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ideas/Cookie-Spells.md
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## Steel Defender (Carl)
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Armor Class 15 (natural armor)
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Hit Points 2 + your Intelligence modifier (3) + five times your artificer level (6) = 35
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Speed 40 ft.
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STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 8 (-1) WIS 10 (+0) CHA 6 (-2)
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Saves: STR +2 DEX +1 CON +2 INT -1 WIS +0 CHA -2
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Skills Athletics (PB 3) + 2= 5
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Skills Perception (PB 3) x 2 = 6
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Damage Immunities poison
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Condition Immunities charmed, exhaustion, poisoned
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Senses darkvision 60 ft., passive Perception (PB 3) + 10 = 13
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Languages understands the languages you speak
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Vigilant. The defender can't be surprised.
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Actions
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Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
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Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
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Reactions
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Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
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<div style="page-break-after: always;"></div>
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## Cookie Spells: Cantrips
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### Poison Spray
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- **Casting Time:** 1 action
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- **Range:** 10 feet
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- **Components:** V, S
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- **Duration:** Instantaneous
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- **Source:** Player's Handbook
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You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
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*At Higher Levels.* This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
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### Mage Hand
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- **Casting Time:** 1 action
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- **Range:** 30 feet
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- **Components:** V, S
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- **Duration:** 1 minute
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- **Source:** Player's Handbook
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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.
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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.
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The hand can’t attack, activate magical items, or carry more than 10 pounds.
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### Selune's Light
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- **Casting Time:** 1 action
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- **Range:** Touch
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- **Components:** V, M (a firefly or phosphorescent moss)
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- **Duration:** 8 hours
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- **Source:** Player's Handbook
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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
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If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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<div style="page-break-after: always;"></div>
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## Cookie Spells: Level 1
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### Identify
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- **Casting Time:** 1 minute
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- **Range:** Touch
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- **Components:** V, S, M (a pearl worth at least 100 gp and an owl feather)
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- **Duration:** Instantaneous
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- **Source:** Player's Handbook
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You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
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If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
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### Cure Wounds
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- **Casting Time:** 1 action
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- **Range:** Touch
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- **Components:** V, S
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- **Duration:** Instantaneous
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- **Source:** Player's Handbook
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A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
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*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
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### Tasha's Caustic Brew
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- **Casting Time:** 1 action
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- **Range:** Self (30-foot line)
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- **Components:** V, S, M (a bit of rotten food)
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- **Duration:** Concentration, up to 1 minute
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- **Source:** Tasha's Cauldron of Everything
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A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.
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At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
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<div style="page-break-after: always;"></div>
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## Cookie Spells: Level 1
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### Magic Missile
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- **Casting Time:** 1 action
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- **Range:** 120 feet
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- **Components:** V, S
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- **Duration:** Instantaneous
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- **Source:** Player's Handbook
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You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
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*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
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### Thunderwave
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- **Casting Time:** 1 action
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- **Range:** Self (15-foot cube)
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- **Components:** V, S
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- **Duration:** Instantaneous
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- **Source:** Player's Handbook
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A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
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In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
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*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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<div style="page-break-after: always;"></div>
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## Cookie Spells: Level 2
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### Vortex Warp
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- **Casting Time:** 1 action
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- **Range:** 90 feet
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- **Components:** V, S
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- **Duration:** Instantaneous
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- **Source:** Strixhaven: A Curriculum of Chaos
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You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
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*At Higher Levels.* When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
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### Kinetic Jaunt
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- **Casting Time:** 1 bonus action
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- **Range:** Self
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- **Components:** S
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- **Duration:** Concentration, up to 1 minute
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- **Source:** Strixhaven: A Curriculum of Chaos
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You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
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- Your walking speed increases by 10 feet.
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- You don't provoke opportunity attacks.
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- You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
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### Branding Smite
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- **Casting Time:** 1 bonus action
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- **Range:** Self
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- **Components:** V
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- **Duration:** Concentration, up to 1 minute
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- **Source:** Player's Handbook
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The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
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*At Higher Levels.* When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
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<div style="page-break-after: always;"></div>
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## Cookie Spells: Level 2
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### Web
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- **Casting Time:** 1 action
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- **Range:** 60 feet
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- **Components:** V, S, M (a bit of spiderweb)
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- **Duration:** Concentration, up to 1 hour
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- **Source:** Player's Handbook
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You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
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If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
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Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
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A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
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The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
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### Warding Bond
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- **Casting Time:** 1 action
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- **Range:** Touch
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- **Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)
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- **Duration:** 1 hour
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- **Source:** Player's Handbook
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This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
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While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
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The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
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# Modron Stat Blocks
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## Modron Quadrone
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## Knight-Corrupted Quadrone
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*Medium Construct, Lawful Neutral*
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**Source:** MM'25, p. 218
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This quadrone drew the knight card. It became more powerful, and gained a magical weapon: a crossbow that fires magic missiles.
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- **AC** 16
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- **Initiative** +2 (12)
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- **HP** 22 (4d8 + 4)
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- **Speed** 30 ft., Fly 30 ft.
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**HP** 35
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**AC** 18, **Initiative** +2, **Speed** 30 ft., Fly 30 ft.
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**STR** 12 (+1) **DEX** 14 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 11 (+0)
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**STR** 12 (+1) **DEX** 14 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 11 (+0)
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**Saves:** STR +1, DEX +2, CON +1, INT +0, WIS +0, CHA +0
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- **Skills** Perception +2
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- **Immunities** Charmed
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- **Senses** Truesight 120 ft., Passive Perception 12
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- **Languages** Modron
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- **CR** 1 (XP 200; PB +2)
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**Immunities** Charmed
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**Senses** Truesight 120 ft., Passive Perception 12
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### Traits
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**Magic Missile.** The modron fires four magic missiles from his crossbow. Each does 1D4+1 damage. As usual, magic missiles always hit. The quadrone targets the missiles randomly, a side effect of being corrupted by chaos.
