Tricks & Weapons
Tricks
Control Flame
Mana Cost 1Components Somatic, Material (a bit of fire)
Casting Time 1 action
Range 30 feet
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You make a spell attack, hurling a mote of the flame at a creature you can see within 30 feet (60 with disadvantage), inflicting elemental damage on a hit.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both for up to 1 minute.
Illusion
- Novice
- Standard
- Expert
Components Somatic, Material (a bit of wool)
Casting Time 1 action
Range 30 feet
Duration 1 minute
literally just use minor illusion from 5e for now. exception is spell save DC, make a contested check: this spell vs their reasoning
Components Somatic, Material (a bit of wool)
Casting Time 1 action
Range 30 feet
Duration 1 minute
literally just use minor illusion from 5e for now. exception is spell save DC, make a contested check: this spell vs their reasoning
Components Somatic, Material (a bit of wool)
Casting Time 1 action
Range 30 feet
Duration 1 minute
literally just use minor illusion from 5e for now. exception is spell save DC, make a contested check: this spell vs their reasoning
Trick Amplification
You may choose to spend mana when you cast this trick. For each mana you spend, you may create an additional sound or image within range for the duration.
Jinx
- Novice
- Standard
- Expert
Components Verbal
Casting Time 1 reaction, when you see a creature in range making a check
Range 30 feet
You attempt to disrupt the forces of fortune for the target. Before they roll for their check, guess a number between 1 and 20. If the result of any of the d20s is equal to the number you guessed, you may choose a new number between 1 and 20 and treat the result of one of the d20s as the number you picked, potentially changing the outcome of the check.
Components Verbal
Casting Time 1 reaction, when you see a creature in range making a check
Range 60 feet
You attempt to disrupt the forces of fortune for the target. Before they roll for their check, guess a number between 1 and 20. If the result of any of the d20s is equal to the number you guessed, you may choose a new number between 1 and 20 and treat the result of one of the d20s as the number you picked, potentially changing the outcome of the check.
Components Verbal
Casting Time 1 reaction, when you see a creature in range making a check
Range 60 feet
You attempt to disrupt the forces of fortune for the target. Before they roll for their check, guess a number between 1 and 20. If the result of any of the d20s is equal to the number you guessed, you may choose new numbers between 1 and 20 and treat the results of the d20s as the numbers you picked, potentially changing the outcome of the check.
Light
- Novice
- Standard
- Expert
Components Verbal, Somatic
Casting Time 1 action
Range 30 feet
Duration 1 hour
You create a hovering, ghostly source of light within range for the duration. This light sheds bright light in a 10-foot radius, and dim light for an additional 10 feet.
As a bonus action, you can move the light up to 30 feet. The light cannot pass through solid objects.
Components Verbal, Somatic
Casting Time 1 action
Range 30 feet
Duration 1 hour
You create a hovering, ghostly source of light within range for the duration. This light sheds bright light in a 20-foot radius, and dim light for an additional 20 feet.
As a bonus action, you can move the light up to 30 feet. The light cannot pass through solid objects.
Components Verbal, Somatic
Casting Time 1 action
Range 30 feet
Duration 1 hour
You create up to four hovering, ghostly sources of light within range for the duration. This light sheds bright light in a 20-foot radius, and dim light for an additional 20 feet.
As a bonus action, you can move each light up to 30 feet. Each light must remain within 60 feet of at least one other light, and the lights cannot pass through solid objects.
Trick Amplification
As an action, you can spend 1 mana to cause the light(s) to flash brightly before ending the spell. All creatures of your choice within the radius of bright light must succeed on a Reflex check or be Blinded for 1 minute.
Mage Hand
- Novice
- Standard
- Expert
Components Somatic
Casting Time 1 action
Range 30 feet
Duration 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration, until it is more than 30 feet away from you, until it is hit by an attack, or until you dismiss it as an action.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 15 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
Components Somatic
Casting Time 1 action
Range 30 feet
Duration 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration, until it is more than 30 feet away from you, until it is hit by an attack, or until you dismiss it as an action.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
Components Somatic
Casting Time 1 action
Range 30 feet
Duration 1 minute
An invisible, floating hand appears at a point you choose within range. The hand lasts for the duration, until it is more than 30 feet away from you, until it is hit by an attack, or until you dismiss it as an action.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 20 pounds.
Trick Amplification
As an action or bonus action, you can spend 1 mana to attack with the hand. If it is holding a weapon with the melee property, make a melee attack using that weapon; otherwise, it is an unarmed attack.
True Strike
- Novice
- Standard
- Expert
Components Verbal, Somatic
Casting Time 1 action
Range 30 feet
Duration Concentration, up to 1 minute
Your magic enhances your ability to find a target's openings. You gain advantage on all attack rolls against the target for the duration.
Components Verbal, Somatic
Casting Time 1 action
Range 30 feet
Duration 1 minute
Your magic enhances your ability to find a target's openings. You gain advantage on all attack rolls against the target for the duration.
