{"style":"dark","name":"Gilear Faeth","imageid":"","species":"High Elf","background":"Sage","size":"Medium","xp":"","class_1":"Investigator","level_1":"2","subclass_1":"Inquisitor","hit_die_1":"8","hit_dice_remaining_1":"1","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":"8","dexterity":"16","constitution":"14","intelligence":"18","wisdom":"14","charisma":"9","dexterity_save_prof":"1","intelligence_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":"","hit_points_current":"","hit_points":"","temporary_hit_points_current":"0","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":"Darkvision (60ft),  ADV against Charmed","speed":"30","initiative_mod":"0","initiative":"","inspiration_01":"0","pp_bonus":"","class_resource_label_01":"Rushed Incantation","class_resource_curr_01":"3","class_resource_01":"3","class_resource_label_02":"Trinkets","class_resource_curr_02":"0","class_resource_02":"0","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_exp":"1","arcana_abi":"intelligence","arcana":"","athletics_abi":"strength","athletics":"","deception_prof":"1","deception_abi":"charisma","deception":"","history_prof":"1","history_abi":"intelligence","history":"","insight_abi":"wisdom","insight":"","intimidation_abi":"charisma","intimidation":"","investigation_prof":"1","investigation_abi":"intelligence","investigation":"","medicine_abi":"wisdom","medicine":"","nature_abi":"intelligence","nature":"","perception_prof":"1","perception_exp":"1","perception_abi":"wisdom","perception":"","performance_abi":"charisma","performance":"","persuasion_abi":"charisma","persuasion":"","religion_prof":"1","religion_abi":"intelligence","religion":"","sleight_of_hand_abi":"dexterity","sleight_of_hand":"","stealth_abi":"dexterity","stealth":"","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":"Heavy Crossbow","attack_abi_01":"dexterity","attack_mod_01":"","attack_dmg_01":"1d10","attack_dmg_type_01":"Piercing","attack_props_01":"Ammunition, Heavy, Loading, Two-Handed","attack_mastery_01":"Push","attack_worn_02":"1","attack_prof_02":"1","attack_02":"Rapier","attack_abi_02":"dexterity","attack_mod_02":"","attack_dmg_02":"1d8","attack_dmg_type_02":"Piercing","attack_props_02":"Finesse","attack_mastery_02":"Vex","attack_worn_03":"1","attack_prof_03":"1","attack_03":"Dagger (x2)","attack_abi_03":"dexterity","attack_mod_03":"","attack_dmg_03":"1d4","attack_dmg_type_03":"Piercing","attack_props_03":"Finesse, Light, Thrown","attack_mastery_03":"Nick","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_worn_01":"1","armor_name_01":"Transient Bulwark","armor_type_01":"l","armor_ac_01":"12","armor_dexmod_01":"1","armor_props_01":"","armor_name_02":"Leather","armor_type_02":"l","armor_ac_02":"11","armor_dexmod_02":"1","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":"Simple and Martial Weapons, Light Armor.\r\n\r\nLanguages: Common, Elvish, Dwarvish","features_and_traits":"[h1]Sage ASI[\/h1]\r\nIncrease Intelligence by 2 and Constitution by 1 (not above 20)\r\n\r\n\r\n[h1]Level 1: Weapon Mastery[\/h1]\r\nYour expertise with arms grants you mastery over two weapons of your choice with which you are proficient. You may change these chosen weapons whenever you complete a long rest.\r\n\r\n[h1]Level 2: Expertise[\/h1]\r\nChoose two of your proficient skills; your proficiency bonus is doubled for any check you make with them. You gain two additional Expertise choices at Level 9.\r\n\r\n[h1]Level 2: Finisher[\/h1]\r\nOnce per turn, when you damage a Bloodied creature with a weapon attack, you can deal an extra 1d8 damage of the same type. This bonus damage improves at higher levels, scaling to 2d8 at Level 11 and 3d8 at Level 17.\r\n\r\n[h1]Level 2: Rushed Incantation[\/h1]\r\nYou can hastily perform any spell from your grimoire that normally requires an action or bonus action to cast. When you do so, you can cast the spell as a bonus action and ignore material components unless they cost 100 gp or more.\r\n\r\nYou can use this feature three times, regaining one use on a short rest and all uses after a long rest. Your available uses increase by 1 at levels 3, 5, 7, 9, 12, 15, and 18. \r\n\r\n[spoiler]\r\n\r\n[h1]Level 3: Subclass Feature (Inquisitor) \u2013 Exorcist\u2019s Doctrines[\/h1]\r\nYour holy training grants blessings used to root out evil and corruption.\r\n\r\n[i][b]Consecrated Armor:[\/b][\/i] You inscribe sacred sigils upon your armor. While under this protection, your base AC becomes 13 plus your Dexterity modifier.\r\n\r\n[i][b]Dogma:[\/b][\/i] When making an Intelligence (Religion) check, you treat any d20 roll of 9 or lower as a 10.\r\n\r\n[h1]Level 3: Trinkets[\/h1]\r\nYou carry a collection of supernatural trinkets\u2014tools imbued with minor magic to aid your investigations. You can use this feature twice per long rest, regaining one use on a short rest. Your total number of uses increases as you level.\r\n\r\nAs an Inquisitor, you have access to the following trinkets:\r\n\r\n[i][b]Alabaster Balm:[\/b][\/i] As a bonus action, you can cast [i]Lesser Restoration[\/i] without spell slots or components.\r\n\r\n[i][b]Hallowed Chalice:[\/b][\/i] As a bonus action, you can enchant a container and cause a flask of holy water to spring forth.. You may create up to 5 flasks within the next hour as a bonus action on each turn. The flasks and holy water vanish 1 hour after created.