Mumm-Rá: Firbolg Magic
Mumm-Rá: Firbolg Magic
Mumm-Rá: Firbolg Magic
• Firbolg Magic:
y using wisdom as your spellcasting ability for them you can cast the detect magic and also
B
disguise self with this trait. Once you cast this spell you cannot be allowed to cast this spell
again with this trait until you have finished the short or long rest. Whenever you have used
this version of disguise self and you may have seen up to 3 feet shorter than normal and
allowing you to the more easily blend with both humans and Elfs.
• Powerful Build:
You count as one size larger when determining your carrying capacity and the weight you can
push, drag, or lift.
You have the ability to communicate in a limited manner with beasts and plants. They can
understand the meaning of your words, though you have no special ability to understand them in
return. You have advantage on all Charisma checks you make to influence them.
•Hidden Step:
As a bonus action, you can magically turn invisible until the start of your next turn or until you
attack, make a damage roll, or force someone to make a saving throw. Once you use this trait,
you can’t use it again until you finish a short or long rest.
Warlock stuff
Invocações:
DEVIL'S SIGHT
You can see normally in darkness, both magical and nonmagical, to a distance of 1
20 feet.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When
you are attacked by a creature within 30 feet of you that you can see, you can use your reaction
to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits
or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).
You regain all expended uses when you finish a long rest.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can
see within 30 feet of you attacks a creature other than you.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric
cantrip.
RITUAL CASTING
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell
prepared. (cleric)
CHANNEL DIVINITY
At 2nd level, you gain the ability to channel divine energy directly from your deity
You must then finish a short or long rest to use your Channel Divinity again. Beginning at
6th level, you can use your Channel Divinity twice between rests. When you finish a short or
long rest, you regain your expended uses.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each
undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If
the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A
turned creature must spend its turns trying to move as far away from you as it can, and it can't
willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it
can use only the Dash action or try to escape from an effect that prevents it from moving. If
there's nowhere to move, the creature can use the Dodge action.
DESTROY UNDEAD
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature,
the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as
shown in the Destroy Undead table. Atualmente: ND 1
Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness
and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is
dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution
saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed
saving throw, and half as much damage on a successful one. A creature that has total cover from
you is not affected.