10 KiB
Steel Defender (Carl)
Armor Class 15 (natural armor)
Hit Points 2 + your Intelligence modifier (3) + five times your artificer level (6) = 35
Speed 40 ft.
STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 8 (-1) WIS 10 (+0) CHA 6 (-2)
Saves: STR +2 DEX +1 CON +2 INT -1 WIS +0 CHA -2
Skills Athletics (PB 3) + 2= 5
Skills Perception (PB 3) x 2 = 6
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception (PB 3) + 10 = 13
Languages understands the languages you speak
Vigilant. The defender can't be surprised.
Actions
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.
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.
Reactions
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.
## Cookie Spells: CantripsPoison Spray
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous
- Source: Player's Handbook
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.
At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Mage Hand
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- Source: Player's Handbook
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’t attack, activate magical items, or carry more than 10 pounds.
Selune's Light
- Casting Time: 1 action
- Range: Touch
- Components: V, M (a firefly or phosphorescent moss)
- Duration: 8 hours
- Source: Player's Handbook
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.
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.
## Cookie Spells: Level 1Identify
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
- Duration: Instantaneous
- Source: Player's Handbook
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.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Cure Wounds
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Source: Player's Handbook
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.
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.
Tasha's Caustic Brew
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S, M (a bit of rotten food)
- Duration: Concentration, up to 1 minute
- Source: Tasha's Cauldron of Everything
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.
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.
## Cookie Spells: Level 1Magic Missile
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Source: Player's Handbook
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.
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.
Thunderwave
- Casting Time: 1 action
- Range: Self (15-foot cube)
- Components: V, S
- Duration: Instantaneous
- Source: Player's Handbook
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.
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.
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.
## Cookie Spells: Level 2Vortex Warp
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
- Source: Strixhaven: A Curriculum of Chaos
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.
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.
Kinetic Jaunt
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
- Source: Strixhaven: A Curriculum of Chaos
You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
-
Your walking speed increases by 10 feet.
-
You don't provoke opportunity attacks.
-
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.
Branding Smite
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
- Source: Player's Handbook
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.
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.
## Cookie Spells: Level 2Web
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of spiderweb)
- Duration: Concentration, up to 1 hour
- Source: Player's Handbook
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.
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.
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.
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.
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.
Warding Bond
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)
- Duration: 1 hour
- Source: Player's Handbook
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
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.
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.