiss it as an of the following magical effects within range: subtle enchantments at a creature you can see
action. The hand vanishes if it is ever more You create an instantaneous, harmless within range. If the target can hear you (though
than 30 feet away from you or if you cast this sensory effect, such as a shower of sparks, a it need not understand you), it must succeed
spell again. You can use your action to control puff of wind, faint musical notes, or an odd on a Wisdom saving throw or take 1d4 psychic
the hand. You can use the hand to manipulate odor. You instantaneously light or snuff out a damage and have disadvantage on the next
an object, open an unlocked door or container, candle, a torch, or a small campfire. You attack roll it makes before the end of its next
stow or retrieve an item from an open instantaneously clean or soil an object no turn. This spell’s damage increases by 1d4
container, or pour the contents out of a vial. larger than 1 cubic foot. You chill, warm, or when you reach 5th level (2d4), 11th level
You can move the hand up to 30 feet each flavor up to 1 cubic foot of nonliving material (3d4), and 17th level (4d4).
time you use it. The hand can’t attack, activate for 1 hour. You make a color, a small mark, or a
magic items, or carry more than 10 pounds. symbol appear on an object or a surface for 1 Toll the Dead

hour. You create a nonmagical trinket or an Nekromantie cantrip


Minor Illusion illusory image that can fit in your hand and that Zeitaufwand: 1 action
Illusionsmagie cantrip lasts until the end of your next turn. If you cast Reichweite: 60 feet
Zeitaufwand: 1 action this spell multiple times, you can have up to Ziel: One creature you can see within range
Reichweite: 30 feet three of its non-instantaneous effects active at Komponenten: V G
Ziel: See text a time, and you can dismiss such an effect as Wirkungsdauer: Instantaneous
Komponenten: G M an action. Beschreibung:
Wirkungsdauer: 1 minute You point at one creature you can see within
Beschreibung: Eldritch Blast range, and the sound of a dolorous bell fills the
You create a sound or an image of an object Hervorrufung cantrip air around it for a moment. The target must
within range that lasts for the duration. The Zeitaufwand: 1 action succeed on a Wisdom saving throw or take
illusion also ends if you dismiss it as an action Reichweite: 120 feet 1d8 necrotic damage. If the target is missing
or cast this spell again. If you create a sound, Ziel: A creature within range any of its hit points, it instead takes 1d12
its volume can range from a whisper to a Komponenten: V G necrotic damage. The spell’s damage
scream. It can be your voice, someone else’s Wirkungsdauer: Instantaneous increases by one die when you reach 5th level
voice, a lion’s roar, a beating of drums, or any Beschreibung: (2d8 or 2d12), 11th level (3d8 or 3d12), and
other sound you choose. The sound continues A beam of crackling energy streaks toward a 17th level (4d8 or 4d12).
unabated throughout the duration, or you can creature within range. Make a ranged spell
.
make discrete sounds at different times before attack against the target. On a hit, the target
Bannmagie cantrip
the spell ends. If you create an image of an takes 1d10 force damage. The spell creates
Zeitaufwand:
object—such as a chair, muddy footprints, or a more than one beam when you reach higher
Reichweite:
small chest—it must be no larger than a 5-foot levels: two beams at 5th level, three beams at
Ziel:
cube. The image can’t create sound, light, 11th level, and four beams at 17th level. You
Komponenten: V G M
smell, or any other sensory effect. Physical can direct the beams at the same target or at
Wirkungsdauer:
interaction with the image reveals it to be an different ones. Make a separate attack roll for
Beschreibung:
illusion, because things can pass through it. If each beam.
a creature uses its action to examine the
TAUSCH Blind - Enhance ability
sound or image, the creature can determine
Bannmagie cantrip
that it is an illusion with a successful
Zeitaufwand:
Intelligence (Investigation) check against your
Reichweite:
spell save DC. If a creature discerns the
Ziel:
illusion for what it is, the illusion becomes faint
Komponenten: V G M
to the creature.
