Just to confirm from the character preparation page (this thread page 1), we can only use spells, races, classes, and equipment from the Player's Handbook (2014) and Tasha's Cauldron of Everything, correct?
@idylliceffie - Yes.
Everyone should note that, every time a character gains a level, you can choose whether to roll or take the "average" for hit points - you're not locked in to one option or the other by previous choices.
I'll look over the character sheet and provide my comments as I resume today.
Just to confirm from the character preparation page (this thread page 1), we can only use spells, races, classes, and equipment from the Player's Handbook (2014) and Tasha's Cauldron of Everything, correct?
@idylliceffie - Yes.
Everyone should note that, every time a character gains a level, you can choose whether to roll or take the "average" for hit points - you're not locked in to one option or the other by previous choices.
I'll look over the character sheet and provide my comments as I resume today.
Hello! Thank you very much (and sorry for the spam of emails ... I got more done than I thought thanks to @Redamancy !)
I was wondering if there's a place to see the characters' races, classes, ages, and character art. I can view most through the Characters tab, but some of them aren't viewable. Don't worry, I'm not looking up secret backstory information! I wanted to have a head start on Juniper's details regarding everyone's characters that are visible.
Good. Anyone could help be choose between two character concepts by telling which could you suggest possible connections to (or which do you think would better fit the team). Thanks.
1. Half Orc shaman who's tribe have been eliminated and he has been traveling around the world looking for place to accept a half-orc. I guess his travel brought he to Mara some months ago and he could have met or worked for/with anyone who don't mind hiring half-orc. Since he is shaman it would also be nice if any of your druid circles had invited him live among them for a while
2. Rock gnome researcher doing research in military field (artificer - battle smith), may have been involved in tailoring weapons and armor for any PC or their patrons, probably not good to connect with druids though...
I think two are much, 3 is a charm:)
Jokes aside yes I think so. That's why I insist my character would be shaman not a druid. Barbarian-druid multi-class is just the mechanics/paperwork. For example I swear to never wild shape and to never talk about balance nature or other druid stuff. Wildspirit is the reason I want that PC to be druid on the paper.
And thanks for fast feedback. Will wait what other players have to say. In my books battle smith is the devil himself for a 5e druid. There should be a reason it is written in the rules that druid would never wear metal armor...
From a connections point, a shaman would be much easier to at least start a conversation with for my druid. I'm not opposed to either character, but I love barbarians, so that's my pick. It's true that we have 2 druids already, but hey, who cares lol
I've reconsidered my choices putting emphasis on integrating my PC.Looking at the number of elves you had in the party:
Young Wood Elf who is trying to integrate human society under cover of wanderlust and world exploration (while he is still young). Even idylliceffie despite being outlander may have reason to meet local wood elf wanderer.
Spoiling my PC background to be spy he wouldn't be shy to get secretly involved in business with PCs having criminal background. Or try to establish contact with a noble.
FYI: DMs don't get notified when characters are submitted for their games, so please make sure to post to this thread when you have your character ready.
I will. Not started working on character details yet. I'd like first to hear from players if we can get our PCs to be friends. It appears to be harder than I thought to get 2 out of 3 so different PCs to be friend with mine.
@idylliceffie - I see your character is professional wanderer and just though she may have had a reason to stay/live for a month or so in a wood elf clan located near Mara, that's would be were my PC is from and were could have become friends
@runekyndig since your PC is criminal by background would you like to consider my PC hired your's for a few missions of breaking into some properties (but surprisingly taking no valuables).
@grifter730 I'm am not sure I could see way to connect my wood elf spy with your character and my hopes are with other two players, but maybe you have an idea? Maybe it was wood elves who trained your PC as druid, not the dwarfs ? My PC would be seeking the same druid guidance with his psionic powers (to no avail).
@runekyndig since your PC is criminal by background would you like to consider my PC hired your's for a few missions of breaking into some properties (but surprisingly taking no valuables).
Spying, information gathering and getting access to places she should not be, that is defently something that Shade would have done before she was caught by the church and changed her name to Faith
Pardon me as I interject with ideas. Take what you like and leave the rest.
GreyWord says:
I will. Not started working on character details yet. I'd like first to hear from players if we can get our PCs to be friends. It appears to be harder than I thought to get 2 out of 3 so different PCs to be friend with mine.
Woody is still with the group, and he might be a good fit, too. He's not from Mara - of the current party, only Morik and Eozindra are from the Drakalli Empire - but he is a wood elf who has traveled extensively and grew up on the streets, leading up to his earning a living as an underground pit fighter here in Grayhaven. A fun character note: at 18 years old, Woody is prepubescent in elf terms, which is why he is called "the Kid."
