{"style":"dark","name":"Lorelai Dawnseeker","imageid":"","species":"Dhampir","background":"Ruined","size":"Medium","xp":"","class_1":"Sorcerer ","level_1":"13","subclass_1":"Shadow Magic","hit_die_1":"6","hit_dice_remaining_1":"13","class_2":"","level_2":"","subclass_2":"","hit_die_2":"","hit_dice_remaining_2":"","class_3":"","level_3":"","subclass_3":"","hit_die_3":"","hit_dice_remaining_3":"","class_4":"","level_4":"","subclass_4":"","hit_die_4":"","hit_dice_remaining_4":"","strength":"10","dexterity":"20","constitution":"16","intelligence":"16","wisdom":"14","charisma":"20","constitution_save_prof":"1","charisma_save_prof":"1","strength_save_mod":"","dexterity_save_mod":"","constitution_save_mod":"","intelligence_save_mod":"","wisdom_save_mod":"","charisma_save_mod":"","armor_class_mod":"","hit_points_first":"8","hit_points_current":"105","hit_points":"","temporary_hit_points_current":"","dss1":"0","dss2":"0","dss3":"0","dsf1":"0","dsf2":"0","dsf3":"0","exhaustion_01":"0","exhaustion_02":"0","exhaustion_03":"0","exhaustion_04":"0","exhaustion_05":"0","exhaustion_06":"0","conditions":"","speed":"30 ft.","initiative_mod":"0","initiative":"","inspiration_01":"0","pp_bonus":"","class_resource_label_01":"","class_resource_curr_01":"","class_resource_01":"","class_resource_label_02":"","class_resource_curr_02":"","class_resource_02":"","class_resource_label_03":"","class_resource_curr_03":"","class_resource_03":"","acrobatics_abi":"dexterity","acrobatics":"","animal_handling_abi":"wisdom","animal_handling":"","arcana_prof":"1","arcana_abi":"intelligence","arcana":"","athletics_abi":"strength","athletics":"","deception_prof":"1","deception_abi":"charisma","deception":"","history_prof":"1","history_abi":"intelligence","history":"","insight_prof":"1","insight_abi":"wisdom","insight":"","intimidation_abi":"charisma","intimidation":"","investigation_abi":"intelligence","investigation":"","medicine_abi":"wisdom","medicine":"","nature_abi":"intelligence","nature":"","perception_abi":"wisdom","perception":"","performance_abi":"charisma","performance":"","persuasion_prof":"1","persuasion_abi":"charisma","persuasion":"","religion_abi":"intelligence","religion":"","sleight_of_hand_abi":"dexterity","sleight_of_hand":"","stealth_prof":"1","stealth_exp":"1","stealth_abi":"dexterity","stealth":"","survival_prof":"1","survival_abi":"wisdom","survival":"","skill_name_01":"","skill_abi_01":"strength","skill_value_01":"","skill_name_02":"","skill_abi_02":"strength","skill_value_02":"","skill_name_03":"","skill_abi_03":"strength","skill_value_03":"","skill_name_04":"","skill_abi_04":"strength","skill_value_04":"","skill_name_05":"","skill_abi_05":"strength","skill_value_05":"","attack_worn_01":"1","attack_prof_01":"1","attack_01":"Light Crossbow","attack_abi_01":"dexterity","attack_mod_01":"","attack_dmg_01":"1d8","attack_dmg_type_01":"Piercing","attack_props_01":"Loading, Range, 2-Handed","attack_mastery_01":"-","attack_prof_02":"1","attack_02":"Dagger","attack_abi_02":"dexterity","attack_mod_02":"","attack_dmg_02":"1d4","attack_dmg_type_02":"Piercing","attack_props_02":"Finesse, Light, Range, Thrown","attack_mastery_02":"-","attack_worn_03":"1","attack_prof_03":"1","attack_03":"Fanged Bite","attack_abi_03":"dexterity","attack_mod_03":"","attack_dmg_03":"2d4+4","attack_dmg_type_03":"Piercing","attack_props_03":"","attack_mastery_03":"-","attack_04":"","attack_abi_04":"strength","attack_mod_04":"","attack_dmg_04":"","attack_dmg_type_04":"","attack_props_04":"","attack_mastery_04":"-","attack_05":"","attack_abi_05":"strength","attack_mod_05":"","attack_dmg_05":"","attack_dmg_type_05":"","attack_props_05":"","attack_mastery_05":"-","armor_name_01":"","armor_type_01":"l","armor_ac_01":"","armor_props_01":"","armor_name_02":"","armor_type_02":"l","armor_ac_02":"","armor_props_02":"","armor_name_03":"","armor_type_03":"l","armor_ac_03":"","armor_props_03":"","armor_name_04":"","armor_type_04":"l","armor_ac_04":"","armor_props_04":"","proficiencies_and_languages":"Common\r\nElvish\r\nDraconic\r\nDeep Speech\r\nDaggers\r\nDarts\r\nSlings\r\nQuarterstaffs\r\nLight Crossbows\r\nPlaying cards","features_and_traits":"[h2]Racial Traits.[\/h2]\r\n\r\nDarkvision - Range of 120 ft.\r\n\r\nWhen damage reduces to 0 hit points, able to make a Charisma saving throw (DC 5 + the damage taken). On a success, damage drops to 1 hit point. Can't be used if HP is reduced to 0 by radiant damage or by a critical hit. After the saving throw succeeds, feature is unusable until the end of a long rest.\r\n\r\nNo need to breathe.\r\n\r\nBy slipping behind enemies or allies alike, you are able to fade from view with ease. You can take the Hide action even when you have Half Cover from a creature, as long as that creature is of a size larger than you.\r\n\r\nYou have a Climb Speed equal to your walking speed, and can use it to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, while using climbing movement, you can use the Dash action as a Bonus Action. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.\r\n\r\nResistant to poison damage.\r\n\r\n[h2]Feats.[\/h2]\r\n\r\nCan't be surprised while conscious.\r\n\r\nOther creatures don't have advantage on attack rolls as a result of being unseen.\r\n\r\nBlindsight with a range of 10 ft.\r\n\r\nYou have advantage on saving throws you make against effects which would charm you or cause madness.\r\n\r\nWhenever you make an ability check that doesn\u2019t include your proficiency bonus, your unique insight allows you to make connections which may or may not exist. If the d20 roll for the ability check is even, you add your proficiency bonus to the check.\r\n\r\nYour strength of will protects you from magic that would corrupt your mind. You have Advantage on saving throws against being Charmed.\r\n\r\nYou have Advantage on Wisdom saving throws against spells and other magical effects. You have Advantage on saving throws using a new ability score each time. Additionally, if you fail a saving throw against a spell or other magical effect and you do not have proficiency with that saving throw, you can use your Reaction to reroll the save. You regain the use of this feature when you finish a Long Rest.\r\n\r\n(via Bloodwell Vial) Advantage on deception checks.\r\n\r\nSpells you cast ignore Resistance to Fire Damage. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\r\n\r\nYou can cast and maintain a second spell that requires concentration while already concentrating on a first. The two spells cannot be the same. When concentrating on two spells this way you make concentration checks for both as if they were one spell, and either succeed or fail based on that check. You have disadvantage on concentration checks made while concentrating on two spells this way. \r\n\r\n[h2]Sorcerer Features.[\/h2]\r\n\r\nCan use an action to divide a higher level spell slot into two or more lower level spell slots whose combined level is equal to or less than the original slot's level. Cannot be converted into sorcery points.\r\n\r\n[b]Flexible Casting. [\/b]You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n[b]Creating Spell Slots. [\/b]You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.\r\n\r\n[b]Converting a Spell Slot to Sorcery Points.