\r\n\r\n[i][b]Reliquary of Doubt:[\/b][\/i] As a bonus action, you can cast [i]Detect Thoughts[\/i] without a spell slot or material components. When cast with the trinket, you can only glean thoughts associated with negative emotions, such as guilt, apprehension, regret, or melancholy.\r\n\r\n[h1]Level 4: Ability Score Improvement[\/h1]\r\nYou can increase one ability score by 2, or two ability scores by 1, following standard improvement rules. You gain this feature again at Levels 8, 12, and 16.\r\n\r\n[h1]Level 5: Exploit Weakness[\/h1]\r\nOnce per turn, when you deal damage to a creature with a weapon attack, you can exploit a moment of vulnerability. Choose one damage type from the attack; the target gains vulnerability to that type for the strike. This vulnerability does not double-damage from spells (like hex) or other classes' features. \r\n\r\nIf the target has resistances, they are suppressed until the start of your next turn, including the triggering attacks' damage. \r\n\r\n[h1]Level 6 (Inquisitor): Divine Strike[\/h1]\r\nOnce on each of your turns, when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage.\r\n\r\n[h1]Level 7: Holy Trinkets[\/h1]\r\nYour growing collection of sacred relics grants you the following uses of your Trinkets feature:\r\n\r\n[i][b]Amulet of Warding:[\/b][\/i] As a bonus action, bless a creature within 60 feet, granting a bonus to AC and saving throws equal to your Intelligence modifier until the start of your next turn.\r\n\r\n[i][b]Restorative Ankh:[\/b][\/i] As a bonus action, heal a creature within 60 feet for an amount equal to your Investigator level plus your Intelligence modifier.\r\n\r\n[i][b]Rune of Banishment:[\/b][\/i] As a bonus action, choose one creature within 60 feet. It must succeed on a Charisma save or be banished to the Ethereal Plane until the start of your next turn, during which it is incapacitated and has a speed of 0. At the start of your next turn, the creature reappears in the nearest unoccupied space to where it left. \r\n\r\n[h1]Level 9: Expertise[\/h1]\r\nYou gain Expertise in two additional proficient skills of your choice.\r\n\r\n[h1]Level 10 (Inquisitor): Rote Piety[\/h1]\r\nYou can use your Holy relics three times without expending a use of your Trinkets. You regain this feature when you finish a long rest. \r\n\r\n[h1]Level 11: Improved Finisher[\/h1]\r\nYour precision allows you to unleash deadly strikes even before your foes weaken. You can now use Finisher against creatures that aren\u2019t Bloodied, dealing only 1d8 bonus damage. This increases to 2d8 at Level 17.\r\n\r\n[h1]Level 13: Enigma Arcane[\/h1]\r\nYou uncover a secret of ancient arcana, unlocking potent magic.\r\n\r\nAt this level, you can cast one 7th-level spell of your choice from among [i]Mirage Arcane, Plane Shift, Reverse Gravity, Sequester, or Teleport [\/i]without expending a spell slot once per long rest.\r\n\r\nAt Level 15, you can similarly cast one 8th-level spell ([i]Antimagic Field, Glibness, Maze, or Mind Blank[\/i]) without a slot once per long rest.\r\n\r\nAt Level 17, you can cast one 9th-level spell ([i]Astral Projection, Gate, or Weird[\/i]) without a slot once per long rest.\r\n\r\n[h1]Level 14 (Inquisitor): Excommunication[\/h1]\r\nAs a Bonus Action, you can emblazon a mark of condemnation upon a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or be marked for 1 minute. While marked, the target takes 6d6 Radiant damage at the start of each of its turns, can\u2019t regain Hit Points, and can\u2019t have Advantage on D20 Tests. A marked target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n\r\nOnce you mark a creature using this feature, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending a use of your Rushed Incantation (no action required).\r\n\r\n[h1]Level 15: Enigma Arcane (Expanded)[\/h1]\r\nYou learn the 8th-level secret described above. See Level 13 for details.\r\n\r\n[h1]Level 17: Enigma Arcane (Mastery) and Improved Finisher[\/h1]\r\nYou unlock the 9th-level secret of Enigma Arcane, and your Finisher damage increases to 2d8 when used freely.\r\n\r\n[h1]Level 18: Supernatural Resolve[\/h1]\r\nYou have advantage on saving throws against spells and other magical effects while conscious.\r\n\r\n[h1]Level 19: Epic Boon[\/h1]\r\nYou gain an Epic Boon or another feat of your choice for which you qualify.\r\n\r\n[h1]Level 20: Spellbinder[\/h1]\r\nYou master the art of instantaneous incantation. Choose five Investigator spells from your grimoire of 1st through 3rd level that normally require an action or bonus action to cast. You may cast them using Rushed Incantation without expending a use of that feature, and you no longer need to read from your grimoire when casting them.