Components Verbal, Somatic
Casting Time 1 action or bonus action
Range 30 feet
Duration 1 minute
Your magic enhances your ability to find a target's openings. You gain advantage on all attack rolls against the target for the duration.
Whisper
- Novice
- Standard
- Expert
Components Verbal, Material (a short piece of copper wire)
Casting Time 1 action
Range 30 feet
Duration 1 minute
You speak aloud a message intended for one creature within range. The target (and only the target) can hear the words you speak.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 4 feet of wood or dirt blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Components Verbal, Material (a short piece of copper wire)
Casting Time 1 action
Range 30 feet
Duration 1 minute
You speak aloud a message intended for one creature within range. The target (and only the target) can hear the words you speak. Your lips cannot be read while speaking in this way.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 4 feet of wood or dirt blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Components Material (a short piece of copper wire)
Casting Time 1 action
Range 30 feet
Duration 1 minute
You send a telepathic message intended for one creature within range, which they hear in their mind.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 4 feet of wood or dirt blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Weapons
Bow
Bows are powerful weapons that can launch arrows afar at high speeds. Bows have the following properties:
- Ammunition: You can use a bow to make an attack only if you have arrows to fire from the bow. Each time you attack with the bow, you expend one arrow. Up to half of your expended arrows can be recovered after an encounter ends.
- Ranged: A bow can be used to make a ranged attack against a creature within 100 feet (150 with disadvantage), inflicting physical damage on a hit.
- Two-handed: A bow requires two hands to use.
Club
Clubs, including batons and quarterstaffs, are blunt weapons meant to stun but with lethal capabilities in the right hands. Clubs have the following properties:
- Concussive: When you roll triumph on an attack using a club, the target is Stunned until the beginning of your next turn.
- Melee: A club can be used to make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
Crossbow
Crossbows are mechanical ranged weapons that trade speed for power. Crossbows have the following properties:
- Ammunition: You can use a crossbow to make an attack only if you have bolts to fire from the crossbow. Each time you attack with the crossbow, you expend one bolt. Up to half of your expended bolts can be recovered after an encounter ends.
- Forceful: When you roll triumph on an attack using a crossbow, the target is Crippled.
- Ranged: A crossbow can be used to make a ranged attack against a creature within 100 feet (200 with disadvantage), inflicting physical damage on a hit.
- Reload: A crossbow can make one attack before it must be reloaded as an action.
- Two-handed: A crossbow requires two hands to use.
info
Hand Crossbow
Hand crossbows are miniature and handheld crossbows. Hand crossbows have the following properties:
- Ammunition: You can use a hand crossbow to make an attack only if you have bolts to fire from the hand crossbow. Each time you attack with the hand crossbow, you expend one bolt. Up to half of your expended bolts can be recovered after an encounter ends.
- Ranged: A hand crossbow can be used to make a ranged attack against a creature within 30 feet (120 with disadvantage), inflicting physical damage on a hit.
- Reload: A hand crossbow can make one attack before it must be reloaded as an action.
- Secondary: A hand crossbow can be used as a secondary weapon.
Dagger
Daggers, including hatchets, kamas, and sickles, are small and easily concealable blades that can either be thrown or wielded in close-quarters combat. Daggers have the following properties:
- Concealable: A dagger can be easily hidden. A creature searching for a dagger suffers disadvantage on their Observation check.
- Melee: A dagger can be used to make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
- Secondary: A dagger can be used as a secondary weapon.
- Thrown: A dagger can be thrown to make a ranged attack against a creature within 15 feet (or 30 feet with disadvantage), inflicting physical damage on a hit.
Dart
Darts, including shurikens, are small weapons meant to be thrown. Darts have the following properties:
- Concealable: A dart can be easily hidden. A creature searching for a dart suffers disadvantage on their Observation check.
- Thrown: A dart can be thrown to make a ranged attack against a creature within 20 feet (or 50 feet with disadvantage), inflicting physical damage on a hit.
Fist-load Weapon
Fist-load weapons, such as brass knuckles or cestus, are meant to enhance martial arts and unarmed combat. Fist-load weapons have the following properties:
- Concealable: A fist-load weapon can be easily hidden. A creature searching for a fist-load weapon suffers disadvantage on their Observation check.
- Melee: A fist-load weapon can be used to make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
- Secondary: A fist-load weapon can be used as a secondary weapon.
Flail
Flails, including nunchakus, are flexible weapons meant to strike around a defender's shield or parry. Flails have the following properties:
- Flexible: Attacks with a flail ignore half the target's Defense.
- Melee: A flail can be used to make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
Greataxe
Greataxes, including scythes, are heavy and powerful weapons, but are also commonly found as tools. Greataxes have the following properties:
- Forceful: When you roll triumph on an attack using a greataxe, the target is Crippled.
- Melee: A greataxe can be used to make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
- Two-handed: A greataxe requires two hands to use.
Greatsword
Greatswords, such as claymores or zweihänder, are two-handed swords that approach polearms in size. Greatswords have the following properties:
- Cleaving: When you roll triumph on an attack using a greatsword, the attack ignores the target's Defense.
