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jdnd/ideas/crow_encounter.md
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# Crow's Encounter — Stat Blocks
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## Crow (The Wizard)
*9th Level Conjurer*
**Subclass Features:**
- Conjuration Savant (2nd) — half time/gold to copy conjuration spells
- Minor Conjuration (2nd) — conjure inanimate object up to 10lbs as an action, lasts 1hr
- Benign Transposition (6th) — action: teleport 30ft OR swap with willing creature within 30ft; recharges after casting any 1st+ level conjuration spell (primary escape mechanic)
**Spell Slots:** 4 / 3 / 3 / 3 / 1
**Spells:**
- L1: Puppet - instant, 120ft, move humanoid 5ft + drop item, CON save (self-movement when physically frail)
- L1: Ice Knife - instant, 120ft, 1d10 piercing (hit) + 2d6 cold in 5ft radius (miss), DEX save for half cold [Conjuration]
- L2: Cloud of Daggers* - concentration 1min, 120ft, 5ft cube, 4d4 slashing on enter/start turn [Conjuration]
- L3: Fly* - concentration 10min, touch, fly speed 60ft (emergency self-movement if Movement Construct is down)
- L3: Stinking Cloud* - concentration 10min, 60ft, 20ft radius, poisoned while inside, CON save each turn to end [Conjuration]
- L4: Stoneskin* - concentration 1hr, touch, resistance to nonmagical physical damage (fallback defense when sphere is down)
- L4: Dimension Door - instant, 500ft, teleport self + 1 willing creature (nuclear option — constructs enter homing mode, stop fighting, move toward new position) [Conjuration]
- L4: Polymorph* - concentration 1hr, 120ft, single-target control
- L4: Evard's Black Tentacles* - concentration 1min, 120ft, 20ft square, 3d6 bludgeoning + restrained on entry/start, difficult terrain, DEX save, STR/DEX check to escape [Conjuration]
- L5: TBD
*Note: Benign Transposition replaces Misty Step as Crow's primary escape. Strategy layers: (1) Normal — inside Otiluke's sphere, constructs fight. (2) Sphere down — constructs recast OR Movement Construct casts Fly on Crow. (3) Grappled while exposed — Benign Transposition (action, no movement required). (4) Extreme emergency — Dimension Door.*
---
## Construct 1 — Fire
*Specialization: Fire*
**Spells:**
- C: Fire Bolt - 120ft, 1d10 fire, ranged spell attack
- C: Create Bonfire* - concentration 1min, 60ft, 5ft cube, 1d8 fire on entry/start turn, DEX save
- L1: Burning Hands - instant, 15ft cone, 3d6 fire, DEX save
- L1: Hellish Rebuke - reaction (when damaged), 60ft, 2d10 fire, DEX save
- L2: Heat Metal* - concentration 1min, 60ft, 2d8 fire initially then bonus action 2d8/round, disadvantage on attacks/checks
- L2: Aganazzar's Scorcher - instant, 30ft line (5ft wide), 3d8 fire, DEX save
- L3: Fireball - instant, 150ft, 20ft radius, 8d6 fire, DEX save
- L3: Melf's Minute Meteors* - concentration 10min, self, create 6 meteors, bonus action launch 1-2 per round, 5ft radius each, 2d6 fire, DEX save
- L4: Wall of Fire* - concentration 1min, 120ft, 20ft high × 60ft long × 1ft thick wall OR 10ft radius × 20ft high cylinder, 5d8 fire on one side, 2d8 when passing through, DEX save
---
## Construct 2 — Movement / Teleport
*Specialization: Movement & Teleportation*
**Spells:**
- C: Mage Hand* - concentration 1min, 30ft, spectral hand, 10lb capacity
- C: Gust - instant, 30ft, push 5ft OR disperse gas/move light object
- L1: Puppet (UA) - instant, 120ft, humanoid target, move 5ft + drop item, CON save
- L1: Catapult - instant, 60ft, 1-5lb object becomes projectile, 3d8 bludgeon, DEX save
