Allegro Andante-Pendragon

Allegro Andante-Pendragon (a.k.a. Blue, Ale-boy, Alle, Moon, Ally, Alley-grow, Alfred, Algebra, El-go, Luna Lumen, Astral Dragon, The Astral Lord)

Physical Description

General Physical Condition

Tall with a lean build and lightly toned muscles.

Mental characteristics

Gender Identity

Identifies as Male.

Sexuality

Bisexual

Relationships

Mercy Lifeblood

Girlfriend (Vital)

Towards Allegro Andante-Pendragon

5
5

Honest


Allegro Andante-Pendragon

Boyfriend (Important)

Towards Mercy Lifeblood

5
3

Frank


Alignment
Lawful Good
Age
21 years old
Date of Birth
December 12 (Not sure what time in Verum that is.)
Birthplace
The Badlands
Spouses
Siblings
Children
Gender
Male
Eyes
Left eye: Moonstone (Silver, normally, but shimmers Blue with lighting and his mood) Right eye: A blue ethereal flame which changes to white depending on his emotions, and pink. (Blessed by Viderick)
Hair
Dark Navy Blue
Skin Tone/Pigmentation
Pale with a fair complection
Height
6'1ft.
Weight
150lbs
Known Languages
Common (Badland), Celestial

Allegro Andante-Pendragon

Aasimar (Fallen) Race
Badlands/Woeful Warrior Origin
11 Lunar Warlock/ 3 Shadow Sorcerer/ 1 Love Cleric 15 Class & Level
Lawful Good Alignment
Viderick Deity
The Great Coven Faction
Thorn Witch (Quartermaster) Rank/Position
18 Loyalty
Da B.L.U. Company

Strength 13
+1
Dexterity 16
+3
constitution 16
+3
intelligence 11
+0
wisdom 17
+3
charisma 18
+4
Total Hit Dice 12
Hit Die
1d8/8/6+3
+5 proficiency bonus
+3 Strength
+5 Dexterity
+5 Constitution
+2 Intelligence
+10 Wisdom
+11 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+5 Arcana
+1 Athletics
+4 Deception
+0 History
+12 Insight
+9 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+0 Nature
+3 Perception
+4 Performance
+4 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
66
MV
3
Prestige
4
Attunement Slots
17
Armor Class
158
Hit Points
+3
Initiative
30
Speed
Weathered Quarter Staff (versatile) 1d20+4 , 1d6 , 1d8
Looks like a battered and beaten up old stick, mostly because it is. Picked up in the Badlands, it is holding together with leather, and other pieces of reinforced bone and sticks.
Dagger 1d20+7 , 1d4+3
Dagger 1d20+7 , 1d4+3
Attacks
Wisdom, Charisma, Intimidation, Arcana, E.Insight, Wood carving Tools, Carpenter Tools, Alchemist's Supplies, Brewer's Tools, Cook's Utensils, Performance: Violin, Performance: Guitar, Longbow, Light Armor, Medium Armor, Heavy Armor: Plate, Exotic weapon: Katana
Proficiences
(Warlock/Sorcerer) Spell save DC = 8 + your proficiency bonus + your Charisma modifier
8+5+4 = DC (17), Cantrips (18): +1 Atk/Dmg/DC from Andante's Cadenza
(Cleric) Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
8+5+3 = DC (16), Cantrips (17): +1 Atk/Dmg/DC from Andante's Cadenza

(Warlock/Sorcerer) Spell attack modifier = your proficiency bonus + your Charisma modifier
5+4= SAM (9), Cantrips (10): +1 Atk/Dmg/DC from Andante's Cadenza
(Cleric) Spell attack modifier = your proficiency bonus + your Wisdom modifier
5+3= SAM (8), Cantrips (9): +1 Atk/Dmg/DC from Andante's Cadenza
PLACE HOLDER BITCH BUTTON
It's a place holder, cause I'm lazy...

Warlock Cantrips

(Start) Light
cantrip evocation
Casting Time: 1 action
Range: Touch
Components: V M (A firefly or phosphorescent moss)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Wizard
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

(Start) Sacred Flame
cantrip evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

(Book of Shadows)
Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

(Book of Shadows)
Primal Savagery
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

(Book of Shadows)
Shocking Grasp
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

(Blessings of the Patrons)
Toll the Dead
Necromancy 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.

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).

(Blessings of the Patrons)
Sword Burst
Conjuration cantrip
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Green-Flame Blade
A spell from Sword Coast Adventure's Guide
Evocation
Level: Cantrip
Casting time: 1 Action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.

At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Booming Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Eldritch Blast
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Warlock
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


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.

Gust
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Druidcraft
PHB
p236
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:

You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.

Produce Flame
PHB
p269
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Magic Stone
XGE
p160
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 minute
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

-------------------------------------------------------
Sorcerer Cantrips

Chill Touch
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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 magic items, or carry more than 10 pounds.

Control Flames
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
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 double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

  • If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

    Shape Water
    Transmutation cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: S
    Duration: Instantaneous or 1 hour (see below)
    You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.

  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

  • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    -------------------------------------------------------
    Cleric Cantrips
    Resistance
    Abjuration cantrip
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a miniature cloak)
    Duration: Concentration, up to 1 minute
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

    Mending
    Transmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

    This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

    Thaumaturgy
    Transmutation cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: V
    Duration: Up to 1 minute
    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.

  • You cause flames to flicker, brighten, dim, or change color for 1 minute.

  • You cause harmless tremors in the ground for 1 minute.

  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

  • You instantaneously cause an unlocked door or window to fly open or slam shut.

  • You alter the appearance of your eyes for 1 minute.