[\/b] As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.\r\n\r\nWhen you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can\u2019t do so again until you finish a Long Rest. \r\n\r\nBlindsight with a range of 10 ft.\r\n\r\n[h2]Vampiric Transformations.[\/h2]\r\n\r\nYou cannot enter a private residence that you do not own without one of the occupants inviting you. Once invited, you can enter without penalty as long as the inviter resides there. If you do enter uninvited, you have Disadvantage on all D20 Tests while in the residence. Additionally, you take 1d4 Psychic damage at the start of each of your turns. You cannot be Resistant or Immune to Psychic damage while inside such a residence uninvited.\r\n\r\nYou can take the Hide action as a Bonus Action, and you can use the Hide action anywhere that is not in sunlight.\r\n\r\nIf the attack hits a creature that has blood, the target must succeed on a Constitution saving throw or take an additional 1d6 Necrotic damage. You regain Hit Points equal to the Necrotic damage dealt this way. The DC is 8 plus your Proficiency Bonus plus your Transformation Stage (16). \r\n\r\nYou have Disadvantage on all D20 Tests when you are in sunlight.\r\n\r\nYou gain Resistance to Necrotic damage.\r\n\r\nYou have Advantage on Dexterity saving throws.\r\n\r\nYou can cast the Gaseous Form spell a number of times equal to your Vampire Transformation Stage without using a spell slot or needing to use Verbal, Somatic, or Material components. You regain all uses of this feature when you finish a Long Rest.\r\n\r\nYou can cast this spell as an Action on your turn, or as a Reaction when you would take Bludgeoning, Piercing, or Slashing damage. You cast the spell before taking the damage.\r\n\r\nYou can summon 2d4 Swarms of Rats, Swarms of Bats, or Wolves as a Bonus Action. They appear at the start of your next turn within 60 feet of you. They follow your verbal or mental commands. They disperse after 1 hour, when you are reduced to 0 Hit Points, or when you dismiss them with a Bonus Action. You regain this ability after finishing a Short or Long Rest.\r\n\r\nYou can cast the Misty Step spell up to four times without using a spell slot. You can also cast a spell in this way as a Reaction when you are targeted with a weapon attack. You cast the spell before taking damage. You regain this ability after finishing a Long Rest.\r\n\r\nThe vampiric blood that flows in your veins gives you regenerative powers. You regain 15 Hit Points at the start of your turn if you have at least 1 Hit Point but less than 60 Hit Points. This feature has no effect if you are in sunlight or have taken Radiant damage since the end of your last turn.\r\n\r\nIf you start your turn in sunlight, you take 1d10 Radiant damage. You cannot have Immunity or Resistance to this Radiant Damage.\r\n\r\nYour appearance begins to resemble that of a true vampire. In stressful conditions, as determined by you or the GM, your appearance changes outside of your control. When you do, anyone observing you knows your true nature.\r\n\r\nYou must feed every day.\r\n\r\nOne strike may end your existence forever. When you are Incapacitated, Stunned, or Unconscious, and you are struck by a Critical Hit with a Piercing Weapon made of wood or silver, you must succeed on a DC 20 Constitution saving throw. On a failed save, you die and are reduced to ash. Only a True Resurrection or Wish spell can resurrect you.\r\n\r\nYou can hide your true appearance and disguise yourself as the humanoid you once were by concentrating on your composure. However, moments of bloodlust or stress are likely to reveal your true nature, including the following situations:\r\n\r\n \u2671 Becoming Bloodied\r\n \u2671 Concentrating on a spell\r\n \u2671 Taking Radiant damage from sunlight\r\n \u2671 Entering a feeding frenzy\r\n \u2671 Having the Unconscious condition\r\n \u2671 Entering hallowed ground\r\n \u2671 Choosing to reveal yourself\r\n\r\n[h2]Tamer Subclass Features.[\/h2]\r\nOnce per turn, when your companion hits a creature of CR 1\/4 or higher with an attack and reduces its current hit points, your companion gains 1 haemophilic charge and the target becomes marked. Your companion can have a maximum number of charges equal to your proficiency bonus plus your spellcasting ability modifier, and loses all charges 1 minute after it gains its last one. When a companion loses its haemophilic charges, any creatures marked by it cease being marked.\r\n\r\nAs an action, you can spend a number of your summoned companion\u2019s haemophilic charges up to your proficiency bonus (minimum of 1) to produce one of the following effects of your choice. If an effect calls for a saving throw, this is against your spell save DC.\r\n \u2671 Haemorrhage. The next time your companion hits a creature marked by it with an attack before the end of your next turn, that creature begins bleeding for 1 minute. While bleeding, a creature takes 1d6 necrotic damage at the start of each of its turns for each charge spent and then makes a Constitution saving throw, ending the effect on success. A creature that doesn\u2019t have blood is immune to this effect.\r\n \u2671 Thalassemia. You target a number of marked creatures that you can see within 30 feet of your companion equal to the number of charges spent. Each creature must succeed on a Charisma saving throw or become cursed as per the bane\r\nspell for 1 minute. A cursed creature can make a Charisma saving throw at the end of each of its turns, ending the curse on itself on a success.\r\n \u2671 Lyssaviria. Until the start of your next turn, the critical range of attacks your companion makes against creatures marked by it is increased by 1 for every 2 charges spent. For example, if you spend 4 charges and your companion would normally score a critical hit on a roll of 20, your companion instead scores a critical hit on a roll of 18-20.\r\n \u2671 Neutrophilia. One creature within 30 feet of your companion that is marked by it must succeed on a Wisdom saving throw or become cursed for 1 minute. While cursed in this way, the target sees all creatures as hostile to it and randomly targets creatures with its attacks, spells, and other effects. This effect ends early when the cursed target has damaged creatures it would usually consider friendly a number of times equal to the number of charges spent on this effect.\r\n \u2671 Thrombosis. A blood clot forms in the heart of one creature within 30 feet of your companion that is marked by it. The target must make a Strength saving throw as its heart tries to unblock the clot. On a failed save, a creature takes necrotic damage equal to your spellcasting ability modifier, plus 1d8 for each charge spent on this effect. On a successful save, the creature takes half as much damage. A creature that doesn\u2019t have blood is immune to this effect.\r\n\r\nA creature can\u2019t be affected by more than one of the effects from this feature at a time; it immediately loses any effects previously gained from this feature when it gains a new one.