- L2: Misty Step - bonus action, instant, self, teleport 30ft
- L2: Vortex Warp - instant, 90ft, teleport creature 90ft, CHA save if unwilling
- L2: Immovable Object - instant, touch, fix object (10lbs) in place 1hr, designated creatures can still move it, STR check vs spell save DC to move (upcasts to 4th: DC+5, 24hrs)
- L3: Fly* - concentration 10min, touch, fly speed 60ft
- L3: Slow* - concentration 1min, 120ft, 40ft cube up to 6 targets, half speed/AC/attacks, WIS save
- L4: Dimension Door - instant, 500ft, teleport self + 1 willing creature
---
## Construct 3 — Force / Barrier
*Specialization: Force & Barrier*
**Spells:**
- C: TBD
- C: TBD
- L1: Magic Missile - instant, 120ft, 1d4+1 force per missile, 3 missiles base, auto-hit (upcasts to +1 missile per slot)
- L1: Shield - reaction (when hit), instant, self, +5 AC until start of next turn
- L1: Magnify Gravity - instant, 60ft, 10ft radius, 2d8 force + half speed until end of next turn, CON save (upcasts +1d8 per slot)
- L2: Spiritual Weapon - bonus action to cast/move/attack, 60ft, spectral weapon, 2d8+spellcasting mod force damage, NOT concentration
- L3: Pulse Wave - instant, self, 30ft cone, 6d6 force, push or pull 15ft, CON save
- L4: Otiluke's Resilient Sphere* - concentration 1min, 30ft, 10ft diameter sphere, nothing passes through, DEX save to avoid (has 2 slots for this spell)
*Note: No 2nd-level spells. Magic Missile and Magnify Gravity can be upcast into open higher slots. Primary role: cast Otiluke's on Crow round 1 and maintain concentration. All other spells are non-concentration backups for if the sphere goes down.*
---
## Construct 4 — Divination / Mental
*Specialization: Divination & Psychic*
**Spells:**
- C: Vicious Mockery - instant, 60ft, 1d4 psychic + disadvantage on next attack, WIS save
- L1: Dissonant Whispers - instant, 60ft, 3d6 psychic, target uses reaction to flee away, WIS save
- L1: Detect Magic* - concentration 10min, self, sense magic within 30ft
- L1: Command - instant, 60ft, one-word command, target obeys on next turn, WIS save
- L2: Mind Spike* - concentration 1hr, 60ft, 3d8 psychic, always know target's location on fail, can't hide/benefit from invisibility, WIS save
- L2: Detect Thoughts* - concentration 1min, self, read surface thoughts within 30ft, probe deeper with WIS save
- L2: See Invisibility* - 1hr, self, see invisible creatures/objects
- L2: Locate Object* - concentration 10min, self, sense direction to object within 1000ft
- L3: Antagonize - instant, 60ft, 4d4 psychic + target uses reaction to melee attack ally of your choice, WIS save
- L3: Hypnotic Pattern* - concentration 1min, 120ft, 30ft cube, charmed + incapacitated (can't move/act), breaks on damage, WIS save
- L3: Dispel Magic - instant, 120ft, end one spell (auto if 3rd level or lower, ability check if higher)
- L3: Counterspell - reaction (when a creature casts a spell), 60ft, auto-cancel if 3rd level or lower, ability check if higher
- L4: Greater Invisibility* - concentration 1min, touch, target (or self) is invisible for duration
- L4: Arcane Eye* - concentration 1hr, 30ft, invisible magical eye, fly 30ft, see through it
- L4: Crow's Lingering Clairvoyance* - concentration 4hrs, 1 mile, invisible sensor sees/hears (custom spell, homebrew extension of Clairvoyance)
*Note: Detect Magic, Detect Thoughts, Locate Object, and Crow's Lingering Clairvoyance are out-of-combat spying tools. In combat, Mind Spike is the primary concentration spell.*
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