  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    -------------------------------------------------------
    Book of Ancient Secrets: 1st Level Rituals
    (Start) Ceremony
    1st-level abjuration (ritual)
    Casting Time: 1 hour
    Range: Touch
    Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
    Duration: Instantaneous
    You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

    Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
    Bless Water. You touch one vial of water and cause it to become holy water.
    Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
    Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
    Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
    Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

    (Start) Unseen Servant
    1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a piece of string and a bit of wood)
    Duration: 1 hour
    This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

    Alarm
    1st-level abjuration (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a tiny bell and a piece of fine silver wire)
    Duration: 8 hours
    You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

    Comprehend Languages
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a pinch of soot and salt)
    Duration: 1 hour
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

    Detect Magic
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Detect Poison and Disease
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a yew leaf)
    Duration: Concentration, up to 10 minutes
    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Find Familiar
    1st-level conjuration (ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Identify
    1st-level divination (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
    Duration: Instantaneous
    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

    Illusory Script
    1st-level illusion (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
    Duration: 10 days
    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

    To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
    Should the spell be dispelled, the original script and the illusion both disappear.
    A creature with truesight can read the hidden message.

    Purify Food and Drink
    1st-level transmutation (ritual)
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Instantaneous
    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

    Tenser's Floating Disk
    1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of mercury)
    Duration: 1 hour
    This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

    Book of Ancient Secrets: 2nd Level Rituals
    Animal Messenger
    2nd-level enchantment (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a morsel of food)
    Duration: 24 hours
    By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

    When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

    At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

    Augury
    2nd-level divination (ritual)
    Casting Time: 1 minute
    Range: Self
    Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
    Duration: Instantaneous
    By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

    Weal, for good results
    Woe, for bad results
    Weal and woe, for both good and bad results
    Nothing, for results that aren't especially good or bad
    The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

    If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

    Silence
    2nd-level illusion (ritual)
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

    Magic Mouth
    2nd-level illusion (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
    Duration: Until dispelled
    You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
    When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
    The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

    Gentle Repose
    2nd-level necromancy (ritual)
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
    Duration: 10 days
    You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

    Skywrite
    2nd-level transmutation (ritual)
    Casting Time: 1 action
    Range: Sight
    Components: V, S
    Duration: Concentration, up to 1 hour
    You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

    Book of Ancient Secrets: 3rd Level Rituals
    Meld into Stone
    3rd-level transmutation (ritual)
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: 8 hours
    You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

    While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

    Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

    Leomund's Tiny Hut
    3rd-level evocation (ritual)
    Casting Time: 1 minute
    Range: Self (10-foot-radius hemisphere)
    Components: V, S, M (a small crystal bead)
    Duration: 8 hours
    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

    Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

    Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

    Phantom Steed
    3rd-level illusion (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S
    Duration: 1 hour
    A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

    For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

    Water Breathing
    3rd-level transmutation (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a short reed or piece of straw)
    Duration: 24 hours
    This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

    Water Walk
    3rd-level transmutation (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a piece of cork)
    Duration: 1 hour
    This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

    If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

    Feign Death
    3rd-level necromancy (ritual)
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a pinch of graveyard dirt)
    Duration: 1 hour
    You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

    For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

    Book of Ancient Secrets: 4th Level Rituals
    Divination
    4th-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
    Duration: Instantaneous
    Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

    The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

    If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

    Book of Ancient Secrets: 5th Level Rituals
    Contact Other Plane
    5th-level divination (ritual)
    Casting Time: 1 minute
    Range: Self
    Components: V
    Duration: 1 minute
    You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

    On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

    Commune
    5th-level divination (ritual)
    Casting Time: 1 minute
    Range: Self
    Components: V, S, M (incense and a vial of holy or unholy water)
    Duration: 1 minute
    You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

    Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

    If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

    Commune with Nature
    5th-level divination (ritual)
    Casting Time: 1 minute
    Range: Self
    Components: V, S
    Duration: Instantaneous
    You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    -terrain and bodies of water
    -prevalent plants, minerals, animals, or peoples
    -powerful celestials, fey, fiends, elementals, or undead
    -influence from other planes of existence
    -buildings
    For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

    Rary's Telepathic Bond
    5th-level divination (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (pieces of eggshell from two different kinds of creatures)
    Duration: 1 hour
    You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

    Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

    Book of Ancient Secrets: 6th Level Rituals
    Drawmij's Instant Summons
    6th-level conjuration (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a sapphire worth 1,000 gp)
    Duration: Until dispelled
    You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

    At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

    If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

    Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.

    Forbiddance
    6th-level abjuration (ritual)
    Casting Time: 10 minutes
    Range: Touch
    Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
    Duration: 1 day
    You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

    In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

    When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

    The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

    -------------------------------------------------------
    Book of Shadows, Grimiore of the Black
    Rituals within this book are transcribed in Celestial (You need to be able to read Celestial in order to copy the spells):
    1st Level Rituals:
    Ceremony
    Unseen Servant
    Alarm
    Comprehend Languages
    Detect Magic
    Detect Poison & Disease
    Find Familiar
    Identify
    Illusory Script
    Purify Food & Drink
    Tensor's Floating Disk

    2nd Level:
    Animal Messenger
    Augury
    Silence
    Magic Mouth
    Gentle Repose
    Skywrite

    3rd level:
    Meld into Stone
    Leomund's Tiny Hut
    Phantom Steed
    Water Breathing
    Water Walk
    Feign Death

    4th level:
    Divination

    5th level:
    Contact Other Plane
    Commune
    Commune with Nature
    Ray's Telepathic Bond

    6th Level:
    Drawmij's Instant Summons
    Forbiddance

    -------------------------------------------------------
    At Wills, cause Warlock Shenanigans
    (At Will) Speak with Animals
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: 10 minutes
    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

    (At-Will Cha-Mod/day) Shield
    1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    (At Will) Mage Armor (Lunar Armor)
    1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a piece of cured leather)
    Duration: 8 hours
    You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes (15)13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Levitate
    2nd-level transmutation
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
    Duration: Concentration, up to 10 minutes
    One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

    When the spell ends, the target floats gently to the ground if it is still aloft.

