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  1. - Top - End - #271
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    Default Re: Iron Crisis (OOC)

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    (1d20+7)[25](1d20+7)[13](1d6+5)[7]
    (1d20+7)[26](1d20+7)[21](1d6+5)[9]
    DMing:
    Iron Crisis IC | OOC
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    Playing:
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  2. - Top - End - #272
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    Sam: (1d20+6)[14]
    Senna: (1d20+2)[14]
    Melian: (1d20+3)[19]
    Caelyn: (1d20+3)[18]
    Vyvian: (1d20+7)[17]

    Enemies (1d20)[11]
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  3. - Top - End - #273
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    (1d20+9)[11] vs 14

    (1d20+6)[13](1d20+6)[24](1d8+9)[12] (1d20)[16] vs 14 ((1d20)[11]
    (1d20+6)[8](2d6+6)[14](1d20+2)[22] (1d6)[4]

    (3d7)[5][3][7](15)(1d6)[6]
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  4. - Top - End - #274
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    (2d6)[10]
    (1d20+5)[19] vs 14
    (1d20+1)[17] vs 14


    (1d20+6)[23] (1d8+9)[12] (1d20+6)[9] vs 14
    (1d20+6)[22](2d6+6)[13](1d20+2)[15] vs 13

    (3d7)[1][5][4](10)(1d6)[4]


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  5. - Top - End - #275
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    Default Re: Iron Crisis (OOC)

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    (1d20+6)[20](2d6+6)[12](1d6)[1] (1d20+6)[15] (1d20+6)[19]

    (1d20+6)[22](1d8+9)[16](1d20+3)[6] vs 14.
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  6. - Top - End - #276
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    Sam: (1d20+6)[16]
    Senna: (1d20+2)[8]
    Caelyn: (1d20+3)[16]
    Melian: (1d20+3)[5]
    Vyvian: (1d20+7)[11]

    Enemies: (1d20+1)[17]
    DMing:
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  7. - Top - End - #277
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    (1d20+6)[22]

    (1d20+4)[20](1d6+2)[7]
    (1d20+4)[19](1d6+2)[8]
    (1d20+4)[22](1d6+2)[3]
    DMing:
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  8. - Top - End - #278
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    (1d20+1)[3] vs 14

    (1d20+4)[17] ? (1d20+4)[16](1d6+2)[7]
    (1d20+4)[7] ? (1d20+4)[8](1d6+2)[5]
    (1d20+4)[12](1d6+2)[7]
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  9. - Top - End - #279
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    vs 14
    (1d20+2)[9]
    (1d20+2)[13]
    (1d20+2)[22]
    (1d20+2)[7]
    (1d20+2)[14]
    (1d20+2)[10]

    (1d20+2)[9]

    (1d20+6)[21](2d8)[2]
    (1d20+6)[18](2d8)[5]

    MS: (1d20+4)[5](1d6+2)[5]
    VSB: (1d20+4)[23](1d6+2)[6]
    VS: (1d20+4)[11](1d6+2)[7]
    SS: (1d20+4)[18](1d20+4)[19](1d6+2)[7]
    KS: (1d20+4)[21](1d6+2)[4]
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  10. - Top - End - #280
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    Default Re: Iron Crisis (OOC)

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    (1d20+6)[17](3d6)[11]

    A (1d20+4)[24](1d6+2)[7]
    SM (1d20+4)[5](1d6+2)[7]
    SJ (1d20+4)[23](1d6+2)[6]
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  11. - Top - End - #281
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    Default Re: Iron Crisis (OOC)

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    (1d20+6)[21](3d6)[4]

    (1d20+4)[19](1d6+2)[4]
    (1d20+4)[21](1d6+2)[8]
    (1d20+4)[17](1d6+2)[3]

    DMing:
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  12. - Top - End - #282
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    Mines Magic Items

    Spoiler: Shortsword +1
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    It's a shortsword +1. Doesn't require attunement, of course.


    Spoiler: Ring of Jumping
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    This magic ring feels almost buoyant in your hands. Its design lacks ornate effects - its a band of silver with no gems - but carved into the metal are small reliefs of people going through the motions of jumping.

    No attunement

    While wearing this ring, you can cast the Jump spell from it as a Bonus Action at will, but can target only yourself when you do so.


    Spoiler: Talos' Gift
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    These thick brown leather boots are lined with straps and rivets of metal, stretching from the top of the boot all the way undersole, 'grounding' the wearer from electrical attacks. Shaped into the heel is the symbol of the Storm Lord god Talos - three lightning bolts all oriented towards a symbol point.

    No attunement.

    Once per long rest when targeted by an attack or spell, you can use your reaction to give yourself Lightning and Thunder immunity for one turn. You then gain Lightning and Thunder resistance for another turn after that.


    Spoiler: Relair's Mistake
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    This cloak is made from what looks to be wolf's fur, yet the size and single nature of the cloak means it either came from an enormous, unnaturally large wolf, or some other creature entirely. The light brown-fur is comfortable and warm around your shoulders, and the hood of the cloak still has the shape of the large wolf's head, giving it a beastial and wild look.

    No attunement.

    Once per long rest the wearer can Wild Shape (as the druid ability) into a Wolf for one hour.



    Spoiler: Mines Gems
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    So far as you can tell the assortment of gems don't seem to be worth much - even with polishing, they're probably little more than fancy paperweights, perhaps five golds worth for the lot, ten if you really manage to haggle.

    Last edited by Amnestic; 2020-10-09 at 02:56 PM.
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  13. - Top - End - #283
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    Default Re: Iron Crisis (OOC)

    Quote Originally Posted by Amnestic View Post
    Spoiler: Fourth Bell
    Show

    A musical bell of moderate size, with a clear and pretty tone.

    Cause Fear - 2 charges
    Speak with Dead - 4 charges
    Tongues - 4 charges

    Copying from the IC thread too:

    Spoiler: The Third Bell
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    A rebellious bell of more tones than you thought possible. Though restrained now, when you grasp it you feel its eagerness to ring of its own accord, and should it not be secured properly in its case it will ring all in its own, with appropriately impacting effects. It is far more imposing in its attempts to sing out than the Fourth Bell was.

    Spells:-
    Freedom of Movement (4th level) - 5 charges
    Compulsion - 5 charges
    Longstrider - 1 charge
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  14. - Top - End - #284
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    Thing's from Tasha's. Spoilered to not take up a bunch of space. For the purpose of completeness I'll be including all the relevant changes, even ones I don't think are preferable. Generally if it's going to nerf you, I'm going to not want to do that. That's mostly going to apply to Caelyn and Melian who had their subclasses reprinted from UA and SCAG respectively, Sam+Senna just got extra options rather than changing anything. It expands spell lists for everyone though. (All Vala got was an extra skill and I already factored that into her statblock when I made her)

    Some of the line breaks may be weird because of where I'm copying it from.

    Spoiler: Caelyn
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    Additional Druid Spells
    Spoiler
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    1st-level druid feature
    The spells in the following list expand the
    druid spell list in the Player’s Handbook. The
    list is organized by spell level, not character
    level. If a spell can be cast as a ritual, the
    ritual tag appears after the spell’s name. Each
    spell is in the Player’s Handbook, unless it has
    an asterisk (a spell in chapter 3). Xanathar’s
    Guide to Everything also offers more spells.

    1st Level
    Protection from evil and good

    2nd Level
    Augury (ritual)
    Continual
    lame
    Enlarge/reduce
    Summon beast*

    3rd Level
    Aura of vitality
    Elemental weapon
    Revivify
    Summon fey*

    4th Level
    Divination (ritual)
    Fire shield
    Summon elemental*

    5th Level
    Cone of cold

    6th Level
    Flesh to stone

    7th Level
    Symbol

    8th Level
    Incendiary cloud


    Wild Companion
    2nd-level druid feature
    You gain the ability to summon a spirit that
    assumes an animal form; as an action, you can
    expend a use of your Wild Shape feature to
    cast the find familiar spell, without material
    components.
    When you cast the spell in this way, the
    familiar is a fey instead of a beast, and the
    familiar disappears after a number of hours
    equal to half your druid level.

    Cantrip Versatility
    4th-level druid feature
    Whenever you reach a level in this class that
    grants the Ability Score Improvement feature,
    you can replace one cantrip you learned from
    this class’s Spellcasting feature with another
    cantrip from the druid spell list.

    Circle of Wildfire Spells
    Removed Firebolt
    Adds: Burning Hands, Cure Wounds
    Trades: Fireball for Revivify, Raise Dead for Mass Cure Wounds

    Wildfire Spirit
    Initial summoning damage reduced from 2d10 to 2d6
    Save proficiencies removed

    Flame Seed damage changed from 1d6+2 to 1d6+Proficiency Bonus, ranged increased to 60', attack roll changed from +4 to the druid's spell attack bonus.

