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Shaye Spells

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Ari Laanela
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0% found this document useful (0 votes)
17 views4 pages

Shaye Spells

Uploaded by

Ari Laanela
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Mage Hand - Conjuration cantrip

Casting Time: 1 action


Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or
until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if
you cast this spell again.
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.

Mage Hand Legerdemain


Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can
perform the following additional tasks with it:
• You can stow one object the hand is holding in a container worn or carried by another creature.
• You can retrieve an object in a container worn or carried by another creature.
• You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity
(Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Prestidigitation -- Transmutation cantrip


Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the
following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind,
faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until
the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a
time, and you can dismiss such an effect as an action.

Toll the Dead - cantrip


Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around
it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the
target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12),
11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Disguise Self - 1st level


Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself – including your clothing, armor, weapons, and other belongings on your person –
look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter
or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a
form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this
spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel
nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand
of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check against your spell save DC.

False Life - 1st-level necromancy


Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the
duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5
additional temporary hit points for each slot level above 1st.
Distort Value 1st-level Illusion
Casting Time: 1 minute
Range: Touch
Components: V
Duration: 8 hours
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by
adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and
scratches. Anyone examining the object must roll an Investigation check against your spell DC.
At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object
by 1 foot per spell slot over 1st.
Tasha's Hideous Laughter - 1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and
falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or
fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an
Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom
saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success,
the spell ends.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you
can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack
roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that
enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack
column of the Rogue table.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a
bonus action on each of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.

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