    -------------------------------------------------------
    1st level Warlock Spells
    Guiding Bolt
    1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: 1 round
    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Armor of Agathys
    1st-level abjuration
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a cup of water)
    Duration: 1 hour
    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

    2nd Level Warlock Spells
    Shadow Blade
    2nd-level illusion
    Casting Time: 1 bonus action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 minute
    You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
    At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    Spiritual Weapon (Lunar Armaments 1/day)
    2nd-level evocation
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S
    Duration: 1 minute
    You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes radiant damage equal to 1d8 + your spellcasting ability modifier.

    As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

    The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

    3rd Level Warlock Spells
    Hunger of Hadar
    3rd-level conjuration
    Casting Time: 1 action
    Range: 150 feet
    Components: V, S, M (a pickled octopus tentacle)
    Duration: Concentration, up to 1 minute
    You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

    The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

    4th level Warlock Spells
    Dimension Door
    4th-level conjuration
    Casting Time: 1 action
    Range: 500 feet
    Components: V
    Duration: Instantaneous
    You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."

    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

    If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

    Banishment
    4th-level abjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (an item distasteful to the target)
    Duration: Concentration, up to 1 minute
    You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

    If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

    If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

    Sickening Radiance
    4th-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Concentration, up to 10 minutes
    Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

    When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

    (Trickster's Escape: 1/Long rest)
    Freedom of Movement
    4th-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
    Duration: 1 hour
    You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

    5th level Warlock Spells
    Contact Other Plane
    5th-level divination (ritual)
    Casting Time: 1 minute
    Range: Self
    Components: V
    Duration: 1 minute
    You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

    On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

    Dream
    5th-level illusion
    Casting Time: 1 minute
    Range: Special
    Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
    Duration: 8 hours
    This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

    If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

    You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

    If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

    Hold Monster
    5th-level enchantment
    Casting Time: 1 action
    Range: 90 feet
    Components: V, S, M (a small, straight piece of iron)
    Duration: Concentration, up to 1 minute
    Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

    6th Level Warlock Mystic Arcanum
    Soul Cage
    6th-level necromancy
    Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
    Range: 60 feet
    Components: V, S, M (a tiny silver cage worth 100 gp)
    Duration: 8 hours
    This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.

    Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
    Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
    Borrow Experience. You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.
    Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
    A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

    -------------------------------------------------------
    1st Level Sorcerer Spells
    Absorb Elements
    1st-level abjuration
    Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 round
    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

    Magic Missile
    1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous
    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Shield
    1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Sleep
    1st-level enchantment
    Casting Time: 1 action
    Range: 90 feet
    Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
    Duration: 1 minute
    This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

    Undead and creatures immune to being charmed aren't affected by this spell.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

    2nd Level Sorcerer Spells
    Dragon's Breath
    2nd-level transmutation
    Casting Time: 1 bonus action
    Range: Touch
    Components: V, S, M (a hot pepper)
    Duration: Concentration, up to 1 minute
    You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


    Flame Blade
    2nd-level evocation
    Casting Time: 1 bonus action
    Range: Self
    Components: V, S, M (leaf of sumac)
    Duration: Concentration, up to 10 minutes
    You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

    You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

    The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

    -------------------------------------------------------
    1st Level Love Cleric Spell List
    Animal Friendship (Love Domain)
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a morsel of food)
    Duration: 24 hours
    This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

    Bane
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of blood)
    Duration: Concentration, up to 1 minute
    Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Bless
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a sprinkling of holy water)
    Duration: Concentration, up to 1 minute
    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Ceremony
    1st-level abjuration (ritual)
    Casting Time: 1 hour
    Range: Touch
    Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
    Duration: Instantaneous
    You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

    Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

    Bless Water. You touch one vial of water and cause it to become holy water.

    Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

    Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

    Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

    Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.


    Charm Person (Love Domain)
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: 1 hour
    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Command
    1st-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round
    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

    Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

    Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    Drop. The target drops whatever it is holding and then ends its turn.
    Flee. The target spends its turn moving away from you by the fastest available means.
    Grovel. The target falls prone and then ends its turn.
    Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Create or Destroy Water
    1st-level transmutation
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
    Duration: Instantaneous
    You either create or destroy water.

    Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
    Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

    Cure Wounds
    1st-level evocation
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Detect Evil and Good
    1st-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Detect Magic
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Detect Poison and Disease
    1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a yew leaf)
    Duration: Concentration, up to 10 minutes
    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Guiding Bolt
    1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: 1 round
    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Healing Word
    1st-level evocation
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V
    Duration: Instantaneous
    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

    Inflict Wounds
    1st-level necromancy
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Protection from Evil and Good
    1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
    Duration: Concentration, up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

    The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    Purify Food and Drink
    1st-level transmutation (ritual)
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Instantaneous
    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

    Sanctuary
    1st-level abjuration
    Casting Time: 1 bonus action
    Range: 30 feet
    Components: V, S, M (a small silver mirror)
    Duration: 1 minute
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

    If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

    Shield of Faith
    1st-level abjuration
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S, M (a small parchment with a bit of holy text written on it)
    Duration: Concentration, up to 10 minutes
    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

    Spellcasting
    Crafting Day Backlog: 0
    Downtime Day Backlog: 0
    Crafting Tokens: 115
    Current GP: 3,231.6gp