\r\n\r\nChoose one of the following diseases from the contagion spell: blinding sickness, filth fever, mindfire, or seizure. As an action on its turn, your summoned companion can spend a number of haemophilic charges up to your proficiency bonus to force an equal number of creatures it can see within 30 feet of it to each make a Constitution saving throw. Creatures marked by your companion have disadvantage on this saving throw. On a failure, a creature is poisoned and immediately becomes afflicted by the chosen disease\u2019s effect for 10 minutes. An affected creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition and the effect on itself on a success. After your companion uses this feature, that companion can\u2019t use this feature again until you finish a short or long rest.\r\n\r\nWhenever you summon a companion, you can create a haematological bond with it (no action required). Until the companion is dismissed, you become linked as per the warding bond spell. This effect doesn\u2019t end by you and the companion being more than 60 feet apart and, for the duration, neither you nor your companion can be the target of a warding bond spell. \r\n\r\n[b]Transfusion.[\/b] As a reaction when you take damage, you can spend a number of your companion\u2019s haemophilic charges up to your proficiency bonus to invigorate your body. The damage is reduced by 2d6 for each charge spent.","spellcasting_ability":"charisma","scm_mod":"+4","available_1_level_spellslots":"6","total_spell_slots_1":"6","available_2_level_spellslots":"3","total_spell_slots_2":"3","available_3_level_spellslots":"3","total_spell_slots_3":"3","available_4_level_spellslots":"3","total_spell_slots_4":"3","available_5_level_spellslots":"2","total_spell_slots_5":"2","available_6_level_spellslots":"1","total_spell_slots_6":"1","available_7_level_spellslots":"1","total_spell_slots_7":"1","available_8_level_spellslots":"","total_spell_slots_8":"","available_9_level_spellslots":"","total_spell_slots_9":"","spellcasting":"[b]Careful Spell.[\/b] [i](Costs 1 point.)[\/i] When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell\u2019s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.\r\n[b]Heightened Spell.[\/b] [i](Costs 2 points.) [\/i]When you cast a spell that forces a creature to make a saving throw, [b]you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.\r\nQuickened Spell.[\/b] [i](Costs 2 points.)[\/i] When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can\u2019t modify a spell in this way if you\u2019ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.\r\n[b]Transmuted Spell.[\/b] [i](Costs 2 points)[\/i] When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.\r\nYou gain an extra 1d12 Sangromancy Hit Point Dice per Vampire Transformation. You can use those dice on Sangromancy spells. You regain all spent Sangromancy Dice when you finish a Long Rest.\r\nWhen you successfully restore Hit Points using Fanged Bite, you regain one spent Sangromancy Die.\r\nAny cantrip you cast that does Necrotic damage can be enhanced by your Sangromancy Dice. You can spend up to 2 Hit Point Dice (including your Sangromancy Dice) to deal extra Necrotic damage with those cantrips. You can decide to spend these Hit Point Dice after you know if the cantrip affects the target(s).","copper_label":"Copper","copper_pieces":"0","silver_label":"Silver","silver_pieces":"0","electrum_label":"Electrum","electrum_pieces":"0","gold_label":"Gold","gold_pieces":"32500","platinum_label":"Platinum","platinum_pieces":"0","bastion_01":"","bastion_02":"","bastion_03":"","bastion_04":"","bastion_05":"","equipment":"Magic Items Attuned To: 3\/3\r\nArcane Focus - Playing cards from a childhood game that's been long since forgotten\r\nUnknown Magical Artifact\r\nExplorer's Pack\r\nCracked Hourglass\r\nRusty Manacles\r\nHunting Trap\r\nHalf-Empty Bottle\r\nStandard Card Deck\r\nTraveler's Clothes\r\nPhantasmal Killer Spell Scroll x2\r\nPlanchette of Adela Druskenvald (requires attunement)\r\n[b]Sense the Unseen.[\/b] The planchette has 5 charges and regains 1d4 + 1 expended charges daily\r\nat dusk. You can expend charges to cast the following spells from it: Detect Magic (1 charge), Locate Object (2 charges), See Invisibility (2 charges).\r\n[b]Starlight Ward.[\/b] You have Resistance to Radiant damage. When you take Radiant damage, for the next minute, the star-sigils on the planchette shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\r\nCure-All (magic item from Valda's)\r\nAlchemical Anesthetic\r\nBottle of Aged Wine\r\n+1 deck of cards\r\nBloodwell Vial (To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.)\r\n3 pots of makeup - one each of red, black, and white\r\nRed satin dress\r\nWeave Numen Spell Scroll\r\nTorturer's Tools\r\nSurgical Tools\r\nBlightheart Amulet\r\n[i]Blighted Mist.[\/i] As an action, you can release a cloud of corrupting mist in a 10-foot-radius sphere centered on yourself that flows around corners. The cloud moves with you and lasts for 1 minute. A creature other than yourself that enters the area for the first time on a turn or starts its turn there must succeed on a DC 15 Constitution saving throw or take 2d6 poison damage and become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.\r\n[i]Soul Decay.[\/i] As a bonus action, you can activate the amulet's power to drain vitality from a creature you can see within 30 feet of you. The creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 2d8 poison damage, and you regain a number of hit points equal to half the damage dealt. This property can be used twice, regaining all expended uses daily at dawn.","backstory":"When Lorelai was young, she wanted for nothing. Loving parents, a great education, a lovely home, a shining future ahead. Her mother and father loved her dearly and prepared her for a pre-selected future, with lofty expectations. \r\n\r\nAs she grew older and hit puberty, her magic began to develop properly so she could actually control it, and her parents decided it would be a good idea to send her off to her apprenticeship early so she didn\u2019t waste any time with her magical development. Because of her bloodline and ability, she was highly sought after, but eventually she was taken under the wind of the current archmage, Amdis Quiphelen, an, allegedly, middle-aged high elf. \r\n\r\nShe went off to apprentice under him and lived with him in his little magical atelier, where she grew as a caster. However, soon after she turned 20, she complained that she felt her improvement was plateauing and that his lessons were too slow. As a response to\r\nthis, he offered to show her a way to make her powerful, and bring her to the spellcaster they both knew she had the potential to become.