    Fiery Teleportation damage changed from 1d6+2 to 1d6+Proficiency Bonus, damage area changed from 10' to 5'.

    Cauterizing Flames changed to the following:
    Spoiler
    Show

    10th-level Circle of Wildfire feature

    You gain the ability to turn death into magical
    lames that can heal or incinerate. When a
    Small or larger creature dies within 30 feet of
    you or your wildfire spirit, a harmless spectral
    flame springs forth in the dead creature’s space and flickers there for 1
    minute. When a creature you can see enters
    that space, you can use your reaction to
    extinguish the spectral flame there and either heal the creature or deal
    fire damage to it. The healing or damage equals 2d10 + your
    Wisdom modifier.

    You can use this reaction a number of times
    equal to your proficiency bonus, and you
    regain all expended uses when you finish a long rest.

    Blazing Revival changed to the following:

    Blazing Revival
    Spoiler
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    14th-level Circle of Wildfire feature
    The bond with your wildfire spirit can save
    you from death. If the spirit is within 120 feet
    of you when you are reduced to 0 hit points
    and thereby fall unconscious, you can cause
    the spirit to drop to 0 hit points. You then
    regain half your hit points and immediately
    rise to your feet.
    Once you use this feature, you can’t use it
    again until you finish a long rest.




    Caelyn Summary of what I think is best:
    Two new Wildfire spells (burning hands, cure wounds)
    Keeping fireball+raise dead rather than revivify/mass cure wounds?
    Upping the flame seed/fire teleportation damage to 1d6+PB, upping flame seed range to 60' and attack roll to be your spell attack bonus (currently +6)
    Cauterizing Flame seems like a buff over the UA version from what I can tell. Blazing Revival seems like a nerf, so probably keep the old version if/when we reach 14th level.



    Spoiler: Senna
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    Additional Cleric Spells
    Spoiler
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    1st-level cleric feature
    The spells in the following list expand the
    cleric spell list in the Player's Handbook. The
    list is organized by spell level, not character
    level. If a spell can be cast as a ritual, the
    ritual tag appears after the spell's name. Each
    spell is in the Player's Handbook, unless it has
    an asterisk (a spell in chapter 3). Xanathar's
    Guide to Everything also offers more spells.
    3rd Level
    Aura of vitality
    Spirit shroud*
    4th Level
    Aura of life
    Aura of purity
    5th Level
    Summon celestial*
    6th Level
    Sunbeam
    8th Level
    Sunburst
    9th Level
    Power word heal


    Harness Divine Power
    2nd-level cleric feature
    You can expend a use of your Channel Divinity
    to fuel your spells. As a bonus action, you
    touch your holy symbol, utter a prayer, and
    regain one expended spell slot, the level of
    which can be no higher than half your
    proficiency bonus (rounded up). The number
    of times you can use this feature is based on
    your level you've reached in this class: 2nd
    level, once; 6th level, twice; and 18th level,
    thrice. You regain all expended uses when you
    finish a long rest.

    Cantrip Versatility
    4th-level cleric feature
    Whenever you reach a level in this class that
    grants the Ability Score Improvement feature,
    you can replace one cantrip you learned from
    this class's Spellcasting feature with another
    cantrip from the cleric spell list.

    Blessed Strikes
    8th-level cleric feature, which replaces the
    Divine Strike or Potent Spellcasting feature
    You are blessed with divine might in battle.
    When a creature takes damage from one of
    your cantrips or weapon attacks, you can also
    deal 1d8 radiant damage to that creature.
    Once you deal this damage you can't use this
    feature again until the start of your next turn.



    Spoiler: Sam
    Show

    Additional Bard Spells
    Spoiler
    Show

    1st Level
    Color spray
    Command

    2nd Level
    Aid
    Enlarge/reduce
    Mirror image

    3rd Level
    Intellect fortress*
    Mass healing word
    Slow

    4th Level
    Phantasmal killer

    5th Level
    Rary’s telepathic bond (ritual)

    6th Level
    Heroes’ feast

    7th Level
    Dream of the blue veil*
    Prismatic spray

    8th Level
    Antipathy/sympathy

    9th Level
    Prismatic wall

    Magical Inspiration
    2nd-level bard feature
    If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

    Bardic Versatility
    4th-level bard feature
    Whenever you reach a level in this class that
    grants the Ability Score Improvement feature,
    you can do one of the following, representing
    a change in focus as you use your skills and
    magic:
    ● Replace one of the skills you chose for the
    Expertise feature with one of your other
    skill proficiencies that isn’t benefiting

    from Expertise.
    ● Replace one cantrip you learned from this
    class’s Spellcasting feature with another
    cantrip from the bard spell list.