    Property: The Waning Crescent Inn
    Progress: Completed (15/15 Days) Tavern, Steton, Suburban
    -------------------------------------------------------
    Pets&Familiars
    1 Silver-Tailed Fox (Black in color)
    Named Amos

    1 Fey Owl Familiar (Looks like an owl, with small hornlike antlers, bat-like wings, wolf-like tail, and feathery fur, and pointed ears.) Named Coryn (AkA Cor'n)

    1 Non-venomous snake (Blue tree snake) Named Sir 'Isss

    Draft Horse Named Duncan

    Trained Thorn Crawler - Cibicida (Latin for: bread-waster, bread-consumer... Consumer of food)

    -------------------------------------------------------
    Symbol of Kalkatesh Blueprint
    The Symbol of Kalkatesh
    Arcane Focus, Druidic Focus, Holy Symbol
    Very Rare - Attunement: Lip Service of [God of your Choice] (50 crafting tokens)

    There are many gods in this world, worship who you will, just do good by this world. Be good to others. We need to work together.

    Choose 3 of the following effects:

    1. Your [A) Charisma, B) Intelligence or C) Wisdom] score increases by 3, up to a maximum.

    2. Whenever you hardcast a damaging Cantrip, you deal an additional 1d6 [A) radiant, B) necrotic, C) force] damage.

    3. You gain resistance to [A) radiant, B) necrotic or C) force] damage.

    4. You gain proficiency in [1a) Arcana, 2a) Nature or 3a) Religion], if you already possess this proficiency you gain a +2 bonus to [1b) Intelligence (Arcana), Intelligence (Nature), 3b) Intelligence (Religion)] checks.

    5. Whenever you make a check using your Lip Service, you can use a reaction to roll a 1d4 and add the result to the check.

    6. As a reaction whenever you hardcast a spell that increases a creature other than your own AC, you can increase your AC by 3 for the next 4 rounds. This effect does not stack with itself and you can use this feature twice, regaining this feature after finishing a long rest.

    7. Increase the to hit, damage and DC of cantrips you hardcast by 1.

    The Rhythm of Daborak
    The Rhythm of Daborak

    A method bestowed unto those who a group of people within the Daborakian military would trust, this method involves a rhythm akin to the running patterns of a mighty horse.

    Process

    The rhythmic beating of the hammer flattens and hardens metal, the vibrations ringing out for any in the vicinity to hear.
    This must be used in an item with both a material with the Law, Strategy, or Loyalty effect, and must be Superior Quality or better.

    Result
    The item gains a 5% chance to fail, which destroys a material used for the Law, Strategy, or Loyalty effect

    Effect
    One of the two effects are guaranteed to occur:
    - The user receives advantage on any skill checks to remain mounted
    - While mounted, the user can increase their mount's movement speed

    Limit
    Magnitude of the effects applied are limited to the rarity of the item as normal.
    Infinite Uses

    -------------------------------------------------------
    Book of Shadows: Ancient Secrets Ritual Tome
    -------------------------------------------------------
    Waxing Moon Kitsune Mask
    A fox mask with a waxing moon theme, the moon side light blue and textured to match the rugged face of the moon, while the shadow is a glossy black. The nose and interiors of the ears are a matching red. Inside on the forehead reads
    “After the moon wanes and disappears, it waxes to shine brightly again.” - Made by Mordred Blackwood
    (Mundane)
    Shifting Masquerade Mask
    A curious mask that was obtained from a ball in Majital. (The mask itself shifts to whatever form the user wishes it to appear as.) The mask itself was once a plain masquerade mask, however once worn, assumed the appearance of a heavenly Lunar Dragon.

    -------------------------------------------------------
    Red velvet pouch (Necklace)
    Mercy's fangs
    (Worn)
    Pendants & Focuses
    Holy Symbol (Viderick) (Pendant Worn)
    Holy Symbol of Vidrick (Pendant from becoming a cleric)
    Moonstone Crystal & Knuckle-bone (Arcane Focus) (Necklace Worn)
    Azurite Pendant (Worn) - From Cevale

    -------------------------------------------------------
    Magic Rings
    Barbed Brass Ring (Coven Membership) (Worn Necklace)

    Mundane Rings
    Blue steel and Red Dragon Engagement Ring - Made by Mordred L. Pendragon (Worn)
    Pink Moonstone Engagement Ring - Made by Mercy (Worn)
    Blue Moonstone Engagement Ring - Made by Mercy (Worn)

    -------------------------------------------------------
    Pair of pure white silken gloves with sigils of Žvaigždė and Viderick - Made by Iridansa (Worn)
    x2 Daggers (Equipped)
    x1 Copy of Mine Notes (A Thorny Situation)
    1x lock of Taprix hair (for spell use)
    -------------------------------------------------------
    Equipped - AttunedThe Eldervale Series: Lunar Lament
    The Eldervale Series: Lunar Lament
    Being crafted by Allegro Andante
    +3 Mace – Major Legendary (16,000gp, 9500gp and 95 days to upgrade) – Attunement: Lunar Warlock. Worthy 3.

    A brightly glimmering stone glows softly with gentle light, clutched firmly within the grotesque and grizzly fingers of the skeletal arm. Bound in leather and adorned with trailing feathers of inky darkness, this macabre weapon is permeated with the essence of shadow and death.

    Your Strength score is increased by 2, your Dexterity score is increased by 2, and your Wisdom score is increased by 1, to a maximum equal to your ability score caps.