\r\nHe brought her to his gay vampire cult and insisted that she\u2019d transcend mortality, and that her natural ability far outweighed his own, and that vampirism would improve her magic by tenfold. Obviously, as a young woman still full of hope and care for a world that has showered her in nothing but love up until now, rebuffed him and attempted to kill him. Obviously, given she was a half-baked sorceress and he\u2019d been neglecting teaching her spells that would affect him at all, he easily fought back. He\u2019d already be able to take her with both eyes closed and his hands tied behind his back, but he also had a large group of vampiric thralls ready to descend on her. \r\n\r\nShe awoke alone and locked in her bedroom, bloodless, and with the realization that she was now undead. She knew she was a cursed being, and unable to go back home. She knew she couldn\u2019t\u2014she\u2019d be putting everyone she knew and loved in danger, and he\u2019d absolutely find her and do god knows what. \r\n\r\nShe grabbed all she could. Whatever items were around, whatever she could grab or fit into her bag. Spellbooks, clothes, things that might help. But she knew\u2014deep below his tower, where the court had convened, that gleaming object was displayed so prominently. She knew he intended to do something with it. She didn\u2019t know what, but it couldn\u2019t have been good. \r\n\r\nShe crawled out of the window with her newfound abilities and managed to sneak as slowly as possible down below the tower. Stepping over bodies and trying to be as silent as possible, she grabbed the object, surprised at how completely unguarded it was. \r\n\r\nComing back up, she ran. She ran as far as she could. And when she found civilization, she paid the first man willing to do it all the money she had to bring her to a different planet.\r\nA year passed. She had a small apartment, thought she was safe. She had begun to communicate with The Order of the Pink Ribbon. That was, until she was found again, seeing a group of his spawn in the street, and she ran.\r\n\r\nAgain, and again, and again. \r\n\r\nDecades passed. She didn\u2019t care much for her magic other than whatever would keep her as safe as possible, nor did she bother with the Order of the Pink Ribbon. She stopped caring about anything other than staying alive, abandoning her aversion to eating anything but rodents. Food was hard to get when you were on the run, and the flesh of animals hardly sustained her the way they used to, so she turned to other means. One planet, then the next. She never had anywhere to stop or rest, not that she needed to. All her memories were tainted. The only thing she could find herself remembering at night was her death. She didn\u2019t really know what the magic object did nor did she really care, yet at the same time wouldn\u2019t let anyone even find out she had it. If it was up to her, she\u2019d rather destroy it entirely, but can\u2019t figure out how. \r\n\r\nShe\u2019d lied to and jilted a lot of people, hardly going by her real name. One week, Ravette Varalei, the next Lythienne Aephyra. Made money doing cheap magic tricks and jobs no one else wanted to. Became cleanup crew for a lot of people, didn\u2019t matter what sides they were on. Probably wanted in a few planets. \r\n\r\nShe knows her mother\u2019s dead, and died never knowing what happened to her daughter. She can\u2019t face her father ever again. And when she saw a way to join a crew of poachers\u2014always moving, hardly staying in the same place, and so many people that she could fade into the background\u2014that was her ticket.","allies":"","motivation":"","notes":"1st lvl slots - 6\/6\r\n2nd lvl slots - 3\/3\r\n3rd lvl slots - 3\/3\r\n4th lvl slots - 3\/3\r\n5th lvl slots - 1\/2\r\n6th lvl slots - 1\/1\r\n7th lvl slots - 1\/1\r\n1\/1 - Sorcerous Restoration\r\n2\/2 - Innate Sorcery\r\n1\/1 - Fireball w\/o Spell Slot\r\n1\/1 - Free Fireball Upcast\r\n5\/5 - Planchette Charges (1d4 + 1 regained at dusk)\r\n4\/4 Climbing Dash Bonus Action\r\n1\/1 Saving Throw Reroll as a Reaction\r\n0\/17 - Hemophilic Charge\r\n1\/1 - Corruption (recharges at a short or long rest)\r\n3\/3 - 1d12 Sangromancy Die\r\n3\/3 - Free Gaseous Form\r\n4\/4 - Misty Step w\/o Spell Slot (recharges at a long rest)\r\n1\/1 - Summon Creatures (recharges at a short or long rest)","spell_prepared_01":"1","spell_level_01":"C","spell_name_01":"Blood Bolt","spell_id_01":"","spell_ability_01":"charisma","spell_casting_time_01":"1 action","spell_range_01":"90 ft.","spell_duration_01":"Instantaneous","spell_components_01":"V, S","spell_damage_01":"2d6","spell_damage_higher_01":"","spell_component_sets_01":"","spell_notes_01":"You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","spell_prepared_02":"1","spell_level_02":"C","spell_name_02":"Minor Illusion","spell_id_02":"","spell_ability_02":"none","spell_casting_time_02":"1 action","spell_range_02":"30 ft.","spell_duration_02":"1 minute","spell_components_02":"","spell_damage_02":"","spell_damage_higher_02":"","spell_component_sets_02":"","spell_notes_02":"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\u2019s voice, a lion\u2019s 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\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot cube. The image can\u2019t 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.","spell_prepared_03":"1","spell_level_03":"C","spell_name_03":"Chill Touch","spell_id_03":"","spell_ability_03":"charisma","spell_casting_time_03":"1 action","spell_range_03":"Touch","spell_duration_03":"Instantaneous","spell_components_03":"","spell_damage_03":"2d10","spell_damage_higher_03":"","spell_component_sets_03":"","spell_notes_03":"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can\u2019t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.","spell_prepared_04":"1","spell_level_04":"C","spell_name_04":"Frightful Start","spell_id_04":"","spell_ability_04":"none","spell_casting_time_04":"1 action","spell_range_04":"30 ft.","spell_duration_04":"Instantaneous","spell_components_04":"V, S, M (a dead spider)","spell_damage_04":"","spell_damage_higher_04":"","spell_component_sets_04":"","spell_notes_04":"You twist your visage to scare a creature that you can see within range. The creature must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn.","spell_prepared_05":"1","spell_level_05":"4","spell_name_05":"Phantasmal Killer","spell_id_05":"","spell_ability_05":"none","spell_casting_time_05":"1 action","spell_range_05":"120 ft.","spell_duration_05":"Concentration, up to 1 minute","spell_components_05":"V, S ","spell_damage_05":"4d10","spell_damage_higher_05":"1d10","spell_component_sets_05":"","spell_notes_05":"You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target\u2019s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.","spell_prepared_06":"1","spell_level_06":"4","spell_name_06":"Greater Invisibility","spell_id_06":"","spell_ability_06":"none","spell_casting_time_06":"1 action","spell_range_06":"Touch","spell_duration_06":"Concentration, up to 1 minute","spell_components_06":"V, S ","spell_damage_06":"","spell_damage_higher_06":"","spell_component_sets_06":"","spell_notes_06":"You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target\u2019s person.","spell_prepared_07":"1","spell_level_07":"1","spell_name_07":"Silvery Barbs","spell_id_07":"","spell_ability_07":"none","spell_casting_time_07":"1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw","spell_range_07":"60 ft.","spell_duration_07":"Instantaneous","spell_components_07":"","spell_damage_07":"","spell_damage_higher_07":"","spell_component_sets_07":"","spell_notes_07":"You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.  You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.","spell_prepared_08":"1","spell_level_08":"1","spell_name_08":"Captivate Undead","spell_id_08":"","spell_ability_08":"none","spell_casting_time_08":"1 action","spell_range_08":"60 ft.","spell_duration_08":"Concentration, up to 1 hour","spell_components_08":"V, S, M (a pinch of bone dust)","spell_damage_08":"","spell_damage_higher_08":"","spell_component_sets_08":"","spell_notes_08":"You usurp the negative energy animating an Undead creature that you can see within range, attempting to take control of it. The target must make a Charisma saving throw. On a failed save, for the duration, the target has the Charmed condition (ignoring any Immunity to that condition), and it is Friendly toward you. On a successful save, the target has Disadvantage on the next attack roll it makes against you before the start of your next turn. If you or any of your allies damage the target or force it to make a saving throw, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.","spell_prepared_09":"1","spell_level_09":"1","spell_name_09":"Mage Armor","spell_id_09":"","spell_ability_09":"none","spell_casting_time_09":"1 action","spell_range_09":"Touch","spell_duration_09":"Instantaneous","spell_components_09":"","spell_damage_09":"","spell_damage_higher_09":"","spell_component_sets_09":"","spell_notes_09":"You touch a willing creature who isn\u2019t wearing armor, and a protective magical force surrounds it until the spell ends. The target\u2019s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.","spell_prepared_10":"1","spell_level_10":"2","spell_name_10":"Dazing Blast","spell_id_10":"","spell_ability_10":"none","spell_casting_time_10":"1 action","spell_range_10":"60 ft.","spell_duration_10":"Instantaneous","spell_components_10":"V, S","spell_damage_10":"2d6","spell_damage_higher_10":"","spell_component_sets_10":"","spell_notes_10":"A wave of force leaves your palms, targeting a creature within range. The target makes a Constitution saving throw. On a failed save, the creature takes 2d6 Force damage and has the Stunned condition until the end of its next turn. On a successful save, the creature takes the damage only. Using a Higher-Level Spell Slot. One additional creature can be targeted for each spell slot above 2.","spell_prepared_11":"1","spell_level_11":"2","spell_name_11":"Life Tether","spell_id_11":"","spell_ability_11":"none","spell_casting_time_11":"1 action","spell_range_11":"120 ft.","spell_duration_11":"Concentration, up to 1 minute","spell_components_11":"V, S","spell_damage_11":"","spell_damage_higher_11":"","spell_component_sets_11":"","spell_notes_11":"Choose a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, a sickly green tether forms between you and your target. Whenever you take damage, the tethered target takes half as much damage (round down) as Necrotic damage. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the tether to a new creature you can see within range. The new target must succeed on a Wisdom saving throw or be tethered. Using a Higher-Level Spell Slot. You can create additional tethers with a spell slot of level 4 (two tethers), 6 (three tethers), or 8 (four tethers).","spell_prepared_12":"1","spell_level_12":"3","spell_name_12":"Creeping Rot","spell_id_12":"","spell_ability_12":"none","spell_casting_time_12":"1 action","spell_range_12":"90 ft.","spell_duration_12":"1 minute","spell_components_12":"V, S","spell_damage_12":"4d4","spell_damage_higher_12":"1d4","spell_component_sets_12":"","spell_notes_12":"You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn\u2019t a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils. A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 Necrotic damage and has the Poisoned condition for the duration. On a successful save, it takes half as much damage only. A creature Poisoned in this way takes 1d8 Necrotic damage at the start of each of its turns. A Poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success. A Plant creature automatically fails the initial save, and a nonmagical plant that isn\u2019t a creature simply withers and dies. Using a Higher-Level Spell Slot. One additional tendril leaps from the first target to another target for each spell slot level above 3.","spell_prepared_13":"1","spell_level_13":"C","spell_name_13":"Mage Hand","spell_id_13":"","spell_ability_13":"none","spell_casting_time_13":"1 action","spell_range_13":"60 ft.","spell_duration_13":"Concentration, up to 1 minute","spell_components_13":"","spell_damage_13":"","spell_damage_higher_13":"","spell_component_sets_13":"","spell_notes_13":"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\u2019t attack, activate magical items, or carry more than 10 pounds.","spell_prepared_14":"1","spell_level_14":"3","spell_name_14":"Fireball","spell_id_14":"","spell_ability_14":"none","spell_casting_time_14":"1 action","spell_range_14":"150 ft.","spell_duration_14":"Instantaneous","spell_components_14":"","spell_damage_14":"8d6","spell_damage_higher_14":"1d6","spell_component_sets_14":"","spell_notes_14":"A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren\u2019t being worn or carried.","spell_prepared_15":"1","spell_level_15":"4","spell_name_15":"Blight","spell_id_15":"","spell_ability_15":"none","spell_casting_time_15":"1 action","spell_range_15":"30 ft.","spell_duration_15":"Instantaneous","spell_components_15":"","spell_damage_15":"8d8","spell_damage_higher_15":"1d8","spell_component_sets_15":"","spell_notes_15":"Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.  If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn\u2019t a creature, such as a tree or shrub, it doesn\u2019t make a saving throw; it simply withers and dies.  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.","spell_prepared_16":"1","spell_level_16":"3","spell_name_16":"Vampiric Touch","spell_id_16":"","spell_ability_16":"charisma","spell_casting_time_16":"1 action","spell_range_16":"Self","spell_duration_16":"Concentration, up to 1 minute","spell_components_16":"","spell_damage_16":"3d6","spell_damage_higher_16":"1d6","spell_component_sets_16":"","spell_notes_16":"The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.","spell_prepared_17":"1","spell_level_17":"3","spell_name_17":"Crimson Harvest","spell_id_17":"","spell_ability_17":"none","spell_casting_time_17":"1 action","spell_range_17":"Self","spell_duration_17":"Concentration, up to 1 minute","spell_components_17":"V, S, M (a vial of blood)","spell_damage_17":"3d10","spell_damage_higher_17":"1d10","spell_component_sets_17":"","spell_notes_17":"A wave of blood sweeps out from you in a 15-foot Emanation. Each creature of your choice in the wave must make a Dexterity saving throw, taking 3d10 Necrotic damage on a failed save, or half as much damage on a successful one. If you damage at least one Small or larger creature, one creature of your choice that you can see within the Emanation regains a number of Hit Points equal to half the damage roll. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.","spell_prepared_18":"1","spell_level_18":"2","spell_name_18":"Darkness","spell_id_18":"","spell_ability_18":"none","spell_casting_time_18":"1 action","spell_range_18":"60 ft.","spell_duration_18":"Concentration, up to 10 minutes","spell_components_18":"","spell_damage_18":"","spell_damage_higher_18":"","spell_component_sets_18":"","spell_notes_18":"Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can\u2019t see through this darkness, and nonmagical light can\u2019t illuminate it.  