# [[Lake]] Status: `INPUT[inlineSelect(option(✅ Alive), option(❌ Dead)):status]` ## Basic Information Sorcerer Level: `INPUT[inlineSelect(option(1), option(2), option(3), option(4), option(5), option(6), option(7), option(8), option(9), option(10), option(11), option(12), option(13), option(14), option(15), option(16), option(17), option(18), option(19), option(20)):level1]` Warlock Level: `INPUT[inlineSelect(option(1), option(2), option(3), option(4), option(5), option(6), option(7), option(8), option(9), option(10), option(11), option(12), option(13), option(14), option(15), option(16), option(17), option(18), option(19), option(20)):level2]` Class:: Aberrant Mind Sorcerer 7/Warlock 2 Species:: Triton Max HP: `INPUT[number(class(short)):MaxHP]` | Current HP: `INPUT[number(class(short)):CurHP]` 8 Temporary HP - Resistance to Cold and Psychic damage AC: `INPUT[number(class(very-short)):AC]` (Uncommon Barrier Tattoo) Speed: 30, 40 swim Proficiency: `INPUT[inlineSelect(option(2), option(3), option(4), option(5), option(6)):prof]` ### Proficiencies - Simple Weapons - Light Armor ### Other - You have advantage on all rolls to detect spies of Strahd - You have advantage on saving throws against being charmed or frightened - Spell Attack/DC: +`VIEW[round(floor(({abilityScores.cha}-10)/2),0)+{prof}+2]` (advantage when using Innate Sorcery) | `VIEW[8+round(floor(({abilityScores.cha}-10)/2),0)+{prof}+2]` (+1 when using Innate Sorcery) ## Abilities and Skills | Stat | Score | Bonus | Roll | Saving Throw Proficiency? | Saving Throw Bonus | Roll | | ---------------- | ---------------------------------------------------- | -------------------------------------------------- | ---- | -------------------------------- | ------------------------------------------------------------------------------------------------------ | ---- | | **Strength** | `INPUT[number(class(very-short)):abilityScores.str]` | `VIEW[round(floor(({abilityScores.str}-10)/2),0)]` | | `INPUT[toggle:savingThrows.str]` | `VIEW[round(floor(({abilityScores.str}-10)/2),0)+{prof}*{savingThrows.str}+{globalMod.savingThrow}]` | <br> | | **Dexterity** | `INPUT[number(class(very-short)):abilityScores.dex]` | `VIEW[round(floor(({abilityScores.dex}-10)/2),0)]` | | `INPUT[toggle:savingThrows.dex]` | `VIEW[round(floor(({abilityScores.dex}-10)/2),0)+{prof}*{savingThrows.dex}+{globalMod.savingThrow}]` | | | **Constitution** | `INPUT[number(class(very-short)):abilityScores.con]` | `VIEW[round(floor(({abilityScores.con}-10)/2),0)]` | | `INPUT[toggle:savingThrows.con]` | `VIEW[round(floor(({abilityScores.con}-10)/2),0)+{prof}*{savingThrows.con}+{globalMod.savingThrow}]`\* | | | **Intelligence** | `INPUT[number(class(very-short)):abilityScores.int]` | `VIEW[round(floor(({abilityScores.int}-10)/2),0)]` | | `INPUT[toggle:savingThrows.int]` | `VIEW[round(floor(({abilityScores.int}-10)/2),0)+{prof}*{savingThrows.int}+{globalMod.savingThrow}]` | | | **Wisdom** | `INPUT[number(class(very-short)):abilityScores.wis]` | `VIEW[round(floor(({abilityScores.wis}-10)/2),0)]` | | `INPUT[toggle:savingThrows.wis]` | `VIEW[round(floor(({abilityScores.wis}-10)/2),0)+{prof}*{savingThrows.wis}+{globalMod.savingThrow}]` | | | **Charisma** | `INPUT[number(class(very-short)):abilityScores.cha]` | `VIEW[round(floor(({abilityScores.cha}-10)/2),0)]` | | `INPUT[toggle:savingThrows.cha]` | `VIEW[round(floor(({abilityScores.cha}-10)/2),0)+{prof}*{savingThrows.cha}+{globalMod.savingThrow}]` | | \* ![[Lake#^e2ac66]] - Constitution was originally 10 | Skill | Proficiency? | Bonus | Roll | | --------------- | ------------------------------------- | -------------------------------------------------------------------------------------------------------- | ---- | | Acrobatics | `INPUT[toggle:skills.acrobatics]` | `VIEW[{prof}*{skills.acrobatics}+round(floor(({abilityScores.dex}-10)/2),0)+{globalMod.skillCheck}]` | | | Animal Handling | `INPUT[toggle:skills.animalHandling]` | `VIEW[{prof}*{skills.animalHandling}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | | | Arcana | `INPUT[toggle:skills.arcana]` | `VIEW[{prof}*{skills.arcana}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Athletics | `INPUT[toggle:skills.athletics]` | `VIEW[{prof}*{skills.athletics}+round(floor(({abilityScores.str}-10)/2),0)+{globalMod.skillCheck}]` | | | Deception | `INPUT[toggle:skills.deception]` | `VIEW[{prof}*{skills.deception}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | | | History | `INPUT[toggle:skills.history]` | `VIEW[{prof}*{skills.history}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Insight | `INPUT[toggle:skills.insight]` | `VIEW[{prof}*{skills.insight}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | | | Intimidation | `INPUT[toggle:skills.intimidation]` | `VIEW[{prof}*{skills.intimidation}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | | | Investigation | `INPUT[toggle:skills.investigation]` | `VIEW[{prof}*{skills.investigation}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Medicine | `INPUT[toggle:skills.medicine]` | `VIEW[{prof}*{skills.medicine}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Nature | `INPUT[toggle:skills.nature]` | `VIEW[{prof}*{skills.nature}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Perception | `INPUT[toggle:skills.perception]` | `VIEW[{prof}*{skills.perception}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | | | Performance | `INPUT[toggle:skills.performance]` | `VIEW[{prof}*{skills.performance}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | | | Persuasion | `INPUT[toggle:skills.persuasion]` | `VIEW[{prof}*{skills.persuasion}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | | | Religion | `INPUT[toggle:skills.religion]` | `VIEW[{prof}*{skills.religion}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Sleight of Hand | `INPUT[toggle:skills.sleightOfHand]` | `VIEW[{prof}*{skills.sleightOfHand}+round(floor(({abilityScores.dex}-10)/2),0)+{globalMod.skillCheck}]` | | | Stealth | `INPUT[toggle:skills.stealth]` | `VIEW[{prof}*{skills.stealth}+round(floor(({abilityScores.dex}-10)/2),0)+{globalMod.skillCheck}]` | | | Survival | `INPUT[toggle:skills.survival]` | `VIEW[{prof}*{skills.survival}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | | ## Actions ### Actions - Attack - Unarmed Strike - Damage - To Hit: `dice: 1d20+Strength+Proficiency`| Damage: `dice: 1d6+Strength` - Grapple - The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength modifier + your Proficiency Bonus (`VIEW[round(floor(({abilityScores.str}-10)/2),0) + {prof} + 8]`). This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. - Shove - The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength modifier + your Proficiency Bonus (`VIEW[round(floor(({abilityScores.str}-10)/2),0) + {prof} + 8]`). This shove is possible only if the target is no more than one size large than you. - Magic - Eldritch Blast (0), Elementalism (0), Mage Hand (0), Mind Sliver (0), Minor Illusion (0), Ray of Frost (0), Shocking Grasp (0), Sorcerous Burst (0) - Arms of Hadar (1), Dissonant Whispers (1), Ice Knife (1), Calm Emotions (2), Detect Thoughts (2), Spider Climb (2), Warding Wind (2), Enemies Abound (3), Fly (3), Hunger of Hadar (3), Hypnotic Pattern (3), Sending (3), Evard's Black Tentacles (4), Greater Invisibility (4), Summon Aberration (4) - Bane (1), Protection from Evil and Good (1), Witch Bolt (1) - Use a Magic Item - Control Air and Water (Cast Fog Cloud, Gust of Wind, and Water Walk 1x each per long rest) - Fiendish Vigor (Cast False Life at its maximum for 8 Temporary Hit Points) - Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Influence, Ready, Search, Shove, Study, Use an Object ### Bonus Actions - Two-Weapon Fighting - Magic - Expeditious Retreat (1), Misty Step (2) - Innate Sorcery (One minute of +1 to Spell Saves and Advantage on Spell Attacks 2x per long rest) - Font of Magic (Converting Sorcery Points to Spell Slots) ### Reactions - Opportunity Attack - Magic - Shield (1), Counterspell (3) ### Other - Inspiring Leader (10 Minutes) - Metamagic (Heightened Spell, Transmuted Spell) (When you cast a spell) - Elemental Essence Shard - Font of Magic (Converting Spell Slots to Sorcery Points) - Sorcerous Restoration (Regain `VIEW[round(floor({level1})/5)]` Sorcery Point) (When you roll initiative with no Sorcery Points) - Magical Cunning (Regain 1 Pact Magic spell slot) (1 minute when all your Pact Magic spell slots are expended) - Interact with an Object ## Features ### Triton (MMotM) - **Amphibious** - You can breathe air and water - **Control Air and Water** - You can cast [[Fog Cloud]] with this trait. Starting at 3rd level, you can cast the [[Gust of Wind]] spell with this trait. Starting at 5th level, you can also cast the [[Water Walk]] spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or *Charisma* is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race) - Fog Cloud - Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) | Casting Time: Action | Range: 120 feet | Components: V, S | Duration: 1 Hour (Concentration) - You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - *At Higher Levels* - When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. - [ ] - Gust of Wind - Level 2 Evocation (Druid, Sorcerer, Wizard) | Casting Time: Action | Range: Self | Components: V, S, M (A legume seed) | Duration: 1 Minute (Concentration) - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. - [ ] - Water Walk - Level 3 Transmutation (Artificer, Cleric, Druid, Ranger, Sorcerer) | Casting Time: Action (Ritual) | Range: 30 feet | Components: V, S, M (A piece of cork) | Duration: 1 Hour - This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. - [ ] - **Darkvision** - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - **Emissary of the Sea** - You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. - **Guardian of the Depths** - Adapted to the frigid ocean depths, you have resistance to cold damage. #### Background (UA2022-CharacterOrigins) - **Inspiring Leader** - You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain `VIEW[{level1}+{level2}+round(floor(({abilityScores.cha}-10)/2),0)]` temporary hit points. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. ### Level `VIEW[{level1}]` Sorcerer (UA2023-PH-Playtest7) - **Innate Sorcery** - An event in your past left an indelible mark on you, infusing you with a simmering magic. As a bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: - The spell save DC of your Sorcerer spells increases by 1 - You have Advantage on the attack rolls of Sorcerer spells you cast > [!checks|no-t] > - You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest > - [ ] %% %% > - [ ] %% %% - **Spellcasting** - Cantrips - Elementalism (UA-2023-PH-Playtest6) - Transmutation Cantrip (Artificer, Bard, Druid, Ranger, Sorcerer, Warlock, Wizard) | Casting Time: Action | Range: 30 feet | Components: V, S | Duration: Instantaneous - You exert control over the elements, creating one of the following effects within range: - Beckon Air - You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube. Doors and shutters being held open by someone or something aren't affected - Beckon Earth - You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand - Beckon Fire - You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute - Beckon Water - You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute - Minor Illusion - Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) | Casting Time: Action | Range: 30 feet (5 foot cube) | Components: S, M (a bit of fleece) | Duration: 1 minute - You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. - Ray of Frost - Evocation Cantrip (Artificer, Sorcerer, Wizard) | Casting Time: Action | Range: 60 feet | Components: V, S | Duration: Instantaneous - A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes `dice: 1d8` cold damage, and its speed is reduced by 10 feet until the start of your next turn. - *Cantrip Upgrade* - The spell's damage increases by 1d8 when you reach 5th level (`dice: 2d8`), 11th level (`dice: 3d8`), and 17th level (`dice: 4d8`). - Shocking Grasp - Evocation Cantrip (Artificer, Sorcerer, Wizard) | Casting Time: Action | Range: Touch | Components: V, S | Duration: Instantaneous - Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes `dice: 1d8` lightning damage, and it can't take reactions until the start of its next turn. - *Cantrip Upgrade* - The spell's damage increases by 1d8 when you reach 5th level (`dice: 2d8`), 11th level (`dice: 3d8`), and 17th level (`dice: 4d8`). - Sorcerous Burst - Evocation Cantrip (Sorcerer) | Casting Time: Action | Range: 120 feet | Components: V, S | Duration: Instantaneous - You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes `dice: 1d8` damage. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. Whenever you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. You can choose the damage type each time you cast this spell: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. - *Cantrip Upgrade* - This spell's damage increases by 1d8 when you reach level 5 (`dice: 2d8`), 11 (`dice: 3d8`), and 17 (`dice: 4d8`). - Spell Slots - 1st Level Spell Slots - 4 - 2nd Level Spell Slots - 3 - 3rd Level Spell Slots - 3 - Prepared Spells of Level 1+ - Expeditious Retreat - Level 1 Transmutation (Artificer, Sorcerer, Warlock, Wizard) | Casting Time: Bonus Action | Range: Self | Components: V, S | Duration: 10 Minutes (Concentration) - This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. - Ice Knife - Level 1 Conjuration (Druid, Sorcerer, Wizard) | Casting Time: Action | Range: 60 feet | Components: S, M (A drop of water or a piece of ice) | Duration: Instantaneous - You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes `dice: 1d10` piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take `dice: 2d6` cold damage. - *At Higher Levels* - When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. - Shield - Level 1 Abjuration (Sorcerer, Wizard) | Casting Time: Reaction, which you take when you are hit by an attack or targeted by the magic missile spell | Range: Self | Components: V, S | Duration: 1 Round - An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile - Misty Step - Level 2 Conjuration (Sorcerer, Warlock, Wizard) | Casting Time: Bonus Action | Range: Self | Components: V | Duration: Instantaneous - Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. - Spider Climb - Level 2 Transmutation (Artificer, Sorcerer, Warlock, Wizard) | Casting Time: Action | Range: Touch | Components: V, S, M (A drop of bitumen and a spider) | Duration: 1 Hour (Concentration) - Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. - Warding Wind - Level 2 Evocation (Bard, Druid, Sorcerer, Wizard) | Casting Time: Action | Range: Self | Components: V | Duration: 10 Minutes (Concentration) - A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: - It deafens you and other creatures in its area - It extinguishes unprotected flames in its area that are torch-sized or smaller - It hedges out vapor, gas, and fog that can be dispersed by strong wind - The area is difficult terrain for creatures other than you - The attack rolls of ranged weapon attacks have disadvantage if that attacks pass in or out of the wind - Counterspell (UA2023-PH-Playtest7) - Level 3 Abjuration (Sorcerer, Warlock, Wizard) | Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components | Range: 60 feet | Components: S | Duration: Instantaneous - You attempt to interrupt a creature in the process of casting a spell. The creature must make a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended. - Enemies Abound - Level 3 Enchantment (Bard, Sorcerer, Warlock, Wizard) | Casting Time: Action | Range: 120 feet | Components: V, S | Duration: 1 Minute (Concentration) - You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. - Fly - Level 3 Transmutation (Artificer, Sorcerer, Warlock, Wizard) | Casting Time: Action | Range: Touch | Components: V, S, M (A wing feather from any bird) | Duration: 10 Minutes (Concentration) - You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. - *At Higher Levels.* When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. - Hypnotic Pattern - Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) | Casting Time: Action | Range: 120 feet | Components: S, M (A glowing stick of incense or a crystal vial filled with phosphorescent material) | Duration: 1 Minute (Concentration) - You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. - Greater Invisibility - Level 4 Illusion (Bard, Sorcerer, Wizard) | Casting Time: Action | Range: Touch | Components: V, S | Duration: 1 Minute (Concentration - You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. - Changing Your Prepared Spells - Spellcasting Ability - Spellcasting Focus > [!div|grid-m] > > [!hint | bg-c-red] 1<sup>st</sup> level spells (`VIEW[{spells.slots1}]`/4) > > `INPUT[slider(minValue(0), maxValue(4), addLabels):spells.slots1]` > > > [!hint | bg-c-maroon] 2<sup>nd</sup> level spells (`VIEW[{spells.slots2}]`/3) > > `INPUT[slider(minValue(0), maxValue(3), addLabels):spells.slots2]` > > > [!hint | bg-c-peach] 3<sup>rd</sup> level spells (`VIEW[{spells.slots3}]`/3) > > `INPUT[slider(minValue(0), maxValue(3), addLabels):spells.slots3]` > [!div|grid-m] > > [!hint | bg-c-red] 4<sup>th</sup> level spells (`VIEW[{spells.slots4}]`/1) > > `INPUT[slider(minValue(0), maxValue(1), addLabels):spells.slots4]` - **Font of Magic** - You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects. You have `VIEW[{level1}]` Sorcery Points. You can never have more Sorcery Points than the number for your level. You regain all spent Sorcery Points when you finish a Long Rest. You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points. - *Converting Spell Slots to Sorcery Points* - You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required) - *Creating Spell Slots* - As a Bonus Action, you can transform unexpected Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher in level than 5. Any spell slot you create with this feature vanishes when you finish a Long Rest. > [!div|grid-m] > > [!hint | bg-c-red] Sorcery Points (`VIEW[{sorcerypoints}]`/`VIEW[{level1}]`) > > `INPUT[slider(minValue(0), maxValue(7), addLabels):sorcerypoints]` | Spell Slot Level | Sorcery Point Cost | Minimum Sorcerer Level | | ---------------- | ------------------ | ---------------------- | | 1 | 2 | 2 | | 2 | 3 | 3 | | 3 | 5 | 5 | | 4 | 6 | 7 | | 5 | 7 | 9 | - **Metamagic** - Because your magic flows from within you, you can alter your spells to suit your needs; you gain two Metamagic options of your choice. You gain two more when you become a level 10 Sorcerer and two more when you become a level 17 Sorcerer. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. - **Heightened Spell** - Cost: 2 Sorcery Points - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on its saving throws against the spell. - **Transmuted Spell** - Cost: 1 Sorcery Point - When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. - **Sorcerous Restoration** - When you roll Initiative or finish a Short Rest and have no Sorcery Points remaining, you regain `VIEW[round(floor({level1})/5)]` - **Sorcery Incarnate** - While your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast. In addition, if you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it. #### Aberrant Mind (TCoE) - **Psionic Spells** - Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. - 1st Level: - Mind Sliver - Enchantment Cantrip (Sorcerer, Warlock, Wizard) | Casting Time: Action | Range: 60 feet | Components: V | Duration: Instantaneous - You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take `dice: 1d6` psychic damage and subtract `dice: 1d4` from the next saving throw it makes before the end of your next turn. - *Cantrip Upgrade* - This spell’s damage increases by 1d6 when you reach certain levels: 5th level (`dice: 2d6`), 11th level (`dice: 3d6`), and 17th level (`dice: 4d6`). - Arms of Hadar - Level 1 Conjuration (Warlock) | Casting Time: Action | Range: Self | Components: V, S | Duration: Instantaneous - You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes `dice: 2d6` necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.  - *At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - Dissonant Whispers - Level 1 Enchantment (Bard) | Casting Time: Action | Range: 60 feet | Components: V | Duration: Instantaneous - You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes `dice: 3d6` psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. - *At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - 3rd Level: - Calm Emotions - Level 2 Enchantment (Bard, Cleric) | Casting Time: Action | Range: 60 feet | Components: V, S | Duration: 1 Minute (Concentration) - You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. - Detect Thoughts - Level 2 Divination (Bard, Sorcerer, Wizard) | Casting Time: Action | Range: Self | Components: V, S, M (A copper piece) | Duration: 1 Minute (Concentration) - For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. - 5th Level: - Hunger of Hadar - Level 3 Conjuration (Warlock) | Casting Time: Action | Range: 150 feet | Components: V, S, M (A pickled octopus tentacle) | Duration: 1 Minute (Concentration) - You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes `dice: 2d6` cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take `dice: 2d6` acid damage as milky, otherworldly tentacles rub against it. - Sending - Level 3 Evocation (Bard, Cleric, Wizard) | Casting Time: Action | Range: Unlimited | Components: V, S, M (A short piece of fine copper wire) | Duration: 1 Round - You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. - 7th Level: - Evard's Black Tentacles - Summon Aberration - **Telepathic Speech** - You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within `VIEW[round(floor(({abilityScores.cha}-10)/2),0)]` miles of each other (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature. - **Psionic Sorcery** - When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. - **Psychic Defenses** - You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened ### Level `VIEW[{level2}]` Warlock (UA2023-PH-Playtest7) - **Eldritch Invocations** - In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Blade or Pact of the Tome. If an invocation has a prerequisite, you must meet it to learn that invocation, and you can learn the invocation at the same time that you meet its prerequisite. For example, if an invocation requires you to be a Warlock of level 5 or higher, you can select the invocation once you reach level 5 in this class. When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock table. You can't pick the same invocation more than once unless an invocation's description says otherwise. - **Agonizing Blast** - Choose one of your known Warlock cantrips that deals damage (Eldritch Blast). You can add your spellcasting ability modifier to that spell's damage rolls. Whenever you gain a Warlock level, you can change which of your damaging Warlock cantrips benefits from this invocation. - **Eldritch Mind** - You have Advantage on Constitution saving throws that you make to maintain Concentration on a spell. ^e2ac66 - **Fiendish Vigor** - You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die (8). - **Pact Magic** - *Cantrips* - You know 2 cantrips of your choice from the Warlock spell list. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice. When you reach levels 4 and 10 in this class, you learn another Warlock cantrip of your choice as shown in the Cantrips column of the Warlock table. - Eldritch Blast - Evocation Cantrip (Warlock) | Casting Time: Action | Range: 120 feet | Components: V, S | Duration: Instantaneous - A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes `dice: 1d10` force damage. - *Cantrip Upgrade* - The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. - Mage Hand - Conjuration Cantrip (Artificer, Bard, Sorcerer, Warlock, Wizard) | Casting Time: Action | Range: 30 feet | Components: V, S | Duration: 1 Minute - 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 magic items, or carry more than 10 pounds. - *Spell Slots* - To cast one of your Warlock spells, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a Short Rest or Long Rest. - 2 1st level - *Prepared Spells of Level 1+* - You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. The number of spells on your list increases as you gain Warlock levels. Whenever that number increases, choose additional spells from the Warlock spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. If another Warlock feature gives spells that you always have prepared, those spells don't count against the number of spells on the list you prepare with this feature, but those spells otherwise follow the rules in this feature. - Bane - Level 1 Enchantment (Bard, Cleric) | Casting Time: Action | Range: 30 feet | Components: V, S, M (A drop of blood) | Duration: 1 Minute (Concentration) - Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. - *At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - Protection from Evil and Good - Level 1 Abjuration (Cleric, Paladin, Warlock, Wizard) | Casting Time: Action | Range: Touch | Components: V, S, M (Holy water or powdered silver and iron, which the spell consumes) | Duration: 10 Minutes (Concentration) - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. - Witch Bolt - Level 1 Evocation (Sorcerer, Warlock, Wizard) | Casting Time: Action | Range: 30 feet | Components: V, S, M (A twig from a tree that has been struck by lightning) | Duration: 1 Minute (Concentration) - A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes `dice: 1d12` lightning damage, and on each of your turns for the duration, you can use your action to deal `dice: 1d12` lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. - *At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. - *Changing Your Prepared Spells* - Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level - *Spellcasting Ability* - Charisma is the spellcasting ability for the spells you cast with your Warlock features - *Spellcasting Focus* - You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Warlock features > [!div] > > [!hint | bg-c-red] 1<sup>st</sup> level spells (`VIEW[{pactmagic}]`/2) > > `INPUT[slider(minValue(0), maxValue(2), addLabels):pactmagic]` - **Magical Cunning** - If all your Pact Magic spell slots are expended, you can perform an esoteric rite for 1 minute, at the end of which you regain half of those spell slots (round up). Once you use this feature, you can't do so again until you finish a Long Rest. %%#### The Fathomless (TCoE) - **Fathomless Expanded Spells** - 1st Level: *Create or Destroy Water*, *Thunderwave* - 2nd Level: *Gust of Wind*, *Silence* - **Tentacle of the Deeps** - You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes `dice: 1d8` cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to `dice: 2d8`. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle `VIEW[{prof}]` times, and you regain all expended uses when you finish a long rest. - **Gift of the Sea** - You gain a swimming speed of 40 feet, and you can breathe underwater.%% ## Equipment - **Elemental Essence Shard (Water)** - This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. - You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone. - **The Captain's Hook** - This magical trident requires attunement by one with a strong connection to the sea, and a chaotic alignment. This weapon, empowered by, designates one as a being of and destiny, once a captain has been chosen, the trident will reject and. The current captain may choose to pass the title and trident onto another while they are living, but they must meet the prior requisites as well as be. If the captain is dead for without choosing a successor, the hook will attempt to find a new owner. - You have a +2 to all attack and damage rolls, in addition to your spell attack and save DC. - Once per day, you can cast Web as a bonus action along the path you have moved during your past turn. The Web looks like grasping tentacles. - [x] - You can breathe underwater. - You can cast Crown of Madness twice a day. - [ ] - [ ] - Once per day, you can summon `dice:1d4+1` creatures. The creatures are a combination of spectral and ghostly