Now choose a different creature (even yourself), which gives advantage on the next ability check, saving throw, or attack roll. You distract a triggering creature, forcing it to reroll a d20 and use the lower roll. Silvery Barbs takes one creature’s luck and places it onto another target. Silvery Barbs (1st-level)Ĭasting Time: 1 reaction you take when a creature in your view within 60 feet is successful in its attack roll, saving throw, or ability check) When an affected target makes a saving throw or attack, it can roll a d4, adding the number to the saving throw or attack roll. Bless (1st-level)Ĭomponents: V, S, M (one sprinkling of holy water)īless is a great spell to activate if you don’t have any better Concentration spells.Ĭhoose up to 3 creatures to bless. Note: Even though the damage is low, the 1d4 subtraction from a saving throw is exceptional for a Cantrip. Making a creature less likely to succeed on their saving throw is made easy with Mind Sliver.īy driving a spike into the mind of a creature, it forces the creature to succeed on an Intelligence saving throw, or instead take 1d6 Psychic damage and subtract 1d4 from its upcoming saving throw. Note: Paladins are the only characters able to cast this spell, and with good reason, as without a high AC, you won’t live long. It has disadvantage on attack rolls for the duration on creatures other than the caster. You compel a target into a duel, forcing it to successfully make a Wisdom saving throw or be compelled. If you’re a defender, Compelled Duel is a must-have to pull stronger enemies away from supports and damage dealers. Note: Just be careful not to use your actions without thought, as you’ll need to use your actions to maintain control over the target in subsequent turns. If charmed, the creature must use its action to make a melee attack before deciding to move on its turn. You choose one creature that must succeed on a Wisdom saving throw or be charmed. Crown of Madness (2nd-level)Ĭrown of Madness is an excellent spell to keep a Strength brute from devastating your frontline with their melee attacks! So you’ll want to give them some “incentive.” 11. Note: Affected creatures know the spell and can avoid answering questions. If failed, the creature cannot speak a deliberate lie, and you know whether the creature is telling the truth. Creatures entering the spell’s area for the first time or starting their turn there must make a Charisma saving throw. If you plan on interrogating someone or just hearing the truth from their mouth, Zone of Truth is the spell for you.Ī 15-foot-radius sphere is created, guarding against deception. Having an easily accessible disadvantage as a Cantrip spell is great, especially in the early game. If the target can hear you, it must successfully complete a Wisdom saving throw or take 1d4 Psychic damage, getting a disadvantage on the next attack roll before the end of its next turn. You unleash a string of insults tied to an enchantment. If you’re playing a Bard, you’ll want to unlock Vicious Mockery! Note: Even though the spell is 9th-level, miscalculation can cost the spell to have no effect while burning a 9th-level spell slot. You compel one creature to die instantly if the creature has 100 HP or fewer. Power Word: Kill (9th-level)ĭispatching tough enemies isn’t easy, but you can instantly kill even the strongest enemies with good calculation and luck. If the creature isn’t awoken and stays awake for the full 10 minutes, the creature will gain the benefits of a short rest, so you can even use this on spellcaster party members. Upon taking damage or using an action to shake the creature, it awakens. You wave a calming gesture, and up to 3 willing creatures fall unconscious. Note: Since they have to be willing, this spell goes exceptionally well with mind-controlling spells. Starting the list, we have Catnap, which is excellent if you want to quickly incapacitate up to three willing creatures while dealing with the rest.
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