Spellcasting services 3 5
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3 5 9 4 4: Weapon Finesse: Exalted strike 1 (magic), bonus exalted feat At 11th-level pay a spellcaster for his or her spellcasting services to perform either a Ritual of Unlearning or
Spellcasting and Services - Myths of Azan
Within the blood of a creature within 5 feet who has died within the last 10 minutes. You gain a different benefit based on the creature type of the corpse: Aberration or Fey. You have advantage on saving throws to avoid being charmed, frightened, or stunned. You gain resistance to psychic damage. Beast or Monstrosity. Your base walking speed increases by 15 feet, and you have climbing and swim- ming speeds equal to your walking speed. You have advantage on Constitution saving throws. Celestial or Fiend. You gain resistance to fire, poison, radiant, and necrotic damage. Dragon. You can cast the speak with animals and dragon’s breath XGE spells at will, as if you had used a 5th level spell slot. You can cast and concentrate on these spells even while raging. Giant or Humanoid. Your Carnage feature deals twice as much damage. This benefit lasts for 24 hours or until you use this feature again. This feature doesn’t work on corpses that lack blood, including those of constructs, elementals, oozes, plants, and undead. Path of the Rune Sage Long ago, a tribe of barbarians stole the arcane secrets of giants: rune magic. The tribe started a tradition continued today by barbarians who follow the Path of the Rune Sage. Using eldritch symbols painted onto your body, you are capable of unleashing arcane spells. Tattooed symbols are even more powerful, altering and enhancing your ability to rage. Rune Sages in their native land often serve as advisers, mystics, and historians. Some barbarians, however, see Rune Sages as ill omens and lightning rods for misfortune. Rune Sages are cast out from these cultures and unwelcome in their settlements.CHAPTER 2: ADVENTURING PATHS 45 Barbarian Spellcasting Rune Sage Spellcasting When you adopt this path at 3rd level, you gain the Barbarian Cantrips Spell Slots per ability to cast spells using runes painted or tattooed Level Known Spell Level on your body. See chapter 10 in the Player’s Handbook for the general rules of spellcasting and chapter 11 for 3rd 2 1st 2nd 3rd 4th the wizard spell list. 4th 2 2 ——— 5th 2 3 ——— Cantrips. You learn two cantrips of your choice from 6th 2 3 ——— the wizard spell list. You learn an additional wizard 7th 2 3 ——— cantrip of your choice at 10th level. 8th 2 4 2 —— 9th 2 4 2 —— Preparing and Casting Spells. The Rune Sage 10th 3 4 2 —— Spellcasting table shows how many spell slots you have 11th 3 4 3 —— to cast your wizard spells of 1st level and higher. To 12th 3 4 3 —— cast one of these wizard spells, you must expend a slot 13th Tiny fey, neutral goodArmor Class 15Hit Points 17 (5d4 + 5)Speed 20 ft., fly 60 ft.STRDEXCONINTWISCHA7 (-2)20 (+5)12 (+1)16 (+3)15 (+2)16 (+3)Skills Deception +5, Nature +5, Perception +6, Stealth +9Senses passive Perception 16Languages Common, SylvanChallenge 1 (200 XP)Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.Innate Spellcasting. The pixie’s innate spellcasting ability is Charisma (spell save DC13, +5 to hit with spell attacks). It can cast the following spells, requiring only its pixie dust as a component:At will: druidcraft, greater invisibility (self only)1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, polymorph, sleepShortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall-though they typically fly about the eye level of creatures they’re conversing with in order to maintain eye contact-and weigh about 30 pounds. Pixies talk quickly and easily become overexcited. Section 15: Copyright Notice Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb. This is not the complete license attribution - see the full license for this pageVillage Pillage - 3 Spellcasters and a Dwarf