- Melee: A greatsword can be used to make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
- Two-handed: A greatsword requires two hands to use.
Halberd
Halberds, including glaives and partisans, are polearms meant to keep enemies at a distance. Halberds have the following properties:
- Melee: A halberd can be used to make a melee attack against a creature within 10 feet, inflicting physical damage on a hit.
- Two-handed: A halberd requires two hands to use.
- Slashing: When you roll triumph on an attack using a halberd, the attack ignores half the target's Defense.
Mace
Maces, including hammers, are blunt weapons meant to crush armor. Maces have the following properties:
- Armor Crusher: When you hit a creature with a mace, the target always recieves at least one wound.
- Melee: A mace can be used to make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
Rapier
Rapiers are stabbing implements commonly used by nobility or in duels. Rapiers have the following properties:
- Melee: A rapier can be used to make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
- Piercing: When you roll triumph on an attack using a rapier, the attack ignores the target's Defense.
Revolver
Revolvers are simple and small firearms that excel in ranged combat. Revolvers have the following properties:
- Ammunition: You can use a revolver to make an attack only if you have bullets to fire from the revolver. Each time you attack with the revolver, you expend one bullet.
- Ranged: A revolver can be used to make a ranged attack against a creature within 80 feet (120 with disadvantage), inflicting physical damage on a hit.
- Reload: A revolver can make six attacks before it must be reloaded as an action.
- Secondary: A revolver can be used as a secondary weapon.
Rifle
Rifles are large and accurate firearms. Rifles have the following properties:
- Ammunition: You can use a rifle to make an attack only if you have bullets to fire from the rifle. Each time you attack with the rifle, you expend one bullet.
- Ranged: A rifle can be used to make a ranged attack against a creature within 150 feet (300 with disadvantage), inflicting physical damage on a hit.
- Reload: A rifle can make twelve attacks before it must be reloaded as an action.
- Two-handed: A rifle requires two hands to use.
Shotgun
Shotguns are terrifying firearms that spray a large area with lethal shrapnel. Shotguns have the following properties:
- Ammunition: You can use a rifle to make an attack only if you have shells to fire from the shotgun. Each time you attack with the shotgun, you expend one shell.
- Ranged: A shotgun can be used to make a ranged attack against all creatures within a 60-foot cone (100-foot cone with disadvantage), inflicting physical damage on a hit.
- Reload: A shotgun can make three attacks before it must be reloaded as an action.
- Two-handed: A shotgun requires two hands to use.
Sling
Slings are simple and easily-made ranged weapons that can fling stones at dangerous speeds. Slings have the following properties:
- Ammunition: You can use a sling to make an attack only if you have stones to fire from the sling. Each time you attack with the sling, you expend one stone. You can recover all expended stones after an encounter ends.
- Ranged: A sling can be used to make a ranged attack against a creature within 30 feet (80 feet with disadvantage), inflicting physical damage on a hit. Alternatively, it can be used to make a ranged attack against all creatures in a 25-foot cone (35-foot cone with disadvantage), inflicting physical damage on a hit
- Reload: A sling can make one attacks before it must be reloaded as an action.
Slingshot
Slingshots are easy ranged weapons that require little training to use. Slingshots have the following properties:
- Ammunition: You can use a sling to make an attack only if you have stones to fire from the slingshot. Each time you attack with the slingshot, you expend one stone. You can recover all expended stones after an encounter ends.
- Ranged: A slingshot can be used to make a ranged attack against a creature within 20 feet (40 feet with disadvantage), inflicting physical damage on a hit. Alternatively, it can be used to make a ranged attack against all creatures in a 15-foot cone (25-foot cone with disadvantage), inflicting physical damage on a hit.
Spear
Spears, including javelins and tridents, are polearms that can be thrown in addition to their use as a melee weapon. Spears have the following properties:
- Melee: A spear can be used to make a melee attack against a creature within 10 feet, inflicting physical damage on a hit.
- Thrown: A spear can be thrown to make a ranged attack against a creature within 20 feet (or 50 feet with disadvantage), inflicting physical damage on a hit.
Sword
Swords, including cutlasses, falchions, katanas, longswords, and scimitars, are common weapons used both ceremonially as wellas on the battlefield. Swords have the following properties:
- Melee: A sword can be used to make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
- Secondary: A sword can be used as a secondary weapon.
- Slashing: When you roll triumph on an attack using a sword, the attack ignores half the target's Defense.
Unarmed
Unarmed attacks, including punches, kicks, and other martial arts are a way of fighting without weapons. Unarmed attacks have the following properties:
- Shock: When you hit a creature with an unarmed attack and the damage is reduced by the target's Defense, you make your next check with disadvantage.
- Melee: A unarmed creature can make a melee attack against a creature within 5 feet, inflicting physical damage on a hit.
- Secondary: An absence of a weapon can be used as a secondary weapon.
Whip
Whips are awful weapons mainly used for punishment. Whips have the following properties:
- Flexible: Attacks with a whip ignore half the target's Defense.
- Melee: A whip weapon can be used to make a melee attack against a creature within 10 feet, inflicting physical damage on a hit.