    Additional Warlock Spells
    Spoiler
    Show

    1st-level warlock feature
    The spells in the following list expand the
    warlock spell list in the Player’s Handbook.
    The list is organized by spell list, not
    character level. Each spell is in the Player’s
    Handbook, unless it has an asterisk (a spell in
    chapter 3). Xanathar’s Guide to Everything
    also offers more spells.

    Cantrip (0 Level)
    Booming blade*
    Green-flame blade*
    Lightning lure*
    Mind sliver*
    Sword burst*

    3rd Level
    Intellect fortress*
    Spirit shroud*
    Summon fey*
    Summon shadowspawn*
    Summon undead*

    4th Level
    Summon aberration*

    5th Level
    Mislead
    Planar binding
    Teleportation circle

    6th Level
    Summon
    Fiend*
    Tasha’s otherworldly guise*

    7th Level
    Dream of the blue veil*

    9th Level
    Blade of disaster*
    Gate
    Weird


    Eldritch Versatility
    4th-level warlock feature
    Whenever you reach a level in this class that
    grants the Ability Score Improvement feature,
    you can do one of the following representing
    a change of focus in your occult studies:
    ● Replace one cantrip you learned from
    this class’s Pact Magic feature with
    another cantrip from the warlock
    spell list.
    ● Replace the option you chose for the
    Pact Boon feature with one of that
    feature’s other options.
    ● If you’re 12 level or higher, replace
    one spell from your Mystic Arcanum
    feature with another warlock spell of
    the same level.
    If this change makes you ineligible for any of
    your Eldritch Invocations, you must also
    replace them now, choosing invocations for
    which you qualify.

    Invocation Options
    Eldritch Mind
    You have advantage on Constitution saving
    throws that you make to maintain your
    concentration on a spell.

    Investment of the Chain Master
    Prerequisite: Pact of the Chain feature
    When you castfind familiar, you infuse the
    summoned familiar with a measure of your
    eldritch power, granting the creature the
    following benefits:

    ● The familiar gains either aflying speed or
    a swimming speed (your choice) of 40
    feet.
    ● As a bonus action, you can command the
    familiar to take the Attack action.
    ● The familiar’s weapon attacks are
    considered magical for the purpose of
    overcoming immunity and resistance to
    nonmagical attacks.
    ● If the familiar forces a creature to make a
    saving throw, it uses your spell save DC.
    ● When the familiar takes damage, you can
    use your reaction to grant it resistance
    against that damage.

    Undying Servitude
    Prerequisite: 5th-level warlock
    You can cast animate dead without using a
    spell slot. Once you do so, you can’t cast it in
    this way again until youfinish a long rest.



    Spoiler: Melian
    Show

    Additional Wizard Spells
    Spoiler
    Show

    1st-level wizard feature
    The spells in the following list expand the
    wizard spell list in the Player’s Handbook. The
    list is organized by spell level, not character
    level. A spell’s school of magic is noted, and if
    a spell can be cast as a ritual, the ritual tag
    appears after the spell's name. Each spell is in
    the Player’s Handbook, unless it has an
    asterisk (a spell in chapter 3). Xanathar’s
    Guide to Everything also offers more spells.

    Cantrip (0 Level)
    Booming blade* (evoc.)
    Green-flame blade* (evoc.)
    Lightning lure* (evoc.)
    Mind sliver* (ench.)
    Sword burst* (conj.)

    1st Level
    Tasha’s caustic brew* (evoc.)

    2nd Level
    Augury (divin., ritual)
    Enhance ability (trans.)
    Tasha’s mind whip* (ench.)

    3rd Level
    Intellect fortress* (abjur.)
    Speak with dead (necro.)
    Spirit shroud* (necro.)
    Summon fey* (conj.)
    Summon shadowspawn* (conj.)
    Summon undead* (conj.)