Hobgoblins, Orcs, Bandits, and Pirate Pistoleers. These creatures are under your command and last for one minute or until defeated. - [ ] - Captain Orders - Three times a day, you may use an action to roll a persuasion or intimidation check contested by a target's Wisdom saving throw. If you succeed, you may choose one of the following outcomes: - You cast Command on the target, who immediately fails their saving throw even if the target is not usually susceptible to this spell. - You cast Hold Person on the target, who immediately fails their saving throw. - The target becomes frightened of you until it rolls a Wisdom saving throw against your spell save DC, which it does at the beginning of each of its turns. - [x] - [ ] - [ ] ## Backstory Requaes Altumath Duron grew up the poor son of a Waterdhavian dockman, Stenvol Duron. Requaes' mother, a triton hailing from the Elemental Plane of Water, abandoned his human father after giving birth. Unbeknownst to Stenvol, his partner was called back to her plane to help contain an escaped Leviathan. Requaes' father was a hard worker, respected within the Guild of Watermen, and a loving dad. He raised his son to be strong, independent, caring, and curious; Requaes ignored his potential and following in his dad's footsteps by working at the dock. Stenvol passed of old age many years later, and Requaes cared for him until the moment of his passing. Requaes continued to live a quiet and humble life, until the Year of Shadows. It was at this point when, while deep in work, he saw a flash from the top of Mount Waterdeep and a heavenly staircase appear. Three mortals ascended (later revealed to by Cyric, Kelemvor, and Mystra) and at that moment the voices started. At first, they were quiet and innocuous, perhaps just a whisper in the wind. But over the coming years they would grow in strength and, after consulting with a member of the Watchful Order, they were determined to be coming from a powerful elemental. With no way to stop the voices, Requaes began researching and studying. At a certain point, the voices offered him answers. He accepted their power and guidance and, in exchange, he was to find and free them. By this time, Requaes had left the dock, focusing his studies and gathering adventurers willing to help him. With his party assembled, they set off in search of these voices, following vague directions and Requaes' intuition. Shortly after embarking on their journey, however, the group became surrounded by a dense fog and, subsequently, sucked into Count Strahd von Zarovich's domain of Barovia. The woefully unprepared adventurers didn't stand a chance to the horrors they faced. Mot was quickly dispatched by a horde of dire wolves, as her flesh was shredded from her body and her corpse was picked to the bone. Mere days later, River was driven to madness by unknown beings of fear and terror. Alone and terrified, Requaes and Fidus approached Strahd's castle to beg for their lives and to be set free. Strahd laughed in their faces and toyed with them, breaking Fidus who attempted an attack and was immediately reduced to a pile of ash by a deadly fireball. Alone and with no other options, Requaes gave Strahd permission to do with his mind what he will, just to allow him to live. And so, Requaes' memory was wiped and his personality forgotten. He was deposited in a grimy lake for Strahd to observe in hopes of progression, however the being formally known as Requaes had no reason to leave the lake and remains there to this day. As each day passes, Requaes seems to continue imagining voices more and more frequently in his head once again, backoning and calling him to return to his "quest." ### Adventuring Party Requaes Altumath Duron (He/Him) - Triton Aberrant Mind Sorcerer/Warlock, party leader and face Fidus Trueheart Corfort - Goliath Zealot Barbarian, party front liner - Selunite friend of Requaes, desperate to help rid him of the voices - [https://www.heroforge.com/load_config%3D47266554/](https://www.heroforge.com/load_config%3D47266554/ "https://www.heroforge.com/load_config%3D47266554/") River (She/Her) - Water Genasi Circle of the Sea Druid, party scout and blaster - Intending to return to the Elemental Plane of Water to reunite with her family - [https://www.heroforge.com/load_config%3D47266703/](https://www.heroforge.com/load_config%3D47266703/ "https://www.heroforge.com/load_config%3D47266703/") Mot (They/She) - Aarakocra Arcane Trickster Rogue, party explorer and investigator - A green and young adventurer excited for the opportunity to traverse the planes - [https://www.heroforge.com/load_config%3D47266789/](https://www.heroforge.com/load_config%3D47266789/ "https://www.heroforge.com/load_config%3D47266789/")