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Magic Missile is the wizard's basic non-cantrip damage spell. Get yourself a Wand of Magic Missiles and use it sparingly, congratulations. You just got yourself an infinite damage source. With enough time to recharge and sparing use of charges to avoid "You-rolled-a-natural-1-and-your-wand-crumbled-to-dust", great job my friend!
Chainlock + Pseudodragon + Eldritch Blast= Loads of damage for early levels
You do not want to make Caliope the cat angry. Donate fishes (:
Meow + Tressym + Tabaxi Race = Cat-lover's perfect character
Testing testing. Is this working? Oh well, might as well see for myself.
Ahem
Me: Hey have you ever used a telescope before?
Friend: No, is it fun?
Me: Yeah it’s great!
Me, grinning widely: You should LOOK INTO IT!
I have created the big ugly box of death, and NO ONE CAN STOP ME!!! MWAHAHAHAHA!!!
Enchantment cantrip | |
Casting time: | 1 action |
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Range: | Self |
Components: | S, M |
Duration: | Concentration, up to 1 minute |
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
1st-level Enchantment | |
Casting time: | 1 action |
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Range: | 30 feet |
Components: | