Spells (5A)

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Blood Mark

1st level necromancy (ritual)

Casting Time: 1 minute
Range: touch
Components: V, S, M (a single gold coin which is consumed in the casting.)
Duration: 1 week
Spell Lists: sorcerer, warlock, wizard
Source: Adapted from the Blood Mark magic item by Kobold Press.

To cast this spell, a humanoid must pledge a drop of their blood in a 1 minute ritual that involves letting a drop of their blood fall in center of a gold coin. The drop disappears in the process and the center of the coin fills with a red glow.

As a bonus action, the holder of the coin can trigger a number of coins equal to their hit dice and regain 1d3 hit points from each. This ends the spell and reduces the coin to ash. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This damage lasts until the creature finishes a long rest. It dies if this damage reduces its hit point maximum to 0.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, it has a greater duration. 1 month at level 2, 1 year at level 3, 10 years at level 4, and permanent at level 5.

Any person foolish enough to pledge more than a single blood coin might find them all redeemed at once, since such redemptions often happen in a desperate fight or at great blood feasts. Living creatures that lose too much blood grow weak and die, and desperate peasants discover this to their sorrow at the great feasts each year.

Find Familiar

Note that I read "familiar can’t attack" to mean it cannot take offensive actions of any sort, not restricted to only the Attack action.

Invisibility

Note that I read "ends for a target that attacks" to mean cannot cannot take offensive actions of any sort, not restricted to only the Attack action.

Animate Clockwork

2nd-level transmutation

Casting Time: 1 action Range: 5 feet Components: V, S, M (a clockwork model worth at least 50 gp) Duration: Concentration, up to 1 hour

You enlarge and animate a clockwork construct in your possession. It grows to Small size in an unoccupied space within range. If there is no available space, you cannot cast this spell.

The resulting creature uses the Animated Clockwork stat block. The creature looks like an enlarged version of the material component. The creature returns to its original form undamaged when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, use the higher level wherever the spell’s level appears in the stat block.

= Animated Clockwork

Small construct

Armor Class: 13 + the level of the spell (natural armor)
Hit Points: 20 + 5 for each spell level above 2nd
Speed: 30 ft.
STR 12 (+4) DEX 10 (+0) CON 18 (+4) INT 14 (+2) WIS 11 (+0) CHA 9 (−1)
Damage Resistances: poison
Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak

Challenge: —

Proficiency Bonus: equals your bonus

Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + the spell’s level bludgeoning damage.

Transmute Object

1st level transmutation (ritual)

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (Alchemical salts with a value equal to the value the item created, which are consumed in the casting.)
Duration: Instantaneous

Spell Lists: Artificer, bard, sorcerer, warlock, wizard

You permanently transmute one non-magical object of up to 10 lbs. weight into another object. The resulting object must weigh within 65% to 150% of the original. You can’t use this spell to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you double the weight limit for each additional spell level. If you cast this spell using a 3rd level or higher spell slot, you can transform magic items into other magic items, as long as the DM deems the resulting object capable of holding the enchantment. You only need alchemical salts to cover the cost of a mundane item of the type.

Transpose Enhancement

2nd level conjuration (ritual)

Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (Cold iron cauldron worth at least 1,000 gp.)
Duration: Instantaneous

Spell Lists: Artificer, cleric, paladin, sorcerer, warlock, wizard

Putting two similar items into the cold-iron cauldron, you laboriously invoke the spell. When you are done, only one item remains.

This spell transfers all magical properties from one item to another, destroying the first item while making the second item magical. The two items must be able to carry the enchantment, a weapon enchantment can only be transferred to weapons, an armor enchantment to armors, and so on with the DM's permission. The items can otherwise be entirely different; you can transfer an enchantment from a giant's full plate to a halfling's leather armor. The item to receive the enchantment must be nonmagical, but capable of holding the enchantment to be transferred.

Magic shops, guilds, and covens often have a cold iron that can be used for a small fee (10 gp).