If the point you choose is on an object you are holding or one that isn\u2019t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.  If any of this spell\u2019s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.","spell_prepared_19":"1","spell_level_19":"4","spell_name_19":"Vitriolic Sphere","spell_id_19":"","spell_ability_19":"none","spell_casting_time_19":"1 action","spell_range_19":"150 ft.","spell_duration_19":"Instantaneous","spell_components_19":"","spell_damage_19":"10d4","spell_damage_higher_19":"2d4","spell_component_sets_19":"","spell_notes_19":"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.","spell_prepared_20":"1","spell_level_20":"3","spell_name_20":"Summon Undead","spell_id_20":"","spell_ability_20":"none","spell_casting_time_20":"1 action","spell_range_20":"90 ft.","spell_duration_20":"Concentration, up to 1 hour","spell_components_20":"","spell_damage_20":"","spell_damage_higher_20":"","spell_component_sets_20":"","spell_notes_20":"You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.","spell_prepared_21":"1","spell_level_21":"5","spell_name_21":"Incite Riot","spell_id_21":"","spell_ability_21":"none","spell_casting_time_21":"1 action","spell_range_21":"30 ft.","spell_duration_21":"Concentration, up to 1 minute","spell_components_21":"V, S, M (a red handkerchief)","spell_damage_21":"","spell_damage_higher_21":"","spell_component_sets_21":"","spell_notes_21":"When you cast this spell, you wave the red handkerchief used as the Material component and choose any number of creatures within range that can see you. Each chosen creature makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you and your allies. While Charmed, it must use its action to make melee attacks against the nearest creature (other than you or your allies) or use its turn to move toward the nearest target. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","spell_prepared_22":"1","spell_level_22":"3","spell_name_22":"Meteoroid Shower","spell_id_22":"","spell_ability_22":"none","spell_casting_time_22":"1 action","spell_range_22":"10,000 ft.","spell_duration_22":"Instantaneous","spell_components_22":"","spell_damage_22":"8d6","spell_damage_higher_22":"1d8","spell_component_sets_22":"","spell_notes_22":"Mega spell. You create a barrage of asteroids at a point you choose within range. Mega creatures and the pilots of any ships in an 1,000-foot radius centered on that point must make a dexterity saving throw. If there is no creature in that roll, the save automatically fails. A target takes 8d6 mega bludgeoning damage on a failed save, or half as much on a successful one.","spell_prepared_23":"1","spell_level_23":"1","spell_name_23":"Bane","spell_id_23":"","spell_ability_23":"none","spell_casting_time_23":"1 action","spell_range_23":"30 ft.","spell_duration_23":"Concentration, up to 1 minute","spell_components_23":"","spell_damage_23":"","spell_damage_higher_23":"","spell_component_sets_23":"","spell_notes_23":"Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.  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.","spell_prepared_24":"1","spell_level_24":"1","spell_name_24":"Inflict Wounds","spell_id_24":"","spell_ability_24":"charisma","spell_casting_time_24":"1 action","spell_range_24":"Touch","spell_duration_24":"Instantaneous","spell_components_24":"","spell_damage_24":"3d10","spell_damage_higher_24":"1d10","spell_component_sets_24":"","spell_notes_24":"Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.  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.","spell_prepared_25":"1","spell_level_25":"3","spell_name_25":"Hunger of Hadar","spell_id_25":"","spell_ability_25":"none","spell_casting_time_25":"1 action","spell_range_25":"150 ft.","spell_duration_25":"Concentration, up to 1 minute","spell_components_25":"","spell_damage_25":"2d6","spell_damage_higher_25":"1d6","spell_component_sets_25":"","spell_notes_25":"You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles. Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.","spell_prepared_26":"1","spell_level_26":"2","spell_name_26":"Pass Without Trace","spell_id_26":"","spell_ability_26":"none","spell_casting_time_26":"1 action","spell_range_26":"Self","spell_duration_26":"Concentration, up to 1 hour","spell_components_26":"","spell_damage_26":"","spell_damage_higher_26":"","spell_component_sets_26":"","spell_notes_26":"A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can\u2019t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.","spell_prepared_27":"1","spell_level_27":"C","spell_name_27":"Eldritch Orb","spell_id_27":"","spell_ability_27":"charisma","spell_casting_time_27":"1 action","spell_range_27":"60 ft.","spell_duration_27":"Instantaneous ","spell_components_27":"","spell_damage_27":"2d8","spell_damage_higher_27":"","spell_component_sets_27":"","spell_notes_27":"You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage.   This spell\u2019s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).","spell_prepared_28":"1","spell_level_28":"C","spell_name_28":"Toll the Dead","spell_id_28":"","spell_ability_28":"none","spell_casting_time_28":"1 action","spell_range_28":"60 ft.","spell_duration_28":"Instantaneous","spell_components_28":"","spell_damage_28":"2d12","spell_damage_higher_28":"","spell_component_sets_28":"","spell_notes_28":"You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.  At Higher Levels. The spell\u2019s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).","spell_prepared_29":"1","spell_level_29":"3","spell_name_29":"Sanguine Secrets","spell_id_29":"","spell_ability_29":"none","spell_casting_time_29":"1 bonus action","spell_range_29":"30 ft.","spell_duration_29":"1 round","spell_components_29":"V, S, M (a drop of blood, which the spell consumes)","spell_damage_29":"","spell_damage_higher_29":"","spell_component_sets_29":"","spell_notes_29":"You draw knowledge through the power of blood about a creature you can see within range. You learn the target\u2019s species and creature type, its current Hit Points, and any conditions affecting it. You also learn if it has any of the following, and, if so, what they are: Vulnerability, Resistance, or Immunity to damage or conditions. Additionally, the next ability check or attack roll you make against the target before the end of your next turn has Advantage.","spell_prepared_30":"1","spell_level_30":"C","spell_name_30":"Mind Sliver","spell_id_30":"","spell_ability_30":"none","spell_casting_time_30":"1 action","spell_range_30":"60 ft.","spell_duration_30":"1 round","spell_components_30":"V","spell_damage_30":"2d6","spell_damage_higher_30":"","spell_component_sets_30":"","spell_notes_30":"You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.  