[\/spoiler]\r\n","spellcasting_ability":"intelligence","scm_mod":"","available_1_level_spellslots":"0","total_spell_slots_1":"1","available_2_level_spellslots":"","total_spell_slots_2":"","available_3_level_spellslots":"","total_spell_slots_3":"","available_4_level_spellslots":"","total_spell_slots_4":"","available_5_level_spellslots":"","total_spell_slots_5":"","available_6_level_spellslots":"","total_spell_slots_6":"","available_7_level_spellslots":"","total_spell_slots_7":"","available_8_level_spellslots":"","total_spell_slots_8":"","available_9_level_spellslots":"","total_spell_slots_9":"","spellcasting":"[h1]Origin Feat: Magic Initiate Wizard[\/h1]\r\nYou know 2 Cantrips ([i]True Strike and Mage Hand[\/i]), and 1 Spell ([i]Find Familiar[\/i]), \r\n\r\n[h1]High Elf Lineage[\/h1]\r\nYou have Darkvision with a range of 60 ft. You can also cast the [i]message[\/i] cantrip, and at level 3 and 5, you gain [i]detect magic[\/i] and [i]misty step[\/i], respectively. You can cast these spells once a day as an action without spell slots, and normally after. \r\n\r\nYou have advantage on saving throws you make to avoid or end the Charmed condition. You can finish a long rest in 4 hours, provided you go into a trance-like state and remain conscious. \r\n\r\n\r\n[h1]Level 1: Ritualist[\/h1]\r\nYou have learned to cast rituals to combat supernatural threats. Your spells are stored in a grimoire\u2014an arcane tome weighing roughly three pounds and containing one hundred pages. You determine its appearance and construction.\r\n\r\nYou begin with a small collection of ritual spells, recorded in your grimoire. Whenever you gain an Investigator level, you can inscribe two additional spells of your choice, provided they are of a level you can cast. The number of rituals you can perform increases as you level up, reaching higher spell levels at Levels 3, 5, 7, 9, 13, 15, and 18.\r\n\r\n[i][b]Ritual Casting:[\/b][\/i] You can cast any spell in your grimoire that bears the Ritual tag, provided you read directly from your book as part of the casting. You cannot cast these spells by other means unless you have separately learned them. Your spellcasting ability is Intelligence for these spells. \r\n\r\n[i][b]Expanding the Grimoire:[\/b][\/i] You can copy eligible Investigator spells you discover into your grimoire. Copying a spell requires two hours and fifty gold pieces per spell level. Duplicating your own grimoire is easier, costing one hour and ten gold per spell level.\r\n\r\nIf your grimoire is ever lost or destroyed, you can reconstruct a number of spells from memory equal to your Investigator level, transcribing them into a new tome using the same procedure. Many Investigators keep spare copies hidden or sealed for this reason.","copper_label":"Copper","copper_pieces":"0","silver_label":"Silver","silver_pieces":"0","electrum_label":"Electrum","electrum_pieces":"0","gold_label":"Gold","gold_pieces":"17","platinum_label":"Platinum","platinum_pieces":"0","bastion_01":"","bastion_02":"","bastion_03":"","bastion_04":"","bastion_05":"","equipment":"Weight 100\/135\r\n\r\nGear (40 lb)\r\n[ul]\r\n[li]Bolt case with 30x bolts[\/li]\r\n[li]Grimoir[\/li]\r\n[li]Heavy Crossbow[\/li]\r\n[li]Rapier[\/li]\r\n[li]Dagger x2[\/li]\r\n[li]Leather Armor[\/li]\r\n[\/ul]\r\n\r\nBackpack (60 lb)\r\n[ul]\r\n[li]Caltrops[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Crowbar[\/li]\r\n[li]Torch[\/li]\r\n[li]Waterskin[\/li]\r\n[li]Rope[\/li]\r\n[li]Rations x16[\/li]\r\n[li]Oil x2[\/li]\r\n[li]Calligraphers Supplies[\/li]\r\n[li]Parchment x10[\/li]\r\n[\/ul]\r\n","backstory":"[h1]TL\/DR:[\/h1]\r\nGilear Faeth was born to elven parents who had departed the Elder Vale after the War of Eikons ended. His life with them ended early, when they disappeared suddenly when he was 30 years old. He turned to a local Academy in Ancalagon's Fall, where he studied for years, learning rituals and gaining the assistance of his familiar Kwip. Leaving this place, he turned to the Church of the Eikon Penitent, where he thought he could gain access to untold history and relics of great power. Although wrong in that assumption, he became obsessed with the Eikonic Shards and Relics even more, and now travels under the church's authority, working as a hired dick for Gran Soren Authorities and whomever will take him, hoping to uncover more truths and relics along the way. \r\n\r\n\r\n[h1]Long Form[\/h1]\r\n[h4]Infancy & Parents[\/h4]\r\nGilear Faeth was born to elven parents who had left the Elder Vale after the War of the Eikons. He never learned why they left, only that they spoke of seeking something that could not be found within the Vale. For the first thirty years of his life, he was surrounded by their quiet rituals and long hours of study, a household filled with books and half-finished translations of ancient texts. Then, without warning, they were gone. One morning, the house stood silent, the hearth cold, and their notes scattered as though left in a hurry. They never returned.\r\n\r\nGilear waited for them for years before the truth began to settle\u2014he had been abandoned. With nowhere else to go, he found purpose in what they had left behind. The questions that haunted him turned into an obsession with knowledge, relics, and the unseen mechanisms that governed the world. He began his formal studies in Ancalagon\u2019s Fall, drawn to the Divination School of Attunement, where his natural curiosity found structure. The teachers there quickly realized his talent for theory and observation, even if he lacked patience for rote spellcraft. His fascination with artifacts and rituals soon eclipsed everything else.