Wirkungsdauer:
Beschreibung:
TAUSCH healing - heroism Nachricht Hideous Laughter
Bannmagie cantrip Bannmagie cantrip Verzauberungsmagie 1
Zeitaufwand: Zeitaufwand: Zeitaufwand: 1 action
Reichweite: Reichweite: Reichweite: 30 feet
Ziel: Ziel: Ziel: A creature of your choice that you can
Komponenten: V G M Komponenten: V G M see within range
Wirkungsdauer: Wirkungsdauer: Komponenten: V G M
Beschreibung: Beschreibung: Wirkungsdauer: KonzentrationUp to 1 minute
Beschreibung:
TAUSCH major - bestow curse Bannmagie cantrip
A creature of your choice that you can see
Bannmagie cantrip Zeitaufwand:
within range perceives everything as
Zeitaufwand: Reichweite:
hilariously funny and falls into fits of laughter if
Reichweite: Ziel:
this spell affects it. The target must succeed
Ziel: Komponenten: V G M
on a Wisdom saving throw or fall prone,
Komponenten: V G M Wirkungsdauer:
becoming incapacitated and unable to stand
Wirkungsdauer: Beschreibung:
up for the duration. A creature with an
Beschreibung:
Intelligence score of 4 or less isn’t affected. At
Charm Person
the end of each of its turns, and each time it
Chill Touch Verzauberungsmagie 1
takes damage, the target can make another
Nekromantie cantrip Zeitaufwand: 1 action
Wisdom saving throw. The target has
Zeitaufwand: 1 action Reichweite: 30 feet
advantage on the saving throw if it’s triggered
Reichweite: 120 feet Ziel: A humanoid you can see within range
by damage. On a success, the spell ends.
Ziel: The space of a creature within range Komponenten: V G
Komponenten: V G Wirkungsdauer: 1 hour Hex
Wirkungsdauer: 1 round Beschreibung: Verzauberungsmagie 1
Beschreibung: You attempt to charm a humanoid you can see Zeitaufwand: 1 bonus action
You create a ghostly, skeletal hand in the within range. It must make a Wisdom saving Reichweite: 90 feet
space of a creature within range. Make a throw, and does so with advantage if you or Ziel: A creature that you can see within range
ranged spell attack against the creature to your companions are fighting it. If it fails the Komponenten: V G M
assail it with the chill of the grave. On a hit, the saving throw, it is charmed by you until the Wirkungsdauer: KonzentrationUp to 1 hour
target takes 1d8 necrotic damage, and it can’t spell ends or until you or your companions do Beschreibung:
regain hit points until the start of your next anything harmful to it. The charmed creature You place a curse on a creature that you can
turn. Until then, the hand clings to the target. If regards you as a friendly acquaintance. When see within range. Until the spell ends, you deal
you hit an undead target, it also has the spell ends, the creature knows it was an extra 1d6 necrotic damage to the target
disadvantage on attack rolls against you until charmed by you. whenever you hit it with an attack. Also,
the end of your next turn. This spell’s damage Auf höheren Stufen: When you cast this spell choose one ability when you cast the spell.
increases by 1d8 when you reach 5th level using a spell slot of 2nd level or higher, you The target has disadvantage on ability checks
(2d8), 11th level (3d8), and 17th level (4d8). can target one additional creature for each slot made with the chosen ability. If the target
level above 1st. The creatures must be within drops to 0 hit points before this spell ends, you
Mind Sliver
30 feet of each other when you target them. can use a bonus action on a subsequent turn
Verzauberungsmagie cantrip
of yours to curse a new creature. A remove
Zeitaufwand: 1 action Healing Word
curse cast on the target ends this spell early.
Reichweite: 60 feet Hervorrufung 1
Auf höheren Stufen: When you cast this spell
Ziel: Zeitaufwand: 1 bonus action
using a spell slot of 3rd or 4th level, you can
Komponenten: V Reichweite: 60 feet
maintain your Concentration on the spell for up
Wirkungsdauer: 1 round Ziel: A creature of your choice that you can
to 8 hours. When you use a spell slot of 5th
Beschreibung: see within range
level or higher, you can maintain your
You drive a disorienting spike of psychic Komponenten: V
conce⁠ntration on the spell for up to 24 hours.
energy into the mind of one creature you can Wirkungsdauer: Instantaneous
see within range. The target must succeed on Beschreibung:
an Intelligence saving throw or take 1d6 A creature of your choice that you can see
psychic damage and subtract 1d4 from the within range regains hit points equal to 1d4 +
next saving throw it makes before the end of your spellcasting ability modifier. This spell
your next turn. This spell's damage increases has no effect on undead or constructs.
by 1d6 when you reach certain levels: 5th level Auf höheren Stufen: When you cast this spell
(2d6), 11th level (3d6), and 17th level (4d6). using a spell slot of 2nd level or higher, the
Healing increases by 1d4 for each slot level
above 1st.