Eozindra is also a possibility, depending on how long your character has been in Grayhaven (her player is intermittent but not absent during her pregnancy). "Zin" is naturally gregarious, so nearly everyone has met her or at least heard her play at any of a variety of dive bars, pubs, and inns where she's busked. Her sister, Elysia/Eir, has extensive underworld contacts, so it could be that your spy met her through Eir.
GreyWord says:
@grifter730 I'm am not sure I could see way to connect my wood elf spy with your character and my hopes are with other two players, but maybe you have an idea? Maybe it was wood elves who trained your PC as druid, not the dwarfs ? My PC would be seeking the same druid guidance with his psionic powers (to no avail).
As I mentioned, Morik is from the Mara region and fought in a rebellion with Bramlin Braveless (a previous PC) against a authoritarian rural noble. Depending on whether your spy is an official government actor or a mercenary free agent, you might have been hired to help with the uprising or could even have infiltrated the rebellion's ranks in the employ of the noble (in which case, now that the noble has been deposed, you recognize how stalwart Morik is - a staunch ally and a formidable opponent). Similar to Woody, however, Morik has lived a LOT in his very short life; at 25, he is a teenager in dwarf eyes.
After going back and forth I'm back to shaman idea. Hope to get Zaraz (still subject to DM' s review) into the story soon and he would have been fighting woody in the pit fights quite a lot and if you don't mind he is at least good acquaintance if not a friend and adorer of Eozindra because Zaraz seldom works as Bouncer in the pub(s) where she perform.
Casting time: 1 action Components: SV Duration: 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a {@dice 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.
[b]Casting time[/b]: 1 action
[b]Components[/b]: SV
[b]Duration[/b]: 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a {@dice 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.
Casting time: 1 action Range: self Components: SV Duration: 10 minute
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).
[b]Casting time[/b]: 1 action
[b]Range[/b]: self
[b]Components[/b]: SV
[b]Duration[/b]: 10 minute
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).
Casting time: 1 reaction 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 {@damage 1d6} damage of the triggering type, and the spell ends.
[b]Casting time[/b]: 1 reaction
[b]Range[/b]: self
[b]Components[/b]: S
[b]Duration[/b]: 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 {@damage 1d6} damage of the triggering type, and the spell ends.
Casting time: 1 action Range: point 30 feet Components: VSM Duration: 24 hour
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.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 30 feet
[b]Components[/b]: VSM
[b]Duration[/b]: 24 hour
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.
Casting time: 1 action Components: VSM (a morsel of food) Duration: 10 minute
You establish a telepathic link with one beast you touch that is friendly to you or {@condition charmed} by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
[b]Casting time[/b]: 1 action
[b]Components[/b]: VSM (a morsel of food)
[b]Duration[/b]: 10 minute
You establish a telepathic link with one beast you touch that is friendly to you or {@condition charmed} by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Casting time: 1 action Range: point 30 feet Components: SV 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 {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. The {@condition charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was {@condition charmed} by you.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 30 feet
[b]Components[/b]: SV
[b]Duration[/b]: 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 {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. The {@condition charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was {@condition charmed} by you.
Casting time: 1 action Range: point 30 feet Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Duration: instant
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.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 30 feet
[b]Components[/b]: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
[b]Duration[/b]: instant
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.
Casting time: 1 action Components: SV Duration: instant
A creature you touch regains a number of hit points equal to {@dice 1d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs.
[b]Casting time[/b]: 1 action
[b]Components[/b]: SV
[b]Duration[/b]: instant
A creature you touch regains a number of hit points equal to {@dice 1d8} + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Casting time: 1 action Range: self Components: SV Duration: 10 minute
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 {@book school of magic|PHB|10|The Schools 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.
[b]Casting time[/b]: 1 action
[b]Range[/b]: self
[b]Components[/b]: SV
[b]Duration[/b]: 10 minute
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 {@book school of magic|PHB|10|The Schools 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.
Casting time: 1 action Range: self Components: V, S, M (a yew leaf) Duration: 10 minute
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.
[b]Casting time[/b]: 1 action
[b]Range[/b]: self
[b]Components[/b]: V, S, M (a yew leaf)
[b]Duration[/b]: 10 minute
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.
