While the brush is being held, a constant stream of paint coats its pegasus-hair tip. If the Storybook is damaged while creatures are in the fictional realm, all creatures are ejected in the nearest spot near the Storybook and they are stunned for one turn.Many temple murals depicting great gods and deities have been painted by artists wielding devil-beating brushes, which are blessed by divine magic. If they fail their charisma saving throw, they still return under the effects of the Fear spell. On a fail the creature takes 3d8 psychic damage and can attempt a charisma saving throw on their next turn to return. If the creatures aren’t willing, they must make a wisdom saving throw against your spell DC at the beginning of their next turn. If the creatures are willing, they can stay the duration of a short rest no longer than an hour and gain its benefits. You can choose up to 8 willing or non-willing creatures and transport them into a fictional dreamscape that exists within your Storybook. You are able to add your Charisma modifier to your spellcasting ability modifier to strengthen your spells. For 1 minute you gain a bonus to your initiative roll equal to your spellcasting modifier as well as advantage on Dexterity (Acrobatic) and Strength (Athletics) checks.Īt 10th level, your Storybook spells have become legendary throughout the land. You recount a story of daring deeds and adventure. Also, you can impose disadvantage on an attack made against a creature within 5 feet of you. For one 1 minute you have advantage on Intelligence (Nature) and Wisdom (Survival) skill checks. For 1 minute while this creature is within 5 feet, you both have advantage on any charisma skill checks and saving throws. Choose one creature within 5 feet of you. You tell a tale of enduring romance or companionship. You can also deduce your direction by observation of your surroundings. For 1 minute you have advantage on Wisdom (Perception) and Intelligence (Investigation) skill checks. The creature must make a wisdom saving throw against your spell dc. It takes 5 (1d10) force damage if you end your turn inside an object. Additionally, choose a creature of your choice within 5 feet of you. For 1 minute you become incorporeal and can move through other creatures and objects as if they were difficult terrain. You tell a horrific, spine-tingling ghost story. For 1 minute, you gain proficiency in martial weapons and gain a +1 bonus to your weapon attack. You recount the tale of a legendary warrior. This ability recharges after a long rest or spell slots replenished. You can use this feature twice at 6th level, and at 12th level you can use it as many times as your intelligence modifier before a long rest. Casting spells as rituals take the spell’s normal casting time instead of 10 minutes for a ritual.Īs a bonus action, you can utilize a 3rd level spell slot or higher to weave a magical story that benefits yourself in any given situation.The Thaumaturgy cantrip is added to your list of spells.You are proficient with the Perform skill.You can use the Storybook as a spellcasting focus for your Wizard spells.Your Storybook of Spells gives you the following benefits. You have learned to magically encrypt the spells in your Storybook as narrative prose. The Figment disappears in a tuft of colorful mist if any creature other than you attempts to touch the object.The time it takes for writing spells in your storybook is halved.You can use the figment as a backup copy of your storybook of spells if the real one is destroyed. Your figment can copy spells into your spellbook.
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