3 4 3 —— of the spell’s level or higher. You regain all expended 14th 3 4 3 2— spell slots when you finish a long rest. 15th 3 4 3 2— 16th 3 4 3 2— You prepare the list of wizard spells that are available 17th 3 4 3 3— for you to cast by painting runes on your body, choosing 18th 3 4 3 3— from among the evocation and transmutation spells on 19th 3 4 3 3— the wizard spell list. When you do, choose a number of 20th 3 4331 those spells equal to your barbarian level divided by 3 4331 (rounded up) + your Intelligence modifier (minimum of one spell). The spells must be of a level for which you Runic Tattooing have spell slots. At 3rd level, you can tattoo a specific rune on your body For example, if you are a 7th-level barbarian, you have to interweave its magic with your primal rage. Choose four 1st-level spell slots and two 2nd-level spell slots. any 1st-level spell from the wizard spell list. You always With an Intelligence score of 16, your list of prepared have this tattoo spell prepared, and it doesn’t count spells can include 5 spells of 1st or 2nd level, in any against the number of wizard spells you can prepare combination. If you prepare the 1st-level spell burning each day. You can cast and concentrate on this spell hands, you can cast it using a 1st-level or 2nd-level slot. while you’re raging, and casting it counts as making Casting the spell doesn’t remove it from your list of an attack for the purpose of maintaining your rage. prepared spells. You tattoo yourself with more runes this way when You can change your list of prepared spells when you you reach certain levels in this class, choosing spells of finish a long rest. Preparing a new list of wizard spells any school from the wizard spell list: a 2nd-level spell at requires time spent cleansing yourself of old runes and 8th level, a 3rd-level spell at 14th level, and a 4th-level painting new ones on your skin: at least 1 minute per spell at 20th level. spell level for each spell on your list. Whenever you gain a level in this class, you can Spellcasting Ability. Intelligence is your spellcasting replace one of your tattoo spells with another spell of ability for your spells since your runes need to be the same level from the wizard spell list. meticulously painted with knowledge and precision toDEAN SPENCER produce arcane power. You use Intelligence whenever a Runic Resilience spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when. 3 5 9 4 4: Weapon Finesse: Exalted strike 1 (magic), bonus exalted feat At 11th-level pay a spellcaster for his or her spellcasting services to perform either a Ritual of Unlearning or Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma. Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can chooseSpellcasting services profit for a PC with healing spells on
Attacks and uses Whispers of Azzagrat. ;;: Poisoned Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing damage plus 5 (ldl0) poison damage. Poisoned Dart. Ranged Weapon Attack: +S to hit, range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage plus 5 (ldlO) poison damage. Spellcasting. Sythian casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: mage hand, prestidigitation 1/day each: charm person.faerie fire, unseen servant Whispers of Azzagrat. Each creature in a 15-foot cube originating from Sythian must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 18 (4d8) psychic damage and is incapacitated until the end of its next turn. On a suc• cessful save, the creature takes half as much damage and isn't incapacitated. REACTIONS Fiendish Rebuke (3/Day). Immediately after a creature within 5 feet of Sythian hits him with an attack roll, Sythian forces that creature to make a DC 14 Constitution saving throw. The creature takes 14 (4d6) fire damage on a failed saving throw, or ha lf as much damage on a successful one. • ':s g- -: AXE FROM THE GRAVE ~ l');, -AN ADVENTURE FOR 7TH-LEYEL CHARACTERS VIDORANT'S VAULT 0 VER THE YEARS, THE NOTORIOUS ELF THIEF Nixylanna Vidorant has stolen many famed prizes and stored them in her vault Her former partner believes one of these trophies- a ruby diadem- rightly belongs to him. He hires the characters to infiltrate Vidorant's vault, bypass its security features, and steal the diadem. In a twist, the characters come face-to-face with Vidorant, and she offers them a deal that's hard to refuse. ADVENTURE BACKGROUND The Silver Fingers Society is no mere guild of pickpockets and ruffians. The elite PATHS BarbarianPath of the Spell save DC = 8 + your proficiency bonus + yourSylvan Warden Wisdom modifierSome barbarians are not marked by their loyalty to kin Spell attack modifier = your proficiency bonus +or tribe but by their loyalty to land and beast. These your Wisdom modifierbarbarians