At Higher Levels. This spell\u2019s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).","spell_prepared_31":"1","spell_level_31":"5","spell_name_31":"Enervation","spell_id_31":"","spell_ability_31":"none","spell_casting_time_31":"1 action","spell_range_31":"60 ft.","spell_duration_31":"Concentration, up to 1 minute","spell_components_31":"","spell_damage_31":"4d8","spell_damage_higher_31":"1d8","spell_component_sets_31":"","spell_notes_31":"A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell\u2019s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.","spell_prepared_32":"1","spell_level_32":"6","spell_name_32":"Circle of Death","spell_id_32":"","spell_ability_32":"none","spell_casting_time_32":"1 action","spell_range_32":"150 ft.","spell_duration_32":"Instantaneous","spell_components_32":"V, S, M (the powder of a crushed black pearl worth 500+ GP)","spell_damage_32":"8d8","spell_damage_higher_32":"2d8","spell_component_sets_32":"","spell_notes_32":"Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.","spell_prepared_33":"1","spell_level_33":"5","spell_name_33":"Contagion","spell_id_33":"","spell_ability_33":"none","spell_casting_time_33":"1 action","spell_range_33":"Touch","spell_duration_33":"7 days","spell_components_33":"V, S","spell_damage_33":"","spell_damage_higher_33":"","spell_component_sets_33":"","spell_notes_33":"Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target\u2019s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease\u2019s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease\u2019s effects apply to it. Blinding Sickness. Pain grips the creature\u2019s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature\u2019s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature\u2019s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature\u2019s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.","spell_prepared_34":"1","spell_level_34":"5","spell_name_34":"Creation","spell_id_34":"","spell_ability_34":"none","spell_casting_time_34":"1 minute","spell_range_34":"30 ft.","spell_duration_34":"Special","spell_components_34":"V, S, M (a tiny piece of matter of the same type of the item you plan to create)","spell_damage_34":"","spell_damage_higher_34":"","spell_component_sets_34":"","spell_notes_34":"You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.  The duration depends on the object\u2019s material. If the object is composed of multiple materials, use the shortest duration. Material \tUsing any material created by this spell as another spell\u2019s material component causes that spell to fail.  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. https:\/\/dnd5e.wikidot.com\/spell:creation","spell_prepared_35":"1","spell_level_35":"4","spell_name_35":"Murder of Crows","spell_id_35":"","spell_ability_35":"none","spell_casting_time_35":"1 action","spell_range_35":"Self","spell_duration_35":"Instantaneous","spell_components_35":"V, S, M (a crow feather)","spell_damage_35":"5d6","spell_damage_higher_35":"1d6","spell_component_sets_35":"","spell_notes_35":"You summon and unleash a murder of deadly crows. Each creature of your choice in a 30-foot Cone originating from you makes a Dexterity saving throw. On a failed save, the target takes 5d6 Force damage and has the Blinded condition. On a successful save, it takes half as much damage only. A Blinded creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature regains any Hit Points. The crows disperse and vanish after they strike. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.","spell_prepared_36":"1","spell_level_36":"C","spell_name_36":"Eye Burn","spell_id_36":"","spell_ability_36":"charisma","spell_casting_time_36":"Reaction, which you take when a creature you can see within range targets you with an attack","spell_range_36":"30 ft.","spell_duration_36":"1 round","spell_components_36":"V, S, M (a smear of camphor)","spell_damage_36":"","spell_damage_higher_36":"","spell_component_sets_36":"","spell_notes_36":"You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with Blindsight or Immunity to the Blinded condition succeeds automatically). On a failed save, the target has the Blinded condition until the end of the turn. On a successful save, it must subtract 1d4 from the triggering attack roll. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.","spell_prepared_37":"1","spell_level_37":"6","spell_name_37":"Heartseeker","spell_id_37":"","spell_ability_37":"none","spell_casting_time_37":"1 action","spell_range_37":"300 ft.","spell_duration_37":"Concentration, up to 1 minute","spell_components_37":"V, S, M (a ruby worth 100+ GP)","spell_damage_37":"3d8","spell_damage_higher_37":"","spell_component_sets_37":"","spell_notes_37":"As part of casting this spell, you must expend six Hit Point Dice or the spell automatically fails. Blood flows from your body then crystallizes into a barbed arrow, which launches at a creature. Make a ranged spell attack against a target within range. On a hit, roll the Hit Point Dice expended to cast the spell, and the creature takes Piercing damage equal to the numbered rolled. Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it susceptible to injury. Until the spell ends, the first successful attack against a creature after its turn ends each round is automatically a Critical Hit. The target makes a Constitution saving throw at the end of each of its turns. On a failed save, the effect continues. On a success save, the creature takes 3d8 Necrotic damage and the spell ends.","spell_prepared_38":"1","spell_level_38":"4","spell_name_38":"Intrusive Despair","spell_id_38":"","spell_ability_38":"none","spell_casting_time_38":"1 action","spell_range_38":"90 ft.","spell_duration_38":"Concentration, up to 1 minute","spell_components_38":"V, S, M (a devil\u2019s trumpet blossom)","spell_damage_38":"","spell_damage_higher_38":"","spell_component_sets_38":"","spell_notes_38":"You curse a creature within range, filling its mind with creeping paranoia and despair. When the target takes the Attack or Magic action, it must succeed on a Wisdom saving throw or waste its action. Once the target succeeds on three saving throws against this spell, the spell ends.","spell_prepared_39":"1","spell_level_39":"4","spell_name_39":"Stoneskin","spell_id_39":"","spell_ability_39":"none","spell_casting_time_39":"1 action","spell_range_39":"Touch","spell_duration_39":" Concentration, up to 1 hour","spell_components_39":"V, S, M (diamond dust worth 100+ GP, which the spell consumes)","spell_damage_39":"","spell_damage_higher_39":"","spell_component_sets_39":"","spell_notes_39":"Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.","spell_prepared_40":"1","spell_level_40":"5","spell_name_40":"Greater Restoration","spell_id_40":"","spell_ability_40":"none","spell_casting_time_40":"1 action","spell_range_40":"Touch","spell_duration_40":"Instantaneous","spell_components_40":"V, S, M (diamond dust worth 100+ GP, which the spell consumes)","spell_damage_40":"","spell_damage_higher_40":"","spell_component_sets_40":"","spell_notes_40":"You touch a creature and magically remove one of the following effects from it: \u2022 1 Exhaustion level \u2022 The Charmed or Petrified condition \u2022 A curse, including the target's Attunement to a cursed magic item \u2022 Any reduction to one of the target's ability scores \u2022 Any reduction to the target's Hit Point maximum","spell_prepared_41":"1","spell_level_41":"5","spell_name_41":"Mass Cure Wounds","spell_id_41":"","spell_ability_41":"none","spell_casting_time_41":"1 action","spell_range_41":"60 