    4th Level
    Divination (divin., ritual)
    Summon aberration* (conj.)
    Summon construct* (conj.)
    Summon elemental* (conj.)

    6th Level
    Summon fiend* (conj.)
    Tasha’s otherworldly guise* (trans.)

    7th Level
    Dream of the blue veil* (conj.)

    9th Level
    Blade of disaster* (conj.)


    Cantrip Formulas
    3rd-level wizard feature
    You have scribed a set of arcane formulas in
    your spellbook that you can use to formulate
    a cantrip in your mind. Whenever youf inish a
    long rest and consult these formulas in your
    spellbook, you can replace one wizard cantrip
    you know with another cantrip from the
    wizard spell list.

    Bladesong changed from 2/Short Rest to Proficiency Bonus / Long Rest

    Extra Attack lets you exchange one attack for use of a cantrip.


    Melian Summary: With a prof bonus of +3 currently, Bladesong 3/LR is probably worse than 2/SR? It's up to you which one you want to go with.
    Extra Attack is a straight buff over the SCAG version, so that's probably preferable.
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  15. - Top - End - #285
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    Default Re: Iron Crisis (OOC)

    Adding the homebrew spell details in a separate post.

    Protection from Petrification
    1st level abjuration
    Casting time: 1 action
    Range: Touch
    Components: V S M (a basilisk scale)
    Duration: 1 hour
    Classes: Cleric, Paladin, Druid, Wizard
    Until the spell ends, one willing creature you touch is immune to the Petrified condition. This spell does not break existing petrification.

    Luck
    2nd level divination
    Casting time: 1 bonus action
    Range: Touch
    Components: V S M (a tuft of rabbit fur)
    Duration: Concentration, up to 3 rounds
    Classes: Cleric, Paladin, Wizard
    You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

    If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

    Protection from Fear
    2nd level abjuration
    Casting time: 1 action
    Range: Self (30-foot Radius)
    Components: V S M (a bear or lion's claw)
    Duration: 1 minute
    Classes: Bard, Sorcerer, Warlock, Wizard
    When you cast this spell, all creatures within 30' of the target point gain advantage on spells or effects that cause the Frightened condition for the duration. If any creatures are currently frightened, casting this spell lets them roll a new save to end the condition immediately, with advantage.

    Skull Trap
    3rd level necromancy
    Casting time: 1 action
    Range: 150 feet
    Components: V S M (a piece of skull bone)
    Duration: Concentration (Up to 1 minute)
    Classes: Warlock, Sorcerer, Wizard
    You focus your energies to create a spectral skull of necromantic energy, which you then launch towards a point you can see within range. If there are any creatures within a 20' radius sphere when it arrives, the skull detonates dealing 6d6 necrotic damage to all creatures within the 20' radius sphere, dealing only half damage on a successful constitution saving throw. Should there be no creatures within the area when the spell is cast, the skull hovers there until one enters the area, at which point it detonates immediately.

    Minor Spell Deflection
    3rd level abjuration
    Casting time: 1 bonus action
    Range: Self
    Components: S
    Duration: 3 rounds
    Classes: Sorcerer, Wizard
    Spells cast against yourself – be they beneficial or detrimental are absorbed for the duration, up to a total of 4 spell levels. This includes spell cast from scrolls or innate spellcasting, but excludes area of effect abilities such as Cloudkill or Fireball. This only affects up to 4th level spells, and if it tries to absorb a spell over 4th level then Minor Spell Deflection instantly fails and ends. However, if a it has already absorbed 3 levels of spells and a 2nd level spell is cast against the user, then it absorbs the 2nd level spell fully.
    DMing:
    Iron Crisis IC | OOC
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    OotA IC | OOC

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    Sam: (1d20+6)[15]
    Senna: (1d20+2)[21]
    Caelyn: (1d20+3)[12]
    Melian: (1d20+3)[16]
    Vala: (1d20+2)[12]

    Enemies: (1d20+1)[6]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

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  17. - Top - End - #287
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    BlueKnightGuy

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    Religion: (1d20+5)[17]

  18. - Top - End - #288
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    Religion: (1d20+4)[21]

    Spoiler: OotA
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    Trinket: (1d100)[18]

  19. - Top - End - #289
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    V:(1d20+7)[22](1d20+7)[16](1d8+6)[7]
    V2: (1d20+7)[8](1d20+7)[26](1d8+6)[10]