\r\n\r\n[h4]Studying and Early Years Alone[\/h4]\r\nUnder the guidance of a diviner named Merethal, Gilear spent years learning the fundamentals of the Weave and the laws that governed magicka. The Principle of Equivalency and the Law of Attunement became the core of his understanding, shaping his view that every spell demanded a price and every act of creation required balance. He labored for months on his first major ritual, determined to summon a familiar - a small, steady hand within the chaos of the arcane. When the ritual finally succeeded, the result was not what he expected. From the circle emerged a strange, unevenly proportioned creature with wide eyes and awkward wings. The others laughed, and Merethal moved to dispel it, but the creature ran to Gilear and clung to his arm. The connection between them was immediate and profound. He named the creature Kwip, and from that moment, they were inseparable.\r\n\r\nThe casting had nearly broken him. The energy of the ritual left him fevered and weak for days, and the memory of that toll stayed with him. It was then that he decided that true spellcasting was not his path. Rituals - slow, deliberate, and structured - were where he belonged. They allowed him to commune with the Weave on his own terms, without sacrificing his vitality for haste. He devoted the next fifty years to study, but as his mastery grew, so did his hunger for greater knowledge. The Academy of Ancalagon\u2019s Fall offered no more answers, and the mysteries of his parents\u2019 disappearance had long since grown cold. He left the academy at eighty years old, determined to seek truths beyond its walls.\r\n\r\n[h4]Turning to the Church[\/h4]\r\nHe was drawn to the Church of the Eikon Penitent by the promise of relics and the vast record of history it guarded. If there were truths buried beneath the ruins of the world, he believed they would be found there. In the quiet corners of the public library, Gilear first encountered the mention of the Eikonic Shards: thirteen fragments said to have granted mortals the power of gods. The more he read, the more his curiosity consumed him. He wanted to know everything about them, from their origins and powers to their disappearance.\r\n\r\nTo pursue that knowledge, he signed on with the Church as an archivist. He imagined that such a position would bring him into contact with artifacts and hidden tomes, that he might finally see the things he had only read about. He was wrong. The work proved to be endless transcription, careful preservation, and little else. Still, he devoured every volume he could reach: histories, theological debates, and accounts of the War of the Eikons. He learned all that the Church allowed and quietly suspected there was far more that it did not.\r\n\r\nAfter more than three decades of ink and candlelight, Gilear realized the archives had nothing left to give him. The answers he sought would not be found behind locked doors and catalogues. He turned his attention instead to the division of the Church responsible for investigation and fieldwork, a branch concerned with the recovery and study of relics, lost scriptures, and matters of political interest. There he found his true place, trading the scribe\u2019s desk for the road.\r\n\r\n[h4]On the Road Again[\/h4]\r\nThe Church named his position \u201cEvidentiary Chronicler,\u201d though it was little more than sanctioned reconnaissance. His work took him across the realm to verify relic authenticity, report heretical practices, and collect intelligence of value to the clergy. It was the perfect guise. He could travel freely, gather information, and study artifacts firsthand while maintaining the Church\u2019s trust. Outwardly, he was dutiful and pious, wearing the eight-pointed star and reciting the prayers when required. Inwardly, he did not believe. But belief was not necessary - obedience was.\r\n\r\nNow, at one hundred and forty years of age, Gilear and Kwip travel between strongholds, working small contracts and investigations under Church sanction while quietly pursuing their own agenda. He sends reports back to his superiors filled with just enough detail to remain valuable, never enough to raise suspicion. Between these assignments, he takes on private work for magistrates and guards of Gran Soren, chasing rumors and mysteries that might one day open the doors to the Citadel of Continuation. Every job, every recovered relic, and every half-deciphered manuscript is a piece of the puzzle. The Eikonic Shards were not destroyed. The Church may have buried the truth, but Gilear intends to uncover it\u2014no matter how many vows he must swear, or how many lies he must tell, to reach the heart of it.\r\n\r\n\r\n\r\n\r\n[h1]The Button[\/h1]\r\nDuring his early studies at the Divination School of Attunement in Ancalagon\u2019s Fall, Gilear once followed a lead about his parents. Hoping to learn why they left the Elder Vale and never returned, he and Kwip went to meet the man who claimed to have spoken with them before their departure. Dressed in their best, Kwip even wearing a small leather jacket Gilear had commissioned with three brass buttons down the front, they listened to the truth Gilear had never considered: his parents left by choice. They made plans, hired transport, and walked away from their son willingly.