Basements & Zombies(B&Z) 1e world illustration - Post-Apocalyptic theme
Post-Apocalyptic

Basements & Zombies(B&Z) 1e

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acedoesstuff

Can you survive the outbreak that plagues the world?

Played8 times
Cloned0 times
Created
74 days ago
Last Updated
15 days ago
VisibilityPublic
Intervention
2

Intervention

You talk a panicked ally through their fear, stabilizing their mental state. This spell removes the Frightened condition and grants advantage on the target’s next Wisdom saving throw. If the target is at 0 HP, you stabilize them without a Medicine check.

Ice Age
1

Ice Age

Unleash a torrent of icy shards from your spray bracelet, dealing 2d6 cold damage to all creatures in a 15-foot cone. The cold lingers, causing affected creatures to take an additional 1d6 cold damage at the start of their next turn.

Taunt
0

Taunt

With a flamboyant gesture, you slap your buttocks and unleash a stream of mockery aimed at a target within range. The target must succeed on a Wisdom saving throw or become enraged, gaining disadvantage on attack rolls against targets other than you for the duration.

Harmony
1

Harmony

Unleash a resonant chord that dazes enemies within a 30-foot radius, causing them to lose their next action, while simultaneously boosting allies' morale, granting them advantage on their next attack roll. This spell can be used once per short rest.

Trapdoor
3

Trapdoor

As a reaction to being attacked, you create a false impression of fleeing, causing the attack to automatically miss. You can then move up to 15 feet without provoking attacks of opportunity, allowing for strategic repositioning or escape.

Hypnotic Diversion
2

Hypnotic Diversion

You perform a dazzling visual trick that temporarily mesmerizes nearby creatures, creating an illusion that captivates their attention. Creatures within a 15-foot cone must make a Wisdom saving throw or become Stunned for 1 round, fixated on the illusion.

Sleight of Hand
0

Sleight of Hand

With a swift motion, you distract and confuse your target, allowing you to manipulate objects in their vicinity. Make a Dexterity (Sleight of Hand) check contested by the target's Perception check; on a success, you can steal a small object, plant an item, or create a distraction.

Disappearing Act
1

Disappearing Act

You throw a smoke bomb directly in front of you, creating a 10-foot radius cloud of smoke that obscures your presence. You can take the Hide action as a bonus action, gaining advantage on Stealth checks, while enemies must succeed on a DC 12 Perception check to locate you within the smoke.

Hell's Kitchen
1

Hell's Kitchen

Unleashing a fiery breath of high-proof alcohol ignited by a blowtorch, you create a cone of flames that engulfs your enemies. The intense heat and flames deal damage and may ignite flammable objects in the area. Blowtorch and high-proof alcohol are required to use perform this skill.

Bread and Butter Buff
1

Bread and Butter Buff

You serve a quick, hearty snack that boosts morale and stamina, granting an ally temporary hit points and enhanced strength.

Broth of Vitality
1

Broth of Vitality

You prepare a warm, nourishing broth that restores energy and focus. When served to a willing ally, it restores 2d6 hit points and grants advantage on Constitution saving throws for 1 hour. This spell consumes basic cooking ingredients and can be used once per long rest.

Tantalize
1

Tantalize

With a mesmerizing sway of your hips and fluid, alluring movements, you captivate a target within range, making it difficult for them to look away. The target must succeed on a Wisdom saving throw or become charmed for the duration, unable to take eyes off you and suffering disadvantage on attack rolls against anyone other than you.

Flow State
5

Flow State

You enter a heightened state of awareness and agility, allowing you to move with unparalleled grace and precision. For the duration, you gain Advantage on all Dexterity-based checks and attacks, making every action feel effortless.

Graceful Dodge
0

Graceful Dodge

You weave through attacks with elegant footwork, making it difficult for your enemies to land a hit. As a reaction, you impose Disadvantage on an attack roll made against you, showcasing your agility and finesse in combat.

Spotlight Effect
1

Spotlight Effect

You perform a dazzling display that captivates nearby foes, drawing their attention to you. Enemies within 15 feet must make a Wisdom saving throw or be Charmed for 1 round, unable to take hostile actions against you.

Rhythm Shift
1

Rhythm Shift

You adapt your movements to match an opponent’s rhythm, making it harder for them to land a hit. For the duration, you gain a +2 bonus to your Armor Class as you anticipate enemy attacks, allowing you to dodge and weave with precision.

Transfuse Blood
2

Transfuse Blood

You restore a target's vitality by transferring your own blood. The target regains 2d6 hit points over the course of 1 minute, while you, the Medic, lose an equal amount of hit points during the process.

Boost Adrenaline
1

Boost Adrenaline

Administer a quick shot of adrenaline to an ally, temporarily enhancing their reflexes and focus. The target gains +2 to Dexterity and Advantage on initiative rolls for 1 minute.

Rock Toss
0

Rock Toss

You pick up a small rock or pebble into your hand if one is available in the immediate environment and hurl it at a target within range. The projectile strikes with a forceful impact, dealing bludgeoning damage upon contact.

Resuscitation
0

Resuscitation

You perform CPR or use an AED to restore vital signs to an unresponsive ally. This spell can only be used on a creature that has dropped to 0 hit points, bringing them back to consciousness with a small amount of health.

Suppress Pain
1

Suppress Pain

Administer painkillers or apply nerve block techniques to dull pain, allowing the target to ignore penalties from injuries and gain a +1 bonus to AC for 10 minutes.

Clean Wound
0

Clean Wound

Quickly apply bandages and disinfectant to reduce infection and promote healing. Bandage or first-aid kit in the inventory will be consumed when this skill is used, otherwise it assumes the user rips off a piece of fabric to create a medical dressing. The target heals 1d6 HP and gains resistance to infections for 1 hour.

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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