(W.I.P.)Westeros world illustration - Low Fantasy theme
Low Fantasy

(W.I.P.)Westeros

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josh1

Westeros, a land of noble houses, treachery, and war. Power struggles define kingdoms' fate.

Played3 times
Cloned0 times
Created
132 days ago
Last Updated
7 days ago
VisibilityPublic
Rallying Cry
1

Rallying Cry

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.

Encouraging Words
1

Encouraging Words

You call out to an ally, helping them regain some stamina. A creature of your choice within range regains hit points equal to 1d4 + your Charisma modifier. This can represent physical encouragement or a reminder to push past exhaustion.

Adrenaline Surge
3

Adrenaline Surge

You push yourself or an ally to their physical or mental limits. You touch a willing creature and grant them a surge of adrenaline, enhancing their abilities. Choose one of the following effects: - Strength: The target has advantage on Strength checks, representing enhanced physical effort. - Dexterity: The target has advantage on Dexterity checks. - Constitution: The target gains temporary hit points equal to 2d6, as they ignore fatigue.

Well-Aimed Strike
3

Well-Aimed Strike

Make a ranged attack roll against a target. On a hit, the target takes 4d6 piercing and the next attack roll made against this target before the end of your next turn has advantage, as your well-placed strike leaves them vulnerable.

Muffle
2

Muffle

You take precautions to reduce noise and move stealthily. You suppress sound in a 20-foot radius centered on a point of your choice within range. No sound can be created within or pass through the area (only by yourself!). This makes it ideal for sneaking through areas undetected or preventing others from hearing what is happening inside.

Smoke Bomb
2

Smoke Bomb

A 15-foot-radius sphere of smoke spreads from a point you choose within range. The sphere’s area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed disperses the smoke. The smoke can fill an enclosed space or cover an open area, blocking sight for those within it.

Marked Prey
2

Marked Prey

You focus on a target, improving your ability to track and strike them. You choose a creature you can see within range and mark them as your prey. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. Additionally, you have advantage on Wisdom (Perception) or Wisdom (Survival) checks to track or spot the target.

Warning Trap
1

Warning Trap

Choose a door, window, or area within range that is no larger than a 20-foot cube. You create a simple mechanical or tripwire-based trap that alerts you when a creature touches or enters the area. When triggered, the trap produces the sound of a hand bell for 2 seconds within 50 feet. This trap can be detected with a successful DC 15 Perception check and disarmed with a DC 10 Dexterity (Thieves' Tools) check.

Posion Arrow
2

Posion Arrow

You shoot a poisoned arrow or bolt at a target within range. Make a ranged weapon attack. On a hit, the target takes 4d4 piercing damage from the arrow and 2d4 poison damage as the toxin takes effect. At the end of the target's next turn, they take an additional 1d4 poison damage as the poison continues to spread through their system.

Defensive Stance
4

Defensive Stance

You assume a defensive posture to protect yourself from an incoming attack. Casting Time: 1 reaction, which you take when you are hit by an attack Range: Self Components: V, S Duration: 1 round You raise your shield or brace yourself for impact, increasing your Armor Class by 5 until the start of your next turn, potentially causing the attack to miss.

Demoralize
1

Demoralize

Up to three creatures of your choice that you can see within range must make a Charisma saving throw. Whenever a target that fails this saving throw makes an attack roll or saving throw before the spell ends, they must roll a d4 and subtract the number rolled from their attack or saving throw. This represents your ability to demoralize them through verbal intimidation or psychological warfare.

Battle Fury
3

Battle Fury

A willing creature you touch is filled with battle fury, becoming immune to being frightened. It also gains temporary hit points equal to your Charisma modifier at the start of its next two turns. These temporary hit points represent the ally’s heightened resolve.

Grapple
2

Grapple

Make a grapple check against a humanoid target within reach. If successful, the target is restrained for the duration. They can attempt to break free by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check at the end of each of their turns.

Safe Haven
1

Safe Haven

You create a fortified position or secure area, granting protection to those inside. Until the spell ends, any creature that targets a warded creature within the fortified area with an attack must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack. This represents the strategic defense and protection of the fortified position.

Bind Wounds
1

Bind Wounds

A creature you touch regains hit points equal to 1d8 + your Wisdom modifier, as you use your medical knowledge and supplies to treat wounds. This does not heal critical injuries but can stabilize and repair minor ones. The amount healed increases by 1d8 for each spell slot above 1st.

De-escalate
2

De-escalate

You use diplomacy to diffuse tension and calm emotions in a tense situation. Each humanoid in a 20-foot-radius sphere centered on a point of your choice within range must make a Charisma saving throw. If a creature fails its saving throw, it becomes indifferent toward creatures of your choice until the spell ends, unless it is attacked or harmed. This represents your diplomatic skill in calming a hostile crowd or angry individuals.

Inquisition
3

Inquisition

Using your interrogation skills, you compel a target to speak truthfully. The target must make a Charisma saving throw or be unable to speak a deliberate lie for the duration. The creature is aware of the effect and can avoid answering questions they would rather not answer.

Test for Poison
1

Test for Poison

You can test food or drink to determine if it has been poisoned. This requires you to sample or analyze the substance with a successful DC 10 Wisdom (Medicine) or Intelligence (Nature) check. If the check succeeds, you identify whether the substance is safe to consume.

Herbal Knowledge
1

Herbal Knowledge

You can identify whether food, drink, or a creature within 30 feet has been poisoned or is suffering from a disease. This is based on your knowledge of plants, toxins, and medical conditions. You can also recognize the type of poison or disease with a successful DC 15 Intelligence (Nature) check. 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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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