\r\n\r\nThe realization struck Gilear harder than any other yet far. No grief or outburst came from him, just a void he had been suppressing now brought to the surface\r\n\r\nThe only thing to knock Gilear out of his stupor was a gentle tapping on his shoulder. There stood Kwip, hand outstretched, holding a button, neatly plucked from his garment without force or sound.\r\nNo words were exchanged. No explanation was needed. The meaning was clear: I choose you. I stay.\r\nGilear has kept the button ever since. It rests in the inside pocket of his coat, where his fingers find it when he thinks, worries, or needs grounding. When Kwip is troubled, Gilear shows it to him and says only: \u201cTo the end, my friend, remember.\u201d The button is not magical. It is not valuable. But it is the most important thing he owns.","allies":"Church of the Eikon Penitent (swore into the church and works for them as Evidentiary Chronicler)\r\nGrand Soren (odds and end jobs, trying to gain renown)\r\nDivination School of Attunement (studied here)","motivation":"Learn more about the true history of the world, and gain powerful magic relics. Above all else, find a Shard of the Eikons.","notes":"Kwip the Flying Monkey familiar\r\nAC 12, HP 3\r\nSpeed W\/C\/F 30\/20\/30 ft.\r\nSTR 8; DEX 14; CON 11; INT 5; WIS 12; CHA 6\r\nBite: +1 hit, 1d4-1 Piercing damage. ","spell_prepared_01":"1","spell_level_01":"C","spell_name_01":"Message","spell_id_01":"","spell_ability_01":"none","spell_casting_time_01":"Action","spell_range_01":"120 ft","spell_duration_01":"1 Round","spell_components_01":"SM","spell_damage_01":"","spell_damage_higher_01":"","spell_component_sets_01":"","spell_notes_01":"Point at a creature and whisper a message. The target (and only them) hears the message and can reply in the same fashion. You can cast this on a creature out of line of sight if they are familiar to you, and you know their approximate location. 1 ft stone, metal, or wood; or a thin sheet of lead blocks the spell. ","spell_prepared_02":"1","spell_level_02":"C","spell_name_02":"True Strike","spell_id_02":"","spell_ability_02":"intelligence","spell_casting_time_02":"Action","spell_range_02":"","spell_duration_02":"","spell_components_02":"SM","spell_damage_02":"Weapon Damage","spell_damage_higher_02":"1d6 (lvl 5, 11, 17) Radiant","spell_component_sets_02":"","spell_notes_02":"Weapon attack uses your spellcasting modifier for attack\/damage rolls. Damage can be Radiant or normal weapon damage.","spell_prepared_03":"1","spell_level_03":"C","spell_name_03":"Mage Hand","spell_id_03":"","spell_ability_03":"none","spell_casting_time_03":"Action","spell_range_03":"","spell_duration_03":"","spell_components_03":"VS","spell_damage_03":"","spell_damage_higher_03":"","spell_component_sets_03":"","spell_notes_03":"Spectral floating hand that must stay within 30ft of you. As an Action on each turn (including the casting turn), you can manipulate objects, open unlocked doors or containers, stow or retrieve items, or pour contents of a vial. Can NOT attack, activate magic items, or carry more than 10 pounds. ","spell_prepared_04":"1","spell_level_04":"1","spell_name_04":"Find Familiar","spell_id_04":"","spell_ability_04":"none","spell_casting_time_04":"1 Hour","spell_range_04":"","spell_duration_04":"","spell_components_04":"VSM","spell_damage_04":"","spell_damage_higher_04":"","spell_component_sets_04":"","spell_notes_04":"Within 100' telepathic connection, Bonus Action to use its senses (trance), Familiar can deliver touch on touch range spells, Action to dismiss\/summon, Roll own initiative and act on its own (no attack action)","spell_level_05":"1","spell_name_05":"Comprehend Languages","spell_id_05":"","spell_ability_05":"intelligence","spell_casting_time_05":"Action","spell_range_05":"Self","spell_duration_05":"1 Hour","spell_components_05":"VSM","spell_damage_05":"","spell_damage_higher_05":"","spell_component_sets_05":"","spell_notes_05":"Understand any language you hear or see signed. Can read, but must touch page at rate of 1 min\/page. Doesn't decode secret messages.","spell_prepared_06":"1","spell_level_06":"1","spell_name_06":"Heroism","spell_id_06":"","spell_ability_06":"intelligence","spell_casting_time_06":"Action","spell_range_06":"Touch","spell_duration_06":"Concentration (1 min)","spell_components_06":"VSM","spell_damage_06":"","spell_damage_higher_06":"","spell_component_sets_06":"","spell_notes_06":"Immune to Frightened and gain Temp HP = Spellcasting Ability Modifier","spell_prepared_07":"1","spell_level_07":"1","spell_name_07":"Transient Bulwark","spell_id_07":"","spell_ability_07":"none","spell_casting_time_07":"Action","spell_range_07":"Self","spell_duration_07":"8 Hours","spell_components_07":"VSM","spell_damage_07":"","spell_damage_higher_07":"","spell_component_sets_07":"","spell_notes_07":"-10 penalty to next attack roll against you. ","spell_prepared_08":"1","spell_level_08":"1","spell_name_08":"Clue","spell_id_08":"","spell_ability_08":"none","spell_casting_time_08":"Action","spell_range_08":"Touch","spell_duration_08":"10 Minutes","spell_components_08":"VSM","spell_damage_08":"","spell_damage_higher_08":"","spell_component_sets_08":"","spell_notes_08":"All footprints and fingerprints within 30 ft originating from you become highlighted and glow faintly. Choose any point within 10 days, between that time and now all prints show up. Each creature