    Lunar Cycle:
    When you kill an enemy during True Combat, the Lunar Cycle begins at a New Moon. Once on your turn when you kill an enemy the Lunar Cycle advances to its next phase. The order of advancing the moon's phases is: New Moon, Half Moon, Full Moon, Half Moon, then repeat. You gain an ability based on the phase of the Lunar Cycle and you lose the benefits of the previous phase when you advance the cycle. The Lunar Cycle ends when you complete a short or long rest.
    New Moon. You gain 3 AC.
    Half Moon. You gain 10 temporary hit points. While under the effects of the Armor of Agathys spell these temporary hit points are increased by the spell’s level, and added to the temporary hit points granted by the spell. Temporary hit points gained from this phase can only be gained once per instance of the Armor of Agathys spell.
    Full Moon. This weapon deals an additional 2d4 radiant damage on a hit.

    Avatar of Zvaigždė: As a bonus action you can fully embrace the shadow of the Moon. For 1 minute you become that of a shadowy, ethereal form. While in this form, you gain the following benefits:
    • You have resistance to bludgeoning, piercing, and slashing damage.
    • You have 20 feet of Lifesense.
    • Your Lunar Cycle changes to a Total Lunar Eclipse, which makes this weapon deal an extra 4d4 necrotic damage on a hit.

    You can end this form early as an action. When this form ends, the moon's fury explodes around you in a 20-foot radius, dealing 4d6 necrotic damage to all hostile creatures within the area. The Lunar Cycle then reverts to the state it was in prior, and your Strength is reduced by 2. Once you use this ability, you can't use it again until you finish a long rest, at which point the Strength penalty is recovered.

    Empowered Armaments: You gain two additional uses of the Lunar Armaments invocation.

    Knowledge of the Stars: When you finish a long rest, you can choose to gain proficiency in one of the following skills, if you finish the long rest while in clear view of the Stars, you can instead choose to gain proficiency in 3 of the following skills: Arcana, History, Insight, Investigation, Nature, or Perception. If you are already proficient in the chosen skill, you instead gain a +3 to ability checks made with the chosen skill.

    Wings of the Lunar Dragon: You have a fly speed of 30 feet. At will you can summon forth ethereal draconic wings of a description of your choice.

    Gift of the Crypts

    The Special Ritual performed while crafting this weapon grants the following effects.

    When you are reduced to 0 hit points but not killed outright from a source of radiant or necrotic damage, you can drop to 1 hit point instead. You can use this ability three times before finishing a long rest.

    When you deal radiant damage, you deal 1 extra damage per source.

    [Base Material, Adornment, Enchantment, Enhancement, Spell Invocation x2, Special Crafter]

     

    Equipped - Attuned Hags Eye Amulet
    Wondrous (Necklace) - Very Rare - Attunement: Warlock

    An old leather cord holds a glass eye. The eye keeps moving around looking... looking for something.

    Spells you hard cast deal an additional 1d6 psychic damage on one target once per spell.

    Let’s Make a Pact. As an action, you can bond with one willing creature you touch. For one hour, your life force is connected through this temporary pact. Whenever either of you is damaged or restored hit points, the other also takes that damage or regains those hit points. This effect doesn't transfer any other effects that might accompany the damage or restored hit points, and it can't be increased or reduced in any way. If you are both damaged or regain hit points from the same source at the same time, you can choose one of the amounts to both take. Up to 35 regained hit points can be shared while outside of true combat, past this, the hit points regained are no longer shared until true combat starts again. You can end this effect as a bonus action, or it is automatically removed if you and the bonded creature are more than 120 feet away from each other. You can use this ability once, regaining its use after finishing a long rest.

    Blood Ritual. As an item interaction, you can give yourself 1 stack of the bleeding condition. At the start of each of your turns until the condition is removed, your hit points are reduced equal to the amount of stacks you have, and the condition increases by 1 stack. While this effect is active, you gain a bonus to your AC equal to the number of stacks of the bleeding condition you have, up to a maximum of 3. This effect ends if you gain temporary hit points or if the bleeding condition is removed. You can use this ability once, regaining its use after finishing a short or long rest.

    Easy Target. As a reaction to dealing damage more than once to a single target in a round, you can mark the target as an easy target. Until the end of your next turn, you have advantage on all spell attack rolls, and the target has disadvantage on saving throws against spells you hard cast. You can use this ability twice, regaining its use after finishing a short or long rest.

    This item is Glorybound.

    Equipped - Attuned Andante's Cadenza
    Crafted by Allegro Andante-Pendragon
    Arcane Focus (Crystal Pendant) - Very Rare (4,000gp, 40 Days) - Attunement: Lip Service (Viderick)

    An heirloom passed on from a forgotten family, carved from moonstone it glimmers faintly with a gentle light. Things that could have been, and what ultimately came to pass. Lingering sentiments of love and regret still resonate from within it's core.

    Your Wisdom score increases by 3, up to a maximum equal to your ability score cap.

    Lerina's Hymn. Whenever you hardcast a damaging Cantrip, you deal an additional 1d6 radiant damage on a hit or failed save.

    Areia & Celiana's Requiem. Increase the to hit, damage and DC of Cantrips you hardcast by 1.

    Equipped - AttunedGrimoire of the Black
    Wondrous (Book) – Very Rare (4,800gp) – Attunement: Warlock

    Worn leather and tattered pages. What manner of heresy lies within?

    Bands of the Occult. When you would make a Constitution saving throw to maintain concentration on a spell, you can activate these bands to gain advantage on the roll. You must choose to do so before you make the roll. Once you do so, you can't use this effect again until you finish a long rest.

    Hadar's Chain. You can add 1d4 necrotic damage to one damage roll of a cantrip you cast.

    Ritual Book. This book can be used as a ritual book by a Warlock that possesses the Book of Ancient Secrets Eldritch Invocation. Additionally, you can perform a special 10 minute ritual using the blasphemous teachings within this grimoire. Once you perform this ritual, you are able to cast one of the ritual spells of 3rd level or lower written within this grimoire using the spells' standard casting time without expending a spell slot. If the spell is not cast in this way until your next short rest, the ability to do so is lost. Once you perform this ritual you cannot do so again until you finish a long rest.

