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| Manoeuvres | | Manoeuvres |
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| #[[Distracting Strike (Melee)]] | | #{{SAI|Distracting Strike (Melee)|Distracting Strike}} |
| #[[Evasive Footwork]] | | #[[Evasive Footwork]] |
| #[[Goading Attack (Melee)]] | | #[[Goading Attack (Melee)]] |
Revision as of 11:59, 8 January 2024
Manoeuvres
These manoeuvres are only available to Battle Master subclass.
Manoeuvre save DC = 8 + Proficiency Modifier + your Strength or Dexterity modifier, whichever is higher.
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Cantrips and spells
These cantrips and spells are available only to Eldritch Knight subclass.
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Burning Hands |
Evocation |
Sorcerer Wizard |
|
|
|
|
DEX |
0 |
5m |
|
Each flammable target is hit with 3d6Fire damage. |
|
Chromatic Orb |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Hurl a sphere of energy.
It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
|
Mage Armour |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. |
|
Magic Missile |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Create three darts of magical force, each dealing 1d4 + 1Force damage to its target.
The darts always hit their target, and can each be targeted individually. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Shield |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn. |
|
Thunderwave |
Evocation |
Bard Druid Sorcerer Wizard |
|
|
|
|
CON |
1.5m |
5m |
|
Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. |
|
Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Burning Hands |
Evocation |
Sorcerer Wizard |
|
|
|
|
DEX |
0 |
5m |
|
Each flammable target is hit with 3d6Fire damage. |
|
Charm Person |
Enchantment |
Bard Druid Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
|
Chromatic Orb |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Hurl a sphere of energy.
It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
|
Colour Spray |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
5m |
|
Blind creatures up to a combined 33 Hit Points. |
|
Disguise Self |
Illusion |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Magically change all aspects of your appearance. |
|
Enhance Leap |
Transmutation |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Triple a creature's Jumping distance. |
|
Expeditious Retreat |
Transmutation |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
|
False Life |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
|
Feather Fall |
Transmutation |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
9m |
|
You and nearby allies gain Immunity to Falling damage. |
|
Find Familiar |
Conjuration |
Wizard |
|
|
|
|
|
18m |
|
|
Summon a familiar, a fey spirit that takes an animal form of your choosing |
|
Fog Cloud |
Conjuration |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
18m |
5m |
|
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
|
Grease |
Conjuration |
Wizard |
|
|
|
|
|
18m |
|
|
Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone. |
|
Ice Knife |
Conjuration |
Druid Sorcerer Wizard |
|
|
|
|
|
18m |
2m |
|
Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. |
|
Longstrider |
Transmutation |
Bard Druid Ranger Wizard |
|
|
|
|
|
1.5m |
|
|
Increase a creature's Movement Speed by 3 m / 10 ft. |
|
Mage Armour |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. |
|
Magic Missile |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Create three darts of magical force, each dealing 1d4 + 1Force damage to its target.
The darts always hit their target, and can each be targeted individually. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Ray of Sickness |
Necromancy |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Possibly Poisons the target. |
|
Shield |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn. |
|
Sleep |
Enchantment |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
|
Tasha's Hideous Laughter |
Enchantment |
Bard Wizard |
|
|
|
|
WIS |
18m |
|
|
Leave a creature Prone with laughter, without the ability to get up. |
|
Thunderwave |
Evocation |
Bard Druid Sorcerer Wizard |
|
|
|
|
CON |
1.5m |
5m |
|
Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. |
|
Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Arcane Lock |
Abjuration |
Wizard |
|
|
|
|
|
1.5m |
|
|
Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock. |
|
Blindness |
Necromancy |
Bard Cleric Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
Attack rolls against it have Advantage and the foe attacks with Disadvantage. |
|
Blur |
Illusion |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Attackers have Disadvantage on Attack rolls against you. |
|
Cloud of Daggers |
Conjuration |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Conjure a cloud of spinning daggers that attack anyone inside. |
|
Crown of Madness |
Enchantment |
Bard Sorcerer Warlock Wizard |
|
|
|
|
WIS |
18m |
|
|
Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
|
Darkness |
Evocation |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Create a cloud of magical darkness that Heavily Obscures and inflicts Blind to creatures within. Creatures cannot make ranged attacks into or out of it. |
|
Darkvision |
Transmutation |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. |
|
Detect Thoughts |
Divination |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Focus your mind to read the thoughts of certain creatures while talking to them. |
|
Enlarge/Reduce |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
Make a creature larger or smaller. Either option has a duration of 10 turns.
This affects their weapon damage and Strength Checks and Saving throws. |
|
Flaming Sphere |
Conjuration |
Druid Wizard |
|
|
|
|
|
18m |
2m |
|
Summon a Flaming Sphere that deals 2d6Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere. |
|
Gust of Wind |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
0 |
12m |
|
Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Knock |
Transmutation |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Unlock an object that is held shut by a mundane lock. |
|
Magic Weapon |
Transmutation |
Paladin Wizard |
|
|
|
|
|
1.5m |
|
|
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. |
|
Melf's Acid Arrow |
Evocation |
Wizard |
|
|
|
|
|
18m |
|
|
Shoot a green arrow that bursts in a spray of acid. Deals 4d4Acid damage immediately and 2d4Acid damage at the end of the target's next turn.
If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn. |
|
Mirror Image |
Illusion |
Sorcerer Warlock Wizard |
|
|
|
|
|
0 |
|
|
Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. |
|
Misty Step |
Conjuration |
Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
|
Phantasmal Force |
Illusion |
Bard Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered. |
|
Ray of Enfeeblement |
Necromancy |
Warlock Wizard |
|
|
|
|
|
18m |
|
|
Weaken a foe: they deal half damage with weapon attacks using Strength. |
|
Scorching Ray |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
18m |
|
|
Hurl 3 rays of fire. Each ray deals 2d6Fire damage. |
|
See Invisibility |
Divination |
Bard Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
Become able to see Invisible creatures, and possibly reveal them to others. |
|
Shatter |
Evocation |
Bard Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
3m |
|
Damages all nearby creatures and objects. |
|
Web |
Conjuration |
Sorcerer Wizard |
|
|
|
|
|
18m |
4m |
|
Cover an area in thick, flammable webbing that can Enweb creatures within.
An ally can use its Help action to try and tear away the webs. |
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Self notes
Manoeuvres
- Distracting Strike
- Evasive Footwork
- Goading Attack (Melee)
- Riposte
- Menacing Attack (Melee)
- Rally
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