This is homebrew, submitted by a member of the community.
Tarim
Tarim
Tiefling, Lawful EvilTiefling, Lawful Evil- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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Actions
Quarterstaff - 5ft, d20 +5 to hit, 1d6
H y p n o t i c G a z e
Enchanting gaze magically enthralls another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw (DC 15) or be charmed by you until the end of your next turn.
The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
C a n t r i p- Blade ward - action, trace ward in air, resistance (HALF DAMAGE) against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
- Chill touch - action, 120 ft, a ghostly, skeletal hand in the space. Ranged spell attack (d20 + 5) against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
- True Strike - action, 30 feet, Duration: Up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
1st Level- Chromaic orb - 1 action, 90 ft
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
- Expeditious Retreat - 1 bonus action, Self
Duration: Up to 10 minutes
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.
- Ray of Sickness - action, 60 ft, Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
- Witch Bolt - 1 action, 30 ft, concentration up to 1 min
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 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 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.
2nd level- Hold person - 1 action, 60 feet, Up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Quarterstaff - 5ft, d20 +5 to hit, 1d6
H y p n o t i c G a z e
Enchanting gaze magically enthralls another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw (DC 15) or be charmed by you until the end of your next turn.
The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
C a n t r i p
- Blade ward - action, trace ward in air, resistance (HALF DAMAGE) against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
- Chill touch - action, 120 ft, a ghostly, skeletal hand in the space. Ranged spell attack (d20 + 5) against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
- True Strike - action, 30 feet, Duration: Up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
1st Level
- Chromaic orb - 1 action, 90 ft
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
- Expeditious Retreat - 1 bonus action, Self
Duration: Up to 10 minutes
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.
- Ray of Sickness - action, 60 ft, Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
- Witch Bolt - 1 action, 30 ft, concentration up to 1 min
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 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 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.
2nd level
- Hold person - 1 action, 60 feet, Up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Legendary Actions
Details
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