    Base Material, Enhancement, Enchantment

    Equipped Mantle of Moonshine
    Crafted by Allegro Andante
    Wondrous Shawl - Major Rare (2,300 gp, 23 Days)

    A silver and blue translucent cloth, with the occasional sparkle, that drapes across the user's shoulders or wraps around their head. It gives off the aroma of pure spirits and sweet scents.

    This item has 2 charges which refresh at dawn.

    You can expend a charge to gain advantage on saving throws against effects that cause the poison condition for 2 rounds.

    Reckless Hubris - As a reaction to being hit by a melee attack, you may expend a charge to force the attacker to roll a DC 13 Wisdom Save. If the target fails, you can roll a d3. On a 1, the target becomes poisoned. On a 2, the target is charmed. On a 3, the target is feared. All effects last until the end of the target's next turn.

    (Base Material: Clear Night's Cloth, Adornment: Succubus' Breath, Enchantment: Necrotic Shroud)

    Equipped - Bandana of Broken Dreams
    "Bandana (Wondrous) - Major Rare
    This bandana has 4 charges.

    Whenever you would be healed in any way while wearing this bandana, you can expend up to 2 charges to use a reaction to restore 1d6 additional hit points per charge. All expended charges are regained at dawn.

    This item is Uncraftable.

    Equipped - Bag of Holding
    This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

    If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

    Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

    -------------------------------------------------------
    (Spell components: Find Familiar: x3)
    x4lbs of magical chocolate
    Bandolier 1(Equipped)
    Contents
    x1 Scroll of Prayer of Healing
    x1 Potion of Invulnerability
    x 1 Potion of Supreme Healing

    Bandolier 2 (Equipped)
    Contents
    x1 Scroll of Dispell Magic
    x2 Scroll Dimension Door

    -------------------------------------------------------
    A letter of introduction from the Mage Guild,
    A set of traveler's clothes, (Long duster, Grey shirt, black pants, black belted boots)
    Big Boris bargain booze
    Voucher for:
    one free round of drinks for the group

    -------------------------------------------------------
    Bag of Holding
    x1 Plushie of Chibi Lotto
    x1 Plushie of Chibi Laylat
    x1 Plushie of Chibi Allegro
    x1 Plushie of Chibi Cevale
    x1 Plushie of Chibi Elvarus
    x1 Plushie of Chibi Mo

    x1 Scroll of Arcane Lock
    x5 Vials of Anti-toxin
    x4 Potion of Superior Healing
    x2 Potion of Necrotic Resistance
    x1 Potions of Firebreath

    x3 Scroll of Guiding Bolt
    x8 Scroll of Healing Word
    x5 Scroll of Lesser Restoration
    x1 Scroll of Prayer of Healing
    x2 Scroll of Sanctuary

    x1 Bottle of Ordesian Montclaur Rosé
    x1 Bottle of Stetonian Wyvern
    x1 Eye of Nachtfalda, The Dark Caller (Gentle Reposed)

    200gp of Diamond Dust

    x10 Bottles of Pure guac. Vodka: The Trash Elf Special (DC 21) Made by Elvarus (Note: Drink for a Special Occasion only)

    ×1 Bottle of Desire
    warning this drink has mind altering affects do not consume unless you have a responsible friend who has not consumed any alcoholic drinks the bartender and owner reserves the right to refuse this beverage to anyone for any reason.

    You will act upon your deepest desires if you consume this drink to fast or too much of it. Please drink responsibly

    (Dc 20 con save or you act upon desires and impulses. Love on the dance floor anybody?)

    Dungeoneer's Pack:
    x1 Masterwork Violin
    x1 Violin - From Royce
    x1 Blue embroidered Handkerchief - Made by Luqen
    x1 Hymn to Viderick - From Royce
    x1 Mordred L. Pendragon Body Pillow
    x1 Spyglass
    x1 Net
    x1 Healers kit
    x1 Bullseye Lantern
    x1 Woodcarver's Tools
    x1 Cauldron
    x1 Alchemist Supplies
    x1 Cook's Utensils
    x1 Carpenter's tools
    x1 Pole of Collapsing
    x1 Old Wooden miniature carving (Mordred L. P.) Made by Allegro
    x900 Assorted Plushies
    x2 Bottles of Gran'pa Troutman's Ol' Cough Remedy (Pure Distilled Gnomish Moonshine) (Made by Theodore Troutman) (Con DC 18: Makes you hallucinate about riding Pink Elephants if you fail the save badly enough (Nat 1). Only the drinker can see it, and grants a +10ft land speed while riding said Elephant.)

    -------------------------------------------------------
    Vestments: Needs flavor

    Drugar Beard, Ashes and air.
    -------------------------------------------------------
    Special Crafting Mats

    -------------------------------------------------------

    -------------------------------------------------------

    -------------------------------------------------------

    -------------------------------------------------------

    -------------------------------------------------------

    -------------------------------------------------------

    -------------------------------------------------------

    -------------------------------------------------------

    -------------------------------------------------------

    -------------------------------------------------------
    Mithral Katana
    Damage: 1d6 piercing or slashing
    Weight: 2 lbs
    Properties: Brutal, Finesse, Versatile (1d8)

    Mithral Weapon - A mithral weapon weighs half of it's normal weight, counts as magical for the purpose of bypassing resistance and counts as true silver for those that are vulnerable to it. If used in crafting, it counts as a Superior quality ingredient.