Armor of Agathys Fog Cloud Suggestion
Bannmagie 1 Beschwörung 1 Verzauberungsmagie 2
Zeitaufwand: 1 action Zeitaufwand: 1 action Zeitaufwand: 1 action
Reichweite: Self Reichweite: 120 feet Reichweite: 30 feet
Ziel: Self Ziel: A point within range Ziel: A creature you can see within range that
Komponenten: V G M Komponenten: V G can hear and understand you
Wirkungsdauer: 1 hour Wirkungsdauer: KonzentrationUp to 1 hour Komponenten: V M
Beschreibung: Beschreibung: Wirkungsdauer: KonzentrationConcentration,
A protective magical force surrounds you, You create a 20-foot-radius sphere of fog up to 8 hours
manifesting as a spectral frost that covers you centered on a point within range. The sphere Beschreibung:
and your gear. You gain 5 temporary hit points spreads around corners, and its area is heavily You suggest a course of activity (limited to a
for the duration. If a creature hits you with a obscured. It lasts for the duration or until a sentence or two) and magically influence a
melee attack while you have these hit points, wind of moderate or greater speed (at least 10 creature you can see within range that can
the creature takes 5 cold damage. miles per hour) disperses it. hear and understand you. Creatures that can’t
Auf höheren Stufen: When you cast this spell Auf höheren Stufen: When you cast this spell be charmed are immune to this effect. The
using a spell slot of 2nd level or higher, both using a spell slot of 2nd level or higher, the suggestion must be worded in such a manner
the temp⁠orary Hit Points and the cold damage radius of the fog increases by 20 feet for each as to make the course of action sound
increase by 5 for each slot level above 1st. slot level above 1st. reasonable. Asking the creature to stab itself,
throw itself onto a spear, immolate itself, or do
Hellish Rebuke Shatter
some other obviously harmful act ends the
Hervorrufung 1 Hervorrufung 2
spell. The target must make a Wisdom saving
Zeitaufwand: 1 reaction, which you take in Zeitaufwand: 1 action
throw. On a failed save, it pursues the course
response to being damaged by a creature Reichweite: 60 feet
of action you described to the best of its
within 60 feet of you that you can see Ziel: A point of your choice within range
ability. The suggested course of action can
Reichweite: 60 feet Komponenten: V G M
continue for the entire duration. If the
Ziel: The creature that damaged you Wirkungsdauer: Instantaneous
suggested activity can be completed in a
Komponenten: V G Beschreibung:
shorter time, the spell ends when the subject
Wirkungsdauer: Instantaneous A sudden loud ringing noise, painfully intense, finishes what it was asked to do. You can also
Beschreibung: erupts from a point of your choice within specify conditions that will trigger a special
You point your finger, and the creature that range. Each creature in a 10-foot-radius sphere activity during the duration. For example, you
damaged you is momentarily surrounded by centered on that point must make a might suggest that a knight give her warhorse
hellish flames. The creature must make a Constitution saving throw. A creature takes to the first beggar she meets. If the condition
Dexterity saving throw. It takes 2d10 fire 3d8 thunder damage on a failed save, or half isn’t met before the spell expires, the activity
damage on a failed save, or half as much as much damage on a successful one. A isn’t performed. If you or any of your
damage on a successful one. creature made of inorganic material such as companions damage the target, the spell ends.
Auf höheren Stufen: When you cast this spell stone, crystal, or metal has disadvantage on
using a spell slot of 2nd level or higher, the this saving throw. A nonmagical object that Hypnotic Pattern
damage increases by 1d10 for each slot level isn’t being worn or carried also takes the Illusionsmagie 3
above 1st. damage if it’s in the spell’s area. Zeitaufwand: 1 action
Auf höheren Stufen: When you cast this spell Reichweite: 120 feet
Detect Evil and Good using a spell slot of 3rd level or higher, the Ziel: A 30-foot cube within range
Erkenntnismagie 1 damage increases by 1d8 for each slot level Komponenten: G M
Zeitaufwand: 1 action above 2nd. Wirkungsdauer: KonzentrationUp to 1 minute
Reichweite: Self Beschreibung:
Ziel: Self You create a twisting pattern of colors that
Komponenten: V G weaves through the air inside a 30-foot cube
Wirkungsdauer: KonzentrationUp to 10 within range. The pattern appears for a
minutes moment and vanishes. Each creature in the
Beschreibung: area who sees the pattern must make a
For the duration, you know if there is an Wisdom saving throw. On a failed save, the
aberration, celestial, elemental, fey, fiend, or creature becomes charmed for the duration.
undead within 30 feet of you, as well as where While charmed by this spell, the creature is
the creature is located. Similarly, you know if incapacitated and has a speed of 0. The spell
there is a place or object within 30 feet of you ends for an affected creature if it takes any
that has been magically consecrated or damage or if someone else uses an action to
desecrated. The spell can penetrate most shake the creature out of its stupor.