take up the role of stewards and protectorsof the natural world, fighting against those who would Sylvan Warden Spellcastingdespoil it. Their admiration and emulation of themysteries of nature allow them the ability to transform Barbarian Cantrips Spells Spell Slots pertheir rage into quietude and cast druidic spells. Level Known Known Spell LevelSpellcasting 1st 2nd 3rd 4thWhen you choose this path at 3rd level, you gain theability to cast spells. See chapter 10 of the Player’s 3rd 2 3 2 — — —Handbook for the general rules of spellcasting andchapter 11 for the druid spell list. 4th 2 4 3 — — — Cantrips. You learn two cantrips of your choice 5th 2 4 3 — — —from the druid spell list. You learn an additional druidcantrip of your choice at 10th level. 6th 2 4 3 — — — Spell Slots. The Sylvan Warden Spellcasting table shows 7th 2 5 4 2 — —how many spell slots you have to cast your spells of 1stlevel and higher. To cast one of these spells, you must 8th 2 6 4 2 — —expend a slot of the spell’s level or higher. You regain allexpended spell slots when you finish a long rest. 9th 2 6 4 2 — — For example, if you know the 1st-level spell entangle 10th 3 7 4 3 — —and have a 1st-level and a 2nd-level spell slot available,you can cast entangle using either slot. 11th 3 8 4 3 — — Spells Known of 1st-Level and Higher. You know three 12th 3 9 4 3 — —1st-level druid spells of your choice, two of which youmust choose from the conjuration and transmutation 13th 3 10 4 3 2 —spells on the druid spell list. 14th 3 10 4 3 2 — The Spells Known column of the Sylvan WardenSpellcasting table shows when you learn more druid 15th 3 11 4 3 2 —spells of 1st level or higher. Each of these spells mustbe a conjuration or transmutation spell of your choice 16th 3 11 4 3 3 —and must be of a level for which you have spell slots. Forinstance, when you reach 7th level in this class, you can 17th 3 11 4 3 3 —learn one new spell of 1st or 2nd level. 18th 3 11 4 3 3 — The spells you learn at 8th, 14th, and 20th level cancome from any school ofpaizo.com - Forums: Advice: Cost of spellcasting services
Ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.Life SpanThe typical life span of a player character in the D&D multiverse includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple )Dragon Turtle SpellcastingAgeSpell Save DCSpells KnownYoung Dragon Turtle;Young13fog cloudDragon Turtle AdventuresThe Dragon Turtle Adventure Hooks table offers ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island— and the surface world were a mistake of creation. I will correct that error. (Evil)Dragon Turtle SpellcastingAgeSpell Save DCSpells KnownAncient Dragon Turtle;Ancient Turn Immunity. The eye of fear and flame is immune to effects that turn undead.Innate Spellcasting. The eye of fear and flame's innate spellcasting ability is Intelligence (spell save DC 16). It can , though they are treated as dangerous, cursed trophies akin to a demilich's soul gems. Still, they might be sold to certain discerning—and brazen—collectors.PoisonNecrotic, Psychic Spell Gem Max. Spell Level Gemstone Rarity Save DC Attack Bonus Cantrip Obsidian Uncommon 13 +5 1st Lapis lazuli Uncommon 13 +5 2nd Quartz Rare 13 +5 3rd Bloodstone Rare 15 +7 4th Amber Very rare Spell Gem Max. Spell Level Gemstone Rarity Save DC Attack Bonus Cantrip Obsidian Uncommon 13 +5 1st Lapis lazuli Uncommon 13 +5 2nd Quartz Rare 13 +5 3rd Bloodstone Rare 15 +7 4th Amber Very rare doling out as one. Use the Magic Item Power by Rarity table as a guide to help you determine how powerful an item should be, based on its rarity. Magic Item Power by Rarity Rarity MaxD D5e: Prices For Spellcasting Services - EpicSavingThrow.com
Character’s Hit Dice is the sum of their racial hit dice and all class levels. Some monster classes, such as the erinyes, allow the character to trade their native spell-like abilities for a spellcasting progression. If such a character later gains levels in a spellcasting class of the same type (arcane, divine, or psychic), the character can opt to continue the progression of their monster class, rather than gaining spells from the new class. The character gains new spells per day and an increase in caster level and spells known as if he had also gained a level in their monster class (even if the monster class does not have that many levels). This replaces the new