    -------------------------------------------------------
    Wagon Inventory
    x1 Two person tent.
    x1 mess kit,
    x1 bedroll
    Golden Key with a Ruby embedded in it (Master Room Key) (Da BLU)
    Silver Door Key (Da BLU)
    Armory/Treasury Crest Key (Da BLU)
    170ft Rope
    x10 torches
    x1 Hourglass
    x1 tinderbox,
    x1 water skin,
    x3 Empty belt pouches
    x24 Food Rations (one is literally full of rocks... cookies)
    x1 Red Dragon Plushie
    x1 Tortoise Plushie
    x1 Small bat plushie
    x1 Small sheep plushie
    x1 Custom Plushie of Allegro & Mercy holding a heart
    x1 Painted Portrait of Mercy (Made by Laylat)
    x9 sets of dice
    x1 Plushie that seems to resemble a Blue haired Aasimar
    x1 Woodcraving of Allegro - Made By Skye Ventus
    x1 Oaken bust of Allegro (before missing right side of his face) - Made by Mavos
    X1 Glass Dragon Chess Set (made of Smoke and Starlight) - From Laylat
    x1 "Wooden Carving Depicting Family & Friends" (Allegro, Mercy, Lotto, Innum, and Laylat) - Made by Lotto
    A set of common clothes: Grey shirt, black pants, black belted boots,
    Fadesteel Instrument (Choker) +1 to Inspiration (Max 6)
    Fine set of clothing: A set of fine clothes for allegro (Needs Flavor)

    -------------------------------------------------------
    What's all dis? BUTTON
    Dragonweed x3 (8 uses each) - Relaxer, increases appetite, apathy.
    "Dankest Kush in all of Kalkatesh. Any creature that does not possess a scent range now gains a 30foot smell sense while you carry this weed, any creature that does have smell senses has their range doubled
    Smoking this weed brings a smooth and very pleasurable high lasting 1d4 hours this also carries the smell affects for 1d8 hours"
    ------------------------------------------------------
    Half Moon x2 - Causes minor hallucinations.
    Stardust x1 - Causes a surge of energy, happiness, loss of appetite, and easy irritation.

    -------------------------------------------------------
    Unsuable
    Cursed Blades of Crowley - Special Method
    Awarding DM: Defender
    Mission: Crowley's Curse
    Type: Ritual

    Process
    Perform magic incantations in a crypt, graveyard or other house of the dead - or on the site of a particularly casualty heavy battle. The blades must be planted as part of a magic circle, which allows the channeling of magical energies towards the new item.

    Result
    Up to the crafting DM's prerogative as normal.

    Effect
    Defense against necrotic damage and/or undead creatures, offensive necrotic damage, and relentless endurance type effects have a chance to appear. Offensive radiant damage, increased necrotic damage taken, vulnerability to undead or Crowley effects, and adopting undead characteristics also have a chance to appear.

    Limit
    The magnitude of the effects applied are limited to the rarity of the item as normal.


    Equipment
    The Great Coven
    Faction
    Mad Man
    Stat Array
    Racial & Origin
    Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Celestial Resistance. You have resistance to necrotic damage and radiant damage.

    Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

    Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

    Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

    Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

    Once you use this trait, you can't use it again until you finish a long rest.

    Woeful Warrior
    Sadness can overpower and cripple. Hence why it makes such a potent weapon. Those that dedicate themselves to this vicious art, are feared not for their blade, but for what they leave behind. Misery in an already unhappy world.
    Whenever you kill an enemy, you are healed for a number of hit points equal to the killed enemy's Constitution modifier (minimum one).

    -------------------------------------------------------
    Eldritch Invocations

    Far Scribe
    Prerequisites: 5th level, Pact of the Tome
    A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

    You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

    As an action, you can magically erase a name on the page by touching it.

    Lunar Armaments:
    You may cast the spell Spiritual Weapon once per day using a Warlock spell slot. You can't do so again until you finish a long rest. This weapon takes a shape of your choosing and deals Radiant damage instead of Force damage.

    Trickster's Escape
    You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

    Beast Speech
    (Dark Gift of the Great Coven)
    You can cast Speak with Animals at will, without expending a spell slot.

    Lunar Aegis:
    You may cast the Shield spell a number of times per day equal to your Charisma bonus. This recharges as the end of a long rest.

    Book of Ancient Secrets
    Prerequisites: Pact of the Tome
    You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
    On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

    -------------------------------------------------------
    Lunar Warlock
    Pact Boon: Pact of the Tome
    Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

    Otherworldly Patron:
    At 1st level, you have struck a bargain with an otherworldly being of your choice: Lunar Dragon Žvaigždė, Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

    Blessing of the Moon:
    At first level, you gain the Light and Sacred Flame cantrips, they count as Warlock cantrips for you, but don’t count against your number of Cantrips known. Additionally, when you cast a spell that deals radiant or necrotic damage, you add your Charisma modifier to one radiant or necrotic damage roll of that spell against one of its targets.

    Lunar Armor At 6th level, you are able to conjure a spectral armor made of moonlight and starstuff. This armor functions as the spell Mage Armor, setting your AC to 13+your Dexterity modifier. This is considered to also function as Armor of Shadows for purposes of other class/character features. Additionally, while using this armor, you gain the ability to lash out at enemies with radiant damage. You have a pool of d6s that you spend to fuel this ability. The number of dice in the pool equals 1 + your warlock level. As a reaction, whenever a creature that you can see successfully damages you with a melee, ranged, or spell attack that targets your armor class, you may cause them to suffer radiant damage, spending dice from the pool. The maximum number of dice you can spend at once equals half your warlock level. Roll the dice you spend and add them together to determine the total amount of damage. Your pool regains all expended dice when you finish a long rest.