    W: (1d20+5)[17](1d20+5)[17](2d6+3)[9]

    O: (1d20+2)[17] vs 14 (8d8)[42]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

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  20. - Top - End - #290
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    Sam: (1d20+6)[21]
    Senna: (1d20+2)[5]
    Caelyn: (1d20+3)[17]
    Melian: (1d20+3)[8]
    Vala: (1d20+2)[17]

    Enemies: (1d20+2)[21]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  21. - Top - End - #291
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    (4d10)[21] vs 17
    S: (1d20+1)[20]
    C: (1d20+1)[8]
    V: (1d20+6)[14]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

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  22. - Top - End - #292
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    V1:(1d20+7)[8](1d20+7)[26](1d8+6)[13]
    V2:(1d20+7)[11](1d20+7)[18](1d8+6)[11]

    C1: (1d20+10)[18](1d20+10)[13](2d6+5)[13]
    C2: (1d20+10)[26](1d20+10)[23](1d6+5)[9]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  23. - Top - End - #293
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    VS: (1d20+6)[9](1d20+6)[19] vs (1d20+5)[15]
    VA1: (1d20+7)[17](1d20+7)[16] (1d8+6)[12]
    VA2: (1d20+7)[26](1d20+7)[24] (1d8+6)[8]

    C1: (1d20+9)[29] ((1d20+9)[10]) (2d6+5)[10]
    C2: (1d20+9)[21] (1d6+5)[6]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  24. - Top - End - #294
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    (1d20+6)[18](1d20+6)[11] vs [/roll]1d20+5[/roll]
    (1d20+7)[27](1d20+7)[22] (1d8+6)[12]
    (1d20+7)[21](1d20+7)[8] (1d8+6)[11]

    (1d20+9)[10]((1d20+9)[26]?)(2d6+5)[10]
    (1d20+9)[10]((1d20+9)[29]?)(1d6+5)[8]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  25. - Top - End - #295
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    Sam: (1d20+6)[11]
    Senna: (1d20+2)[19]
    Caelyn: (1d20+3)[6]
    Melian: (1d20+3)[16]
    Vala: (1d20+2)[7]

    Enemies: (1d20+1)[13]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  26. - Top - End - #296
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    V:(1d20+7)[20](1d20+7)[23]+(1d4)[2](1d8+6)[9]
    V2:(1d20+7)[11](1d20+7)[13]+(1d4)[1](1d8+6)[14]
    Spending bardic inspiration if somehow less than a 15 after roll+bless: (1d6)[5]

    T
    A:(1d20+7)[11](1d20+7)[10](1d6+4)[9]
    A:(1d20+7)[12](1d20+7)[21](2d6+4)[12]
    D:(1d20+7)[12](1d20+7)[10](2d6+4)[11]
    Last edited by Amnestic; 2021-01-15 at 05:23 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  27. - Top - End - #297
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    VS: (1d20+6)[8](1d20+6)[7] vs (1d20+4)[15]
    V: (1d20+7)[13](1d20+7)[25](1d8+6)[14]
    V2:(1d20+7)[19](1d20+7)[15](1d8+6)[12]

    T
    A?:(1d20+7)[25](1d20+7)[10](1d6+4)[5]
    A?:(1d20+7)[9](1d20+7)[9](2d6+4)[11]
    A?:(1d20+7)[22])(1d20+7)[19](2d6+4)[10]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  28. - Top - End - #298
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    Sam: (1d20+6)[22]
    Senna: (1d20+2)[14]
    Melian: Befriending a faerie dragon
    Caelyn: (1d20+3)[16]
    Vala: (1d20+2)[18]

    Enemies (1d20+2)[10]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  29. - Top - End - #299
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    TA:(1d20+7)[20](1d12+4)[5]
    TC:(1d20+7)[26](2d8+4)[10]

    CC1:(1d20+6)[25](2d6+3)[15]
    CC2: (1d20+6)[8](1d6+3)[7]

    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  30. - Top - End - #300
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    vs 14
    (1d20+7)[19]
    (1d20-1)[7]
    (1d20+5)[6]
    (1d20+1)[3]

    (1d20+7)[24](1d20+7)[13](2d8+4)[15]
    (1d20+7)[9](1d20+7)[23](2d8+4)[12]

    (1d20+6)[26] vs (1d20+2)[18] ? (1d20+2)[17] ?
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

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