class’ spellcasting progression in its entirety, including the ability to use spell completion and spell-trigger items as a member of that class. A class that only casts spells at a later level than 1st (such as the ranger) only stacks the levels where it gains spellcasting. The full Monster Class subscription includes the following products as of 10/20/2016: Monster Classes: Astral Deva Monster Classes: Earth Elemental Monster Classes: Erinyes Monster Classes: Fey Monster Classes: Giants and Reptiles Monster Classes: Pinnacle and Pit Monster Classes: Savage Races I (Bugbear, Gnoll, Ogre) Monster Classes: Savage Races II Monster Classes: True Dragon Monster Classes: Undead Section 15: Copyright Notice. 3 5 9 4 4: Weapon Finesse: Exalted strike 1 (magic), bonus exalted feat At 11th-level pay a spellcaster for his or her spellcasting services to perform either a Ritual of Unlearning orSelling Spellcasting Services - Giant in the Playground Forums
The maho: • Expend a hit die and add it to an attack’s attack and damage rolls • Expend a hit die and regain a used spell slot with a spell slot level equal to 1d4 + your spellcasting modifier • Kill a defenseless creature to gain an additional hit die, which lasts until the creature’s next long rest Whenever a PC draws upon the maho, he must attempt a DC15 Wisdom saving throw. On a successful save, the PC can draw upon the maho without any physical or spiritual consequence, although his or her reputation might suffer if the act is witnessed. On a failed save, the PC becomes paralyzed and enters a catatonic state. The paralysis lasts for 24 hours, after which the PC awakens as a slave of evil, and now no longer a PC. The PC’s personality is effectively gone, as the maho has taken over, making the character an NPC. Friends and fellow adventurer’s should use the 24 hours of paralysis, to locate spellcasting services, as a greater restoration or wish spell can pull the afflicted PC back from the maho. After each saving throw against the maho (whether success or failure), the DC increases by 1, and cannot be reduced again by any means, making it increasingly hard to resist the maho with each attempt. Additionally, with each use of maho, the character gains 1 to it’s Taint score (see the “Taint Score” section later in this chapter). A character that succumbs to the maho is called a maho-tsukai. Several cults exist that practice maho. These cults are often small and contained, rarely having more than twenty members. The most powerful (or sometimes the most charismatic) is usually the leader of a cult, and they rarely have knowledge of other cults. In your game,Comments
Within the blood of a creature within 5 feet who has died within the last 10 minutes. You gain a different benefit based on the creature type of the corpse: Aberration or Fey. You have advantage on saving throws to avoid being charmed, frightened, or stunned. You gain resistance to psychic damage. Beast or Monstrosity. Your base walking speed increases by 15 feet, and you have climbing and swim- ming speeds equal to your walking speed. You have advantage on Constitution saving throws. Celestial or Fiend. You gain resistance to fire, poison, radiant, and necrotic damage. Dragon. You can cast the speak with animals and dragon’s breath XGE spells at will, as if you had used a 5th level spell slot. You can cast and concentrate on these spells even while raging. Giant or Humanoid. Your Carnage feature deals twice as much damage. This benefit lasts for 24 hours or until you use this feature again. This feature doesn’t work on corpses that lack blood, including those of constructs, elementals, oozes, plants, and undead. Path of the Rune Sage Long ago, a tribe of barbarians stole the arcane secrets of giants: rune magic. The tribe started a tradition continued today by barbarians who follow the Path of the Rune Sage. Using eldritch symbols painted onto your body, you are capable of unleashing arcane spells. Tattooed symbols are even more powerful, altering and enhancing your ability to rage. Rune Sages in their native land often serve as advisers, mystics, and historians. Some barbarians, however, see Rune Sages as ill omens and lightning rods for misfortune. Rune Sages are cast out from these cultures and unwelcome in their settlements.CHAPTER 2: ADVENTURING PATHS 45 Barbarian Spellcasting Rune Sage Spellcasting When you adopt this path at 3rd level, you gain the Barbarian Cantrips Spell Slots per ability to cast spells using runes painted or tattooed Level Known Spell Level on your body. See chapter 10 in the Player’s Handbook for the general rules of spellcasting and chapter 11 for 3rd 2 1st 2nd 3rd 4th the wizard spell list. 4th 2 2 ——— 5th 2 3 ——— Cantrips. You learn two cantrips of your choice from 6th 2 3 ——— the wizard spell list. You learn an additional wizard 7th 2 3 ——— cantrip of your choice at 10th level. 