that left fingerprints and footprints is assigned a color, and creatures currently within the emanation also leave these marks. ","spell_level_09":"1","spell_name_09":"Rumor","spell_id_09":"","spell_ability_09":"none","spell_casting_time_09":"Action","spell_range_09":"Self","spell_duration_09":"1 minute","spell_components_09":"VS","spell_damage_09":"","spell_damage_higher_09":"","spell_component_sets_09":"","spell_notes_09":"Over a minute, you magically spread a rumor of 10 words or less in a 100' emanation centered on you. Any creature within that is near three or more creatures believe they hear the rumor from someone nearby. A concrete origin point is impossible to discern. Generally creatures wont become violent upon hearing rumors, but attitudes can be changed. ","spell_prepared_10":"1","spell_level_10":"1","spell_name_10":"Blood Print","spell_id_10":"","spell_ability_10":"none","spell_casting_time_10":"Action","spell_range_10":"Touch","spell_duration_10":"Instant","spell_components_10":"VSM","spell_damage_10":"","spell_damage_higher_10":"","spell_component_sets_10":"","spell_notes_10":"Wet blood shifts and reforms into blotches. The print is unique to the creature whom it belongs to, but you can determine the creatures kind (i.e. human, gnoll, deer, fire giant, etc) by examining the shape. The print can be preserved by pressing paper to it. ","spell_prepared_11":"1","spell_level_11":"1","spell_name_11":"Consecrated Armor","spell_id_11":"","spell_ability_11":"none","spell_casting_time_11":"Action","spell_range_11":"Self","spell_duration_11":"8 Hours","spell_components_11":"VSM","spell_damage_11":"","spell_damage_higher_11":"","spell_component_sets_11":"","spell_notes_11":"You trace a symbol and create an invisible barrier until the spell ends. Base AC is 12 + Dex, If you are attacked by an Aberration, Fey, Fiend, or Undead, you add your INT modifier to AC against that attack. Spell ends early if target dons armor. ","spell_level_12":"2","spell_name_12":"Protect Threshold","spell_id_12":"","spell_ability_12":"none","spell_casting_time_12":"Action","spell_range_12":"Touch","spell_duration_12":"10 Minutes","spell_components_12":"VSM","spell_damage_12":"4d6","spell_damage_higher_12":"","spell_component_sets_12":"","spell_notes_12":"You trace sigils around a doorway, window, or other portal warding it from entry. For the duration, an invisible eldritch creature stalks the portal. Any creature that attempts to pass through makes a WIS Save, taking 4d6 damage on fail or half on success. ","spell_level_13":"2","spell_name_13":"Nondescript","spell_id_13":"","spell_ability_13":"none","spell_casting_time_13":"Action","spell_range_13":"Self","spell_duration_13":"Concentration (10 min)","spell_components_13":"VS","spell_damage_13":"","spell_damage_higher_13":"","spell_component_sets_13":"","spell_notes_13":"This spell makes you seem unremarkable without changing your appearance. For the duration, creatures that see and hear you are unable to recall specific details about you, but can still recall actions you took or events that transpired nearby. ","spell_level_14":"2","spell_name_14":"Curse Ward","spell_id_14":"","spell_ability_14":"none","spell_casting_time_14":"Action","spell_range_14":"Touch","spell_duration_14":"1 Hour","spell_components_14":"VS","spell_damage_14":"","spell_damage_higher_14":"","spell_component_sets_14":"","spell_notes_14":"You raise a smoke-like barrier around a willing creature. For the duration they have Resistance to Necrotic damage and can't be cursed or possessed. Additionally, its Hit Point maximum can't be reduced. If the target is already under one of these effects, it is suppressed until the spell ends. ","spell_level_15":"1","spell_name_15":"Speak with Animals","spell_id_15":"","spell_ability_15":"none","spell_casting_time_15":"Action","spell_range_15":"Self","spell_duration_15":"10 Minutes","spell_components_15":"VS","spell_damage_15":"","spell_damage_higher_15":"","spell_component_sets_15":"","spell_notes_15":"For the duration, you can comprehend and verbally communicate with Beasts. At a minimum, they can give you information about nearby locations or monsters, including things perceived within the last day. ","spell_level_16":"2","spell_name_16":"Silence","spell_id_16":"","spell_ability_16":"none","spell_casting_time_16":"Action","spell_range_16":"120 ft","spell_duration_16":"Concentration (10 min)","spell_components_16":"VS","spell_damage_16":"","spell_damage_higher_16":"","spell_component_sets_16":"","spell_notes_16":"For the duration, no sound can be created within or pass through a 20ft radius sphere centered on a point within range. Creatures within have Immunity to Thunder damage and are deafened. Spells with verbal components are impossible. ","spell_level_17":"2","spell_name_17":"Zone of Truth","spell_id_17":"","spell_ability_17":"none","spell_casting_time_17":"Action","spell_range_17":"60 ft","spell_duration_17":"10 Minutes","spell_components_17":"VS","spell_damage_17":"","spell_damage_higher_17":"","spell_component_sets_17":"","spell_notes_17":"You create a magical 15ft radius sphere centered on a point within range. Until the spell ends, creatures that enter or start there turn inside make a Charisma Saving throw. On a failed save, creatures can not deliberately lie. Creatures