    Grace of the Night At 10th level, while your Lunar Armor ability is active, your armor class instead becomes 13+your charisma bonus. Additionally, you may activate your reaction to deal radiant damage from Lunar Armor even when a creature fails to hit you. However, when you choose to do this, the target receives a dexterity saving throw equal to your warlock spell DC to halve the damage.

    Mystic Arcanum (6th level)
    At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

    Astral Armor At 14th level, your innate connection with your patron imbues you with many potent effects while you wear your Lunar Armor: The armor bonus from Lunar Armor sets your total armor class to 10+your proficiency bonus+your charisma modifier. You gain resistance to non-magical damage and radiant damage You gain proficiency in Dexterity saving throws. If you are already proficient in Dexterity saving throws, you double your proficiency bonus when making them. Additionally, when you activate your radiant damage pool, the primary target of the attack does not receive a saving throw to resist the damage if you activated the feature in response to a missed attack. When you use it, not only does the target suffer radiant damage, but so do all enemies within 30 feet of the target. These creatures DO receive a Dexterity saving throw to reduce the damage by half.

    -------------------------------------------------------
    Shadow Sorcerer

    Sorcerers Quirk: (Cleansed by Bracktor)
    You barely bleed, even when severely injured.

    Formerly:
    The energies of death and shadow cause the flesh to mar and burn away from the right side of the face. Leaving a hollow socket of bone in and around the eye, and along the cheek and upper jaw. Where once the ocular organ resided, a blue glowing flame now flickers in its place. (Sight is still the same, also weird stuff happens to warlocks/sorcerers due to invocations and other ritual stuffs all the time.) Glowing brightly while awake, and dimming out with emotions, then going completely dark when asleep or unconscious.

    Eyes of the Dark
    Starting at 1st level, you have darkvision with a range of 120 feet.

    When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

    Strength of the Grave
    Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

    After the saving throw succeeds, you can't use this feature again until you finish a long rest.

    Font of Magic
    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

    Sorcery Points
    You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

    Flexible Casting
    You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

    Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

    Metamagic
    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

    You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

    Subtle Spell
    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

    Twinned Spell
    When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

    To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

    -------------------------------------------------------
    Love Cleric
    Love
    Love is a force that few can understand and fewer still can predict. It comes and it goes, on whim and whimsy, it sows seeds of pure joy and reaps absolute loss. You have studied it, felt it, nurtured it, lost it. you have sought to control the feeling within and translate it into an even greater understanding.

    Domain Spell
    At each indicated cleric level, you add the listed spells to your spells prepared.
    1st - Charm Person, Animal Friendship
    3rd - Enthrall, Calm Emotions
    5th - Mass Healing Word, Spirit Guardians
    7th - Charm Monster, Guardian of Faith
    9th - Commune, Hallow

    Bonus Proficiency
    You gain proficiency in Insight, an instrument of your choice and an artisan tool of your choice. As long as you are a follower of Viderick, and gain the god's lip service, you gain expertise in Insight.

    No! Stop!
    Whenever an ally within 5ft of you would be attacked by an enemy, you may use your reaction to add a bonus to that ally's AC equal to your proficiency bonus, for that attack. If this causes the attack to miss, you and your ally targeted are healed for 1d6 Hit Points.

    -------------------------------------------------------
    Feats

    Observant
    Quick to notice details of your environment, you gain the following benefits:
    Increase your Intelligence or Wisdom by 1, to a maximum of 20. (Wisdom)
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

    8th Level Lunar Warlock: ASI +1 Con, +1 Wis

    -------------------------------------------------------
    Loyalty Benefits
    Blessings of the Patrons
    Loyalty 5: Members of the Great Coven learn two Warlock Cantrips of their choice. These cantrips cannot be retrained, and are lost when leaving the Great Coven, or when falling out of favor of the Witches’ Council. These cantrips use the Witch or Warlock’s highest mental stat.

    Warded Ring
    Prerequisite: 7 Loyalty
    The Coven Member's Barbed Brass Ring is upgraded and imbued with protections against madness and similar effects. While wearing the Ring the Coven member gains advantage on all saving throws made against Madness, Fear, Charm, Domination, and other mind altering effects.

    VINPC
    Ryliona Torose:
    Strange Occurrences: Once per mission whenever you would roll a Natural 1 on a d20 you can instead treat it as a Natural 20.

    -------------------------------------------------------
    Attribute Cap Increase - +2 Constitution;
    Attribute Cap Increase - +2 Intelligence
    --------------------------------------------------------
    Trait: -Revered by Kasnori-
    This is a unique trait which impacts the user in the following: (Purely aesthetic/RP) (Non-mechanical)
  • a symbol consisting of two overlapping triangles, one pointed up and the other down forming a six pointed star, and a u who's tail is as long as the u is tall in the center of the star. This symbol appears in the users eye pre-chosen (for Allegro this is their necrotic undead eye) when this trait is applied.
  • the individual who possesses this trait can make the symbol manifest on their eye for others to view as a free-action. The coloration of the symbol is a deep black when the users eye is brightly colored, and light-green when the users eye is darkly colored.


  • Title: The Broken Chain
    For freeing the Avatar of Cassius from the Shackles that bound him.
    While this title is active, you gain advantage on ability checks and saving throws to resist an effect that would impede your movement, a number of times per day equal to your Proficiency bonus.


    Starlight Tower Boon: Twilight Dance
    Whenever you would deal radiant damage with a spell, the next spell that deals necrotic damage increases it’s damage die one step. This also operates vice versa

    Class/Racial Features & Traits

    Fort Dead-Light

    Reclaimed Fort Dead-Light, old military fortress of Majital. Formerly occupied by the roving undead, now very much clear for the living.

    Reforging the Seal of the Seven (2/10/2020)

    Assisted in reforging the Seal of the Seven, which almost tore asunder.