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Unnamed Hero Spells

Chill Touch Racial 0 Comprehend Languages Racial 1


School: Necromancy School: Divination (ritual)
Components: V, S Components: V, S, M (a pinch of soot and salt)
Casting Time : 1 action Casting Time : 1 action
Range: 120 feet Range: Self
Duration: 1 round Duration: 1 hour

You create a ghostly, skeletal hand in the space of a creature For the duration, you understand the literal meaning of any
within range. Make a ranged spell attack against the creature to spoken language that you hear. You also understand any written
assail it with the chill of the grave. On a hit, the target takes 1d8 language that you see, but you must be touching the surface on
necrotic damage, and it cant regain hit points until the start of your which the words are written. It takes about 1 minute to read one
next turn. Until then, the hand clings to the target. page of text.
If you hit an undead target, it also has disadvantage on attack This spell doesnt decode secret messages in a text or a glyph,
rolls against you until the end of your next turn. such as an arcane sigil, that isnt part of a written language.
This spells damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8). Expeditious Retreat Racial 1
School: Transmutation
Eldritch Blast Racial 0 Components: V, S
School: Evocation Casting Time : 1 bonus action
Components: V, S Range: Self
Casting Time : 1 action Duration: Concentration, up to 10 minutes
Range: 120 feet
Duration: Instantaneous 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
A beam of crackling energy streaks toward a creature within until the spell ends, you can take the Dash action.
range. Make a ranged spell attack against the target. On a hit, the
target takes 1d10 force damage. Illusory Script Racial 1
The spell creates more than one beam when you reach higher
School: Illusion (ritual)
levels: two beams at 5th level, three beams at 11th level, and four
Components: S, M (a lead based ink worth at least 10 gp, which
beams at 17th level. You can direct the beams at the same target
the spell consumes)
or at different ones. Make a separate attack roll for each beam.
Casting Time : 1 minute
Range: Touch
Mage Hand Racial 0 Duration: 10 days
School: Conjuration
Components: V, S You write on parchment, paper, or some other suitable writing
Casting Time : 1 action material and imbue it with a potent illusion that lasts for the
Range: 30 feet duration.
Duration: 1 minute To you and any creatures you designate when you cast the spell,
the writing appears normal, written in your hand, and conveys
A spectral, floating hand appears at a point you choose within whatever meaning you intended when you wrote the text. To all
range. The hand lasts for the duration or until you dismiss it as an others, the writing appears as if it were written in an unknown or
action. The hand vanishes if it is ever more than 30 feet away from magical script that is unintelligible. Alternatively, you can cause the
you or if you cast this spell again. writing to appear to be an entirely different message, written in a
You can use your action to control the hand. You can use the different hand and language, though the language must be one you
hand to manipulate an object, open an unlocked door or container, know.
stow or retrieve an item from an open container, or pour the Should the spell be dispelled, the original script and the illusion
contents out of a vial. You can move the hand up to 30 feet each both disappear.
time you use it. A creature with truesight can read the hidden message.
The hand cant attack, activate magic items, or carry more than
10 pounds. Unseen Servant Racial 1
School: Conjuration (ritual)
True Strike Racial 0 Components: V, S, M (a piece of string and a bit of wood)
School: Divination Casting Time : 1 action
Components: S Range: 60 feet
Casting Time : 1 action Duration: 1 hour
Range: 30 feet
Duration: Concentration, up to 1 round This spell creates an invisible, mindless, shapeless force that
performs simple tasks at your command until the spell ends. The
You extend your hand and point a finger at a target in range. servant springs into existence in an unoccupied space on the
Your magic grants you a brief insight into the targets defenses. On ground within range. It has AC 10, 1 hit point, and a Strength of 2,
your next turn, you gain advantage on your first attack roll against and it cant attack. If it drops to 0 hit points, the spell ends.
the target, provided that this spell hasnt ended. Once on each of your turns as a bonus action, you can mentally
command the servant to move up to 15 feet and interact with an
object. The servant can perform simple tasks that a human servant
could do, such as fetching things, cleaning, mending, folding
clothes, lighting fires, serving food, and pouring wine. Once you give
the command, the servant performs the task to the best of its
ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
Unnamed Hero Spells

Invisibility Racial 2
School: Illusion
Components: V, S, M (an eyelash encased in gum arabic)
Casting Time : 1 action
Range: Touch
Duration: Concentration, up to 1 hour

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 targets person. The spell ends for a target that attacks or
casts a spell.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, you can target one additional creature for each
slot level above 2nd.

Misty Step Racial 2


School: Conjuration
Components: V
Casting Time : 1 bonus action
Range: Self
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an


unoccupied space that you can see.

Magic Circle Racial 3


School: Abjuration
Components: V, S, M (holy water or powdered silver and iron
worth at least 100 gp, which the spell consumes)
Casting Time : 1 minute
Range: 10 feet
Duration: 1 hour

You create a 10 foot radius, 20 foot tall cylinder of magical


energy centered on a point on the ground that you can see within
range. Glowing runes appear wherever the cylinder intersects with
the floor or other surface.
Choose one or more of the following types of creatures:
celestials, elementals, fey, fiends, or undead. The circle affects a
creature of the chosen type in the following ways:
The creature cant willingly enter the cylinder by nonmagical
means. If the creature tries to use teleportation or interplanar travel
to do so, it must first succeed on a Charisma saving throw.
The creature has disadvantage on attack rolls against targets
within the cylinder.
Targets within the cylinder cant be charmed, frightened, or
possessed by the creature.
When you cast this spell, you can elect to cause its magic to
operate in the reverse direction, preventing a creature of the
specified type from leaving the cylinder and protecting targets
outside it.
At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, the duration increases by 1 hour for each slot
level above 3rd.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

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