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**Disintegration.** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
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## Bricklayer-Corrupted Decaton
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### Actions
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This Decaton feels an absurdly territorial urge to protect the train station from invaders. Everyone is an invader. The decaton gets no combat bonuses from his card, so he just fights like a regular decaton. Large construct.
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**Multiattack.** The modron makes four Slam attacks or four Gears Launcher attacks.
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**HP** 144
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**AC** 16 (natural armor), **Initiative** +1, **Speed** 30 ft., Fly 30 ft
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**Slam.** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Force damage.
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**Gears Launcher.** *Ranged Attack Roll:* +4, range 320 ft. *Hit:* 4 (1d4 + 2) Force damage.
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**Habitat:** Planar (Mechanus)
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---
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## Modron Pentadrone
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*Large Construct, Lawful Neutral*
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**Source:** MM'25, p. 218
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- **AC** 16
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- **Initiative** +2 (12)
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- **HP** 32 (5d10 + 5)
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- **Speed** 40 ft.
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**STR** 15 (+2) **DEX** 14 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 13 (+1)
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**Saves:** STR +2, DEX +2, CON +1, INT +0, WIS +0, CHA +1
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- **Skills** Perception +4
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- **Immunities** Charmed
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- **Senses** Truesight 120 ft., Passive Perception 14
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- **Languages** Modron
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- **CR** 2 (XP 450; PB +2)
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### Traits
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**Disintegration.** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
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### Actions
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**Multiattack.** The modron makes five Slam attacks or five Electrical Discharge attacks.
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**Slam.** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Force damage.
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**Electrical Discharge.** *Ranged Attack Roll:* +4, range 120 ft. *Hit:* 5 (1d6 + 2) Lightning damage.
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**Paralysis Gas (Recharge 5–6).** *Constitution Saving Throws:* DC 11, each creature in a 30-foot Cone. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
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**Habitat:** Planar (Mechanus)
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---
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## Decaton Modron
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*Large Construct, typically Lawful Neutral*
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**Source:** MPP, p. 36
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- **AC** 16 (natural armor)
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- **Initiative** +1 (16)
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- **HP** 144 (17d10 + 51)
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- **Speed** 30 ft., Fly 30 ft. (hover)
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**STR** 18 (+4) **DEX** 12 (+1) **CON** 16 (+3) **INT** 15 (+2) **WIS** 15 (+2) **CHA** 11 (+0)
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**STR** 18 (+4) **DEX** 12 (+1) **CON** 16 (+3) **INT** 15 (+2) **WIS** 15 (+2) **CHA** 11 (+0)
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**Saves:** STR +4, DEX +1, CON +3, INT +5, WIS +5, CHA +0
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- **Skills** Perception +8
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- **Immunities** Charmed, Frightened
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- **Senses** Truesight 120 ft., Passive Perception 18
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- **Languages** Modron, telepathy 120 ft.
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- **CR** 8 (XP 3,900; PB +3)
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**Immunities** Charmed, Frightened
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**Senses** Truesight 120 ft., Passive Perception 18
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**Combat Ready.** The decaton has advantage on initiative rolls.
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**Tentacle Multiattack.** Three attacks. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target.
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**Lightning Rays (Recharge 6).** The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful save.
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<div style="page-break-after: always;"></div>
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## Grizzly Quad
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A quadrone caught 80% of the way through a transformation into a grizzly bear. The body is mostly bear — fur, claws, four limbs — but it has no head. Instead, a quadrone's geometric face is mounted in the center of its chest, and two quadrone wings sprout from its shoulders.
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**HP** 142
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**AC** 15 (natural armor), **Initiative** +1 (11), **Speed** 40 ft., Fly 60 ft.
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**STR** 20 (+5) **DEX** 12 (+1) **CON** 18 (+4) **INT** 8 (−1) **WIS** 12 (+1) **CHA** 8 (−1)
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**Saves:** STR +8, DEX +1, CON +7, INT −1, WIS +1, CHA −1
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**Immunities** Charmed
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**Senses** Truesight 60 ft., Passive Perception 14
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### Traits
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**Axiomatic Mind.** The decaton can't be compelled to act in a manner contrary to its nature or its instructions.
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**Combat Ready.** The decaton has advantage on initiative rolls.
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**Disintegration.** If the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.
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**Axiomatic Vestige.** The Grizzly Quad has advantage on saving throws against being confused, frightened, or compelled to act randomly.
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### Actions
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**Multiattack.** The decaton makes three Tentacle attacks.
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**Multiattack.** The Grizzly Quad makes two Claw attacks and one Gears Launcher attack, *or* three Gears Launcher attacks.
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**Spellcasting.** The decaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
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**Claw.** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* (2d8 + 5) slashing damage.
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- At will: *detect magic*, *dispel magic*, *mending* (as an action)
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- 1/day each: *plane shift* (self only), *protection from evil and good*
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**Gears Launcher.** *Ranged Attack Roll:* +7, range 320 ft. *Hit:* (2d6 + 4) force damage. The Grizzly Quad's chest-face spits a stream of spinning gears with mechanical precision.
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**Tentacle.** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target.
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**Lightning Rays (Recharge 6).** The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 Dexterity saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful save.
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**Wing Buffet (Recharge 5–6).** The Grizzly Quad beats its wings violently. Each creature within 10 ft. must make a DC 16 Strength saving throw. *Failure:* 18 (4d8) bludgeoning damage and the target is pushed 15 ft. away and knocked Prone. *Success:* half damage and not pushed or knocked prone.
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