ft.","spell_duration_41":"Instantaneous","spell_damage_scm_41":"1","spell_components_41":" V, S","spell_damage_41":"5d8","spell_damage_higher_41":"1d8","spell_component_sets_41":"","spell_notes_41":"A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.","spell_prepared_42":"1","spell_level_42":"3","spell_name_42":"Mass Healing Word","spell_id_42":"","spell_ability_42":"none","spell_casting_time_42":"Bonus Action","spell_range_42":"60 ft.","spell_duration_42":"Instantaneous","spell_damage_scm_42":"1","spell_components_42":"V","spell_damage_42":"2d4","spell_damage_higher_42":"1d4","spell_component_sets_42":"","spell_notes_42":"Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.","spell_prepared_43":"1","spell_level_43":"3","spell_name_43":"Bestow Curse","spell_id_43":"","spell_ability_43":"none","spell_casting_time_43":"1 action","spell_range_43":"Touch","spell_duration_43":"Concentration, up to 1 minute","spell_components_43":"V, S","spell_damage_43":"","spell_damage_higher_43":"","spell_component_sets_43":"","spell_notes_43":"You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: \u2022 Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. \u2022 The target has Disadvantage on attack rolls against you. \u2022 In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. \u2022 If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.","spell_prepared_44":"1","spell_level_44":"2","spell_name_44":"Levitate","spell_id_44":"","spell_ability_44":"none","spell_casting_time_44":"1 action","spell_range_44":"60 ft.","spell_duration_44":"Concentration, up to 10 minutes","spell_components_44":"V, S, M (a metal spring)","spell_damage_44":"","spell_damage_higher_44":"","spell_component_sets_44":"","spell_notes_44":"vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.","spell_prepared_45":"1","spell_level_45":"2","spell_name_45":"Lesser Restoration","spell_id_45":"","spell_ability_45":"none","spell_casting_time_45":"Bonus Action","spell_range_45":"Touch","spell_duration_45":"Instantaneous","spell_components_45":"V, S","spell_damage_45":"","spell_damage_higher_45":"","spell_component_sets_45":"","spell_notes_45":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","spell_prepared_46":"1","spell_level_46":"1","spell_name_46":"Tasha's Hideous Laughter","spell_id_46":"","spell_ability_46":"none","spell_casting_time_46":"1 action","spell_range_46":"30 ft.","spell_duration_46":"Concentration, up to 1 minute","spell_components_46":"V, S, M (a tart and a feather)","spell_damage_46":"","spell_damage_higher_46":"","spell_component_sets_46":"","spell_notes_46":"One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on it self. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.","spell_prepared_47":"1","spell_level_47":"1","spell_name_47":"Cure Wounds","spell_id_47":"","spell_ability_47":"none","spell_casting_time_47":"1 action","spell_range_47":"Touch","spell_duration_47":"Instantaneous","spell_damage_scm_47":"1","spell_components_47":"V, S","spell_damage_47":"2d8","spell_damage_higher_47":"2d8","spell_component_sets_47":"","spell_notes_47":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.","spell_prepared_48":"1","spell_level_48":"7","spell_name_48":"Sanguine Fusillade","spell_id_48":"","spell_ability_48":"none","spell_casting_time_48":"1 action","spell_range_48":"60 ft.","spell_duration_48":"Instantaneous","spell_components_48":"V, S, M (a needle dipped in your blood)","spell_damage_48":"","spell_damage_higher_48":"","spell_component_sets_48":"","spell_notes_48":"You crystalize your foe\u2019s blood into razor darts that burst forth to strike your enemies. As part of casting this spell, you must expend seven Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell. Choose a creature that you can see within range. The target takes Piercing damage equal to the roll. When a creature takes this damage, seven crimson darts burst from it. You can direct each dart to hit a creature within 60 feet of the original target. The darts all strike simultaneously, and you can direct them to hit one creature or several, including the original target. For each dart, make a ranged spell attack against the chosen creature. On a hit, roll one Hit Point Die expended to cast the spell, and the creature takes Piercing damage equal to the number rolled. Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die and create another dart for each spell slot level above 7.","spell_prepared_49":"1","spell_level_49":"1","spell_name_49":"Aether Cloud","spell_id_49":"","spell_ability_49":"none","spell_casting_time_49":"1 action","spell_range_49":"5000 ft.","spell_duration_49":"Concentration, up to 1 hour","spell_components_49":"V, S","spell_damage_49":"","spell_damage_higher_49":"","spell_component_sets_49":"","spell_notes_49":"You stir up the aether in a 2000 foot radius sphere, casting it to become heavily obscured for the duration. At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the radius of the cloud increases by 1000 ft. for each spell above first.","spell_prepared_50":"1","spell_level_50":"2","spell_name_50":"Blurry","spell_id_50":"","spell_ability_50":"none","spell_casting_time_50":"1 action","spell_range_50":"Touch","spell_duration_50":"Concentration, up to 1 minute","spell_components_50":"V","spell_damage_50":"","spell_damage_higher_50":"","spell_component_sets_50":"","spell_notes_50":"A wildjammer or mega creature or mega creature you touch becomes blurry, appearing as a shifting and ever moving object in space. For the duration, any creature has disadvantage on attacks against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.","spell_prepared_51":"1","spell_level_51":"3","spell_name_51":"Hold Helm","spell_id_51":"","spell_ability_51":"none","spell_casting_time_51":"1 action","spell_range_51":"5000 ft.","spell_duration_51":"Concentration, up to 1 minute","spell_components_51":"V, S, M (a small, straight piece of thick wood)","spell_damage_51":"","spell_damage_higher_51":"","spell_component_sets_51":"","spell_notes_51":"Choose a wildjammer that you can see within range. This target wildjammer's Helmsman must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of their turns, the target can make another Wisdom saving throw. On a success, the spell ends. ","spell_level_52":"C","spell_name_52":"","spell_id_52":"","spell_ability_52":"none","spell_casting_time_52":"","spell_range_52":"","spell_duration_52":"","spell_components_52":"","spell_damage_52":"","spell_damage_higher_52":"","spell_component_sets_52":"","spell_notes_52":"","spell_level_53":"C","spell_name_53":"","spell_id_53":"","spell_ability_53":"none","spell_casting_time_53":"","spell_range_53":"","spell_duration_53":"","spell_components_53":"","spell_damage_53":"","spell_damage_higher_53":"","spell_component_sets_53":"","spell_notes_53":"","spell_level_54":"C","spell_name_54":"","spell_id_54":"","spell_ability_54":"none","spell_casting_time_54":"","spell_range_54":"","spell_duration_54":"","spell_components_54":"","spell_damage_54":"","spell_damage_higher_54":"","spell_component_sets_54":"","spell_notes_54":"","hero_points":"","spell_points_curr":"6","spell_points_max":"13","plot_points":"","title1":"","custom1":"","title2":"","custom2":"","tags":"","isShared":"on","templateId":"17214","blockId":"1559995","world":"","luck_01":"0","luck_02":"0","luck_03":"0","luck_04":"0","luck_05":"0"}