are aware of the effect, and can avoid answering questions, but must tell the truth. You know whether a creature succeeded or failed its save. ","spell_level_18":"2","spell_name_18":"See Invisibility","spell_id_18":"","spell_ability_18":"none","spell_casting_time_18":"Action","spell_range_18":"Self","spell_duration_18":"1 Hour","spell_components_18":"VSM","spell_damage_18":"","spell_damage_higher_18":"","spell_component_sets_18":"","spell_notes_18":"You can see objects and creatures that have the Invisible condition as well as see on the Ethereal Plane. Creatures and objects there appear ghostly. ","spell_level_19":"3","spell_name_19":"Benign Dismemberment","spell_id_19":"","spell_ability_19":"none","spell_casting_time_19":"1 Minute","spell_range_19":"Touch","spell_duration_19":"1 Hour","spell_components_19":"VS","spell_damage_19":"","spell_damage_higher_19":"","spell_component_sets_19":"","spell_notes_19":"You touch a willing creature and its body parts (fingers, limbs, and head) to be harmlessly severed from its body. For the duration the targets head remains alive and conscious, as well as parts attached to it. Severed body parts do not decompose for the spells duration. Holding a body part to the stump from where it came can instantly restore it. At the end of the duration, severed body parts become permanently severed and the creature dies if vital organs have not been reattached. ","spell_level_20":"3","spell_name_20":"Dispel Magic","spell_id_20":"","spell_ability_20":"none","spell_casting_time_20":"Action","spell_range_20":"120 ft","spell_duration_20":"Instant","spell_components_20":"VS","spell_damage_20":"","spell_damage_higher_20":"","spell_component_sets_20":"","spell_notes_20":"Choose a creature, object, or effect within range. Ongoing spells of level 3 or lower end. For levels 4+, make an ability check (INT) DC10+spell level. On a successful check, the spell ends. ","spell_level_21":"3","spell_name_21":"Fly","spell_id_21":"","spell_ability_21":"none","spell_casting_time_21":"Action","spell_range_21":"Touch","spell_duration_21":"Concentration (10 min)","spell_components_21":"VSM","spell_damage_21":"","spell_damage_higher_21":"","spell_component_sets_21":"","spell_notes_21":"A willing creature gains a fly speed of 60ft and can hover. When the spell ends, the target falls unless it can stop itself. ","spell_level_22":"3","spell_name_22":"Seance","spell_id_22":"","spell_ability_22":"none","spell_casting_time_22":"10 Minutes","spell_range_22":"Self","spell_duration_22":"1 minute","spell_components_22":"VSM","spell_damage_22":"","spell_damage_higher_22":"","spell_component_sets_22":"","spell_notes_22":"You and 3+ willing creatures lock hands to summon a spirit from the afterlife. You describe or name a familiar creature and if the creature's soul is free and willing, it manifests as a ghostly specter. You can ask up to 3 questions, which the specter is not compelled to answer if you are hostile or it recognizes you as an enemy. There is a 5% chance the spell contacts the wrong spirit, one who will answer questions untruthfully or ambiguously.  ","spell_level_23":"3","spell_name_23":"After Image","spell_id_23":"","spell_ability_23":"none","spell_casting_time_23":"Action","spell_range_23":"Self","spell_duration_23":"10 Minutes","spell_components_23":"VSM","spell_damage_23":"","spell_damage_higher_23":"","spell_component_sets_23":"","spell_notes_23":"You create an illusory duplicate which follows your every move. If you are hit with an attack roll, roll a d6. On a 3 or higher, the duplicate is hit instead of you and destroyed. The duplicate reappears if you move 15ft or more on your turn, or if you take the Dodge action. The duplicate takes no damage or effects otherwise. If a creature is blinded, has blindsight, or true sight they ignore the effects.","spell_level_24":"4","spell_name_24":"Dire Warning","spell_id_24":"","spell_ability_24":"none","spell_casting_time_24":"Action","spell_range_24":"Self","spell_duration_24":"Instant","spell_components_24":"VS","spell_damage_24":"","spell_damage_higher_24":"","spell_component_sets_24":"","spell_notes_24":"You receive a message of up to 6 words from yourself in the future. You must perform the ritual sometime in the future to send back the warning. Once cast, you cannot cast it again for 7 days or until you perform the ritual. ","spell_level_25":"4","spell_name_25":"Private Sanctum","spell_id_25":"","spell_ability_25":"none","spell_casting_time_25":"10 Minutes","spell_range_25":"120 ft","spell_duration_25":"24 Hours","spell_components_25":"VSM","spell_damage_25":"","spell_damage_higher_25":"","spell_component_sets_25":"","spell_notes_25":"You make an area within range magically secure. if cast every day for a year, it is permanent. An area 5ft - 100ft square takes on any of the following properties: -Sound can't pass through the barrier.  - The barrier appears dark and foggy, preventing vision (including Darkvision) through it.  - Sensors created by divinations spells can't appear inside or pass through the barrier.  - Creatures in the area can't be targeted by Divination spells. - Nothing can teleport into or out of the area.  - Planar travel is blocked within the area.   ","spell_level_26":"4","spell_name_26":"Arcane Eye","spell_id_26":"","spell_ability_26":"none","spell_casting_time_26":"Action","spell_range_26":"30 ft","spell_duration_26":"Concentration (1 hour)","spell_components_26":"VSM","spell_damage_26":"","spell_damage_higher_26":"","spell_component_sets_26":"","spell_notes_26":"You create an invisible, invulnerable eye that hovers for the duration. It has Darkvision (30 ft) and can see in every direction. It can pass through a 1 inch gap, and you can move the eye as a bonus action up to 30ft each turn. ","spell_level_27":"5","spell_name_27":"Legend Lore","spell_id_27":"","spell_ability_27":"none","spell_casting_time_27":"10 Minutes","spell_range_27":"Self","spell_duration_27":"Insrant","spell_components_27":"VSM","spell_damage_27":"","spell_damage_higher_27":"","spell_component_sets_27":"Incense 250+ GP","spell_notes_27":"Name or describe a famous person, place, or object. The spell brings to mind a summary of the significant lore of that thing. The lore may contain secret information, but not always. The more you already know of the thing, the more precise and detailed the information gained is. The information is accurate. If what you chose isn't actually famous, the spell fails. ","spell_level_28":"5","spell_name_28":"Rary's Telepathic Bond","spell_id_28":"","spell_ability_28":"none","spell_casting_time_28":"Action","spell_range_28":"30 ft","spell_duration_28":"1 Hour","spell_components_28":"VSM","spell_damage_28":"","spell_damage_higher_28":"","spell_component_sets_28":"","spell_notes_28":"You forge a link among up to eight willing creatures within range. For the duration, creatures can telepathically communicate with each other, whether or not they share a language, and over any distance (except across planes). ","spell_level_29":"6","spell_name_29":"Forbiddance","spell_id_29":"","spell_ability_29":"none","spell_casting_time_29":"10 Minutes","spell_range_29":"Touch","spell_duration_29":"1 Day","spell_components_29":"VSM","spell_damage_29":"5d10","spell_damage_higher_29":"","spell_component_sets_29":"Ruby Dust 1000+ GP","spell_notes_29":"You create a ward against magical travel that protects up to 40k sqft up to a height of 30 ft. Creatures can't teleport or use portals to enter the area. The spell also stops planar travel such as astral plane, ethereal plane, feywild, shadowfell, etc. The spell damages creatures of any of the following types you choose: Aberrations, Celestials, Elementals, Fey, Fiends, Undead. A creature of the types you choose take 5d10 Radiant or Necrotic (choice) damage, unless they speak the password you choose when casting the spell. You cannot overlap with another area under the effects of Forbiddance, and casting every day for 30 days in the same location makes the spell permanent.  ","spell_level_30":"6","spell_name_30":"Game of Fate","spell_id_30":"","spell_ability_30":"none","spell_casting_time_30":"Action","spell_range_30":"60 ft","spell_duration_30":"1 Hour","spell_components_30":"VSM","spell_damage_30":"6d6","spell_damage_higher_30":"","spell_component_sets_30":"","spell_notes_30":"Magically compel a creature within range to a game (Wis save). The loser takes 6d6 Psychic damage. If no winner\/loser is declared both you and target take the damage. If you or one of your allies harms the target you forfeit, and vice versa for the targeted creature. You and the target can negotiate for higher stakes - up to 12d6 Psychic damage, properties, or more esoteric rewards. This spell reveals if someone attempts to bet something they do not own, and the winnings are magically teleported to the users possession. Losers are magically compelled to complete agreed upon actions (such as signing over property). No spell, magical effect, or creature other than you and the target can influence the games outcome. ","spell_prepared_31":"1","spell_level_31":"1","spell_name_31":"Identify","spell_id_31":"","spell_ability_31":"none","spell_casting_time_31":"Action","spell_range_31":"Touch","spell_duration_31":"","spell_components_31":"VSM","spell_damage_31":"","spell_damage_higher_31":"","spell_component_sets_31":"","spell_notes_31":"Learn properties, how to use them, attunement, charges, and spells affecting or that created the item. Touching a creature gives spells or magical effects currently affecting them. ","spell_level_32":"C","spell_name_32":"","spell_id_32":"","spell_ability_32":"none","spell_casting_time_32":"","spell_range_32":"","spell_duration_32":"","spell_components_32":"","spell_damage_32":"","spell_damage_higher_32":"","spell_component_sets_32":"","spell_notes_32":"","spell_level_33":"C","spell_name_33":"","spell_id_33":"","spell_ability_33":"none","spell_casting_time_33":"","spell_range_33":"","spell_duration_33":"","spell_components_33":"","spell_damage_33":"","spell_damage_higher_33":"","spell_component_sets_33":"","spell_notes_33":"","spell_level_34":"C","spell_name_34":"","spell_id_34":"","spell_ability_34":"none","spell_casting_time_34":"","spell_range_34":"","spell_duration_34":"","spell_components_34":"","spell_damage_34":"","spell_damage_higher_34":"","spell_component_sets_34":"","spell_notes_34":"","hero_points":"","spell_points_curr":"","spell_points_max":"","plot_points":"","title1":"","custom1":"","title2":"","custom2":"","tags":"","isShared":"on","templateId":"17214","blockId":"1603197","world":"","folder":"null"}