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.
Major Image Enemies Abound Polymorph
Illusionsmagie 3 Verzauberungsmagie 3 Verwandlung 4
Zeitaufwand: 1 action Zeitaufwand: 1 action Zeitaufwand: 1 action
Reichweite: 120 feet Reichweite: 120 feet Reichweite: 60 feet
Ziel: A spot that you can see within range Ziel: One creature you can see Ziel: A creature that you can see within range
Komponenten: V G M Komponenten: V G Komponenten: V G M
Wirkungsdauer: KonzentrationUp to 10 Wirkungsdauer: KonzentrationUp to 1 minute Wirkungsdauer: KonzentrationUp to 1 hour
minutes Beschreibung: Beschreibung:
Beschreibung: You reach into the mind of one creature you This spell transforms a creature that you can
You create the image of an object, a creature, can see and force it to make an Intelligence see within range into a new form. An unwilling
or some other visible phenomenon that is no saving throw. A creature automatically creature must make a Wisdom saving throw to
larger than a 20-foot cube. The image appears succeeds if it is immune to being frightened. avoid the effect. The spell has no effect on a
at a spot that you can see within range and On a failed save, the target loses the ability to shapechanger or a creature with 0 hit points.
lasts for the duration. It seems completely real, distinguish friend from foe, regarding all The transformation lasts for the duration, or
including sounds, smells, and temperature creatures it can see as enemies until the spell until the target drops to 0 hit points or dies.
appropriate to the thing depicted. You can’t ends. Each time the target takes damage, it The new form can be any beast whose
create sufficient heat or cold to cause damage, can repeat the saving throw, ending the effect challenge rating is equal to or less than the
a sound loud enough to deal thunder damage on itself on a success. Whenever the affected target’s (or the target’s level, if it doesn’t have a
or deafen a creature, or a smell that might creature chooses another creature as a target, challenge rating). The target’s game statistics,
sicken a creature (like a troglodyte’s stench). it must choose the target at random from including mental ability scores, are replaced by
As long as you are within range of the illusion, among the creatures it can see within range of the statistics of the chosen beast. It retains its
you can use your action to cause the image to the attack, spell, or other ability it’s using. If an alignment and personality. The target assumes
move to any other spot within range. As the enemy provokes an opportunity attack from the hit points of its new form. When it reverts
image changes location, you can alter its the affected creature, the creature must make to its normal form, the creature returns to the
appearance so that its movements appear that attack if it is able to. number of hit points it had before it
natural for the image. For example, if you transformed. If it reverts as a result of
create an image of a creature and move it, you dropping to 0 hit points, any excess damage
can alter the image so that it appears to be carries over to its normal form. As long as the
walking. Similarly, you can cause the illusion to excess damage doesn’t reduce the creature’s
make different sounds at different times, even normal form to 0 hit points, it isn’t knocked
making it carry on a conversation, for example. unconscious. The creature is limited in the
Physical interaction with the image reveals it actions it can perform by the nature of its new
to be an illusion, because things can pass form, and it can’t speak, cast spells, or take
through it. A creature that uses its action to any other action that requires hands or
examine the image can determine that it is an speech. The target’s gear melds into the new
illusion with a successful Intelligence form. The creature can’t activate, use, wield, or
(Investigation) check against your spell save otherwise benefit from any of its equipment.
DC. If a creature discerns the illusion for what
it is, the creature can see through the image,
and its other sensory qualities become faint to
the creature.
Auf höheren Stufen: When you cast this spell
using a spell slot of 6th level or higher, the
spell lasts until dispelled, without requiring
your Concentration.
Dimension Door
Beschwörung 4
Zeitaufwand: 1 action
Reichweite: 500 feet
Ziel: See text
Komponenten: V
Wirkungsdauer: Instantaneous
Beschreibung:
You teleport yourself from your current
location to any other spot within range. You
arrive at exactly the spot desired. It can be a
place you can see, one you can visualize, or
one you can describe by stating distance and
direction, such as “200 feet straight
downward” or “upward to the northwest at a
45-degree angle, 300 feet.” You can bring along
objects as long as their weight doesn’t exceed
what you can carry. You can also bring one
willing creature of your size or smaller who is
carrying gear up to its carrying capacity. The
creature must be within 5 feet of you when you
cast this spell. If you would arrive in a place
already occupied by an object or a creature,
you and any creature traveling with you each
take 4d6 force damage, and the spell fails to
teleport you.

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