Casting time: 1 action Range: point 10 feet Components: SV Duration: instant
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 1d6} bludgeoning damage and is knocked {@condition prone}. If the ground in that area is loose earth or stone, it becomes {@quickref difficult terrain||3} until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 10 feet
[b]Components[/b]: SV
[b]Duration[/b]: instant
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 1d6} bludgeoning damage and is knocked {@condition prone}. If the ground in that area is loose earth or stone, it becomes {@quickref difficult terrain||3} until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Casting time: 1 action Range: point 90 feet Components: SV Duration: 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into {@quickref difficult terrain||3}.', 'A creature in the area when you cast the spell must succeed on a Strength saving throw or be {@condition restrained} by the entangling plants until the spell ends. A creature {@condition restrained} by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.', 'When the spell ends, the conjured plants wilt away.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 90 feet
[b]Components[/b]: SV
[b]Duration[/b]: 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into {@quickref difficult terrain||3}.', 'A creature in the area when you cast the spell must succeed on a Strength saving throw or be {@condition restrained} by the entangling plants until the spell ends. A creature {@condition restrained} by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.', 'When the spell ends, the conjured plants wilt away.
Casting time: 1 action Range: point 60 feet Components: V Duration: 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.', "Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 60 feet
[b]Components[/b]: V
[b]Duration[/b]: 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.', "Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}.
Casting time: 1 action Range: point 120 feet Components: SV Duration: 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 120 feet
[b]Components[/b]: SV
[b]Duration[/b]: 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Casting time: 1 action Components: V, S, M (a sprig of mistletoe) Duration: instant
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.', 'The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
[b]Casting time[/b]: 1 action
[b]Components[/b]: V, S, M (a sprig of mistletoe)
[b]Duration[/b]: instant
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.', 'The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Casting time: 1 bonus Range: point 60 feet Components: V Duration: instant
A creature of your choice that you can see within range regains hit points equal to {@dice 1d4} + your spellcasting ability modifier. This spell has no effect on undead or constructs.
[b]Casting time[/b]: 1 bonus
[b]Range[/b]: point 60 feet
[b]Components[/b]: V
[b]Duration[/b]: instant
A creature of your choice that you can see within range regains hit points equal to {@dice 1d4} + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Casting time: 1 action Range: point 60 feet Components: S, M (a drop of water or piece of ice) Duration: instant
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 60 feet
[b]Components[/b]: S, M (a drop of water or piece of ice)
[b]Duration[/b]: instant
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Casting time: 1 action Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
[b]Casting time[/b]: 1 action
[b]Components[/b]: V, S, M (a grasshopper's hind leg)
[b]Duration[/b]: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
Casting time: 1 action Components: V, S, M (a pinch of dirt) Duration: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
[b]Casting time[/b]: 1 action
[b]Components[/b]: V, S, M (a pinch of dirt)
[b]Duration[/b]: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
Casting time: 1 action Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: 10 minute
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 {@condition charmed}, {@condition frightened}, or possessed by them. If the target is already {@condition charmed}, {@condition frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
[b]Casting time[/b]: 1 action
[b]Components[/b]: V, S, M (holy water or powdered silver and iron, which the spell consumes)
[b]Duration[/b]: 10 minute
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 {@condition charmed}, {@condition frightened}, or possessed by them. If the target is already {@condition charmed}, {@condition frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Casting time: 1 action Range: point 10 feet Components: SV Duration: instant
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.
[b]Casting time[/b]: 1 action
[b]Range[/b]: point 10 feet
[b]Components[/b]: SV
[b]Duration[/b]: instant
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.
Casting time: 1 minute Components: S, M (25 feet of rope, which the spell consumes) Duration: 8 hour
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
[b]Casting time[/b]: 1 minute
[b]Components[/b]: S, M (25 feet of rope, which the spell consumes)
[b]Duration[/b]: 8 hour
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
Casting time: 1 action Range: self Components: SV Duration: 10 minute
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.
[b]Casting time[/b]: 1 action
[b]Range[/b]: self
[b]Components[/b]: SV
[b]Duration[/b]: 10 minute
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.
Casting time: 1 action Range: cube 15 feet Components: SV Duration: instant
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.", "In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
[b]Casting time[/b]: 1 action
[b]Range[/b]: cube 15 feet
[b]Components[/b]: SV
[b]Duration[/b]: instant
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.", "In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
OOC:
feel free to copy past this if you want
2) I see that you have connections to Woody and Ezi, both are characters that are GM-controlled and are being written out of the story.
I see that Zaraz is a wildfire druid. Perhaps he and Faith have had long talks about fire. She is after all a tiefling with an affinity for fire, ash and smoke (her fog cloud spell, is a smoke cloud, but that is just flavour)
Anyways I'm just suggesting a connection to an active player character.