8th 2 4 2 —— 9th 2 4 2 —— Preparing and Casting Spells. The Rune Sage 10th 3 4 2 —— Spellcasting table shows how many spell slots you have 11th 3 4 3 —— to cast your wizard spells of 1st level and higher. To 12th 3 4 3 —— cast one of these wizard spells, you must expend a slot 13th
2025-04-05Tiny fey, neutral goodArmor Class 15Hit Points 17 (5d4 + 5)Speed 20 ft., fly 60 ft.STRDEXCONINTWISCHA7 (-2)20 (+5)12 (+1)16 (+3)15 (+2)16 (+3)Skills Deception +5, Nature +5, Perception +6, Stealth +9Senses passive Perception 16Languages Common, SylvanChallenge 1 (200 XP)Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.Innate Spellcasting. The pixie’s innate spellcasting ability is Charisma (spell save DC13, +5 to hit with spell attacks). It can cast the following spells, requiring only its pixie dust as a component:At will: druidcraft, greater invisibility (self only)1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, polymorph, sleepShortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall-though they typically fly about the eye level of creatures they’re conversing with in order to maintain eye contact-and weigh about 30 pounds. Pixies talk quickly and easily become overexcited. Section 15: Copyright Notice Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb. This is not the complete license attribution - see the full license for this page
2025-04-113 4 3 —— of the spell’s level or higher. You regain all expended 14th 3 4 3 2— spell slots when you finish a long rest. 15th 3 4 3 2— 16th 3 4 3 2— You prepare the list of wizard spells that are available 17th 3 4 3 3— for you to cast by painting runes on your body, choosing 18th 3 4 3 3— from among the evocation and transmutation spells on 19th 3 4 3 3— the wizard spell list. When you do, choose a number of 20th 3 4331 those spells equal to your barbarian level divided by 3 4331 (rounded up) + your Intelligence modifier (minimum of one spell). The spells must be of a level for which you Runic Tattooing have spell slots. At 3rd level, you can tattoo a specific rune on your body For example, if you are a 7th-level barbarian, you have to interweave its magic with your primal rage. Choose four 1st-level spell slots and two 2nd-level spell slots. any 1st-level spell from the wizard spell list. You always With an Intelligence score of 16, your list of prepared have this tattoo spell prepared, and it doesn’t count spells can include 5 spells of 1st or 2nd level, in any against the number of wizard spells you can prepare combination. If you prepare the 1st-level spell burning each day. You can cast and concentrate on this spell hands, you can cast it using a 1st-level or 2nd-level slot. while you’re raging, and casting it counts as making Casting the spell doesn’t remove it from your list of an attack for the purpose of maintaining your rage. prepared spells. You tattoo yourself with more runes this way when You can change your list of prepared spells when you you reach certain levels in this class, choosing spells of finish a long rest. Preparing a new list of wizard spells any school from the wizard spell list: a 2nd-level spell at requires time spent cleansing yourself of old runes and 8th level, a 3rd-level spell at 14th level, and a 4th-level painting new ones on your skin: at least 1 minute per spell at 20th level. spell level for each spell on your list. Whenever you gain a level in this class, you can Spellcasting Ability. Intelligence is your spellcasting replace one of your tattoo spells with another spell of ability for your spells since your runes need to be the same level from the wizard spell list. meticulously painted with knowledge and precision toDEAN SPENCER produce arcane power. You use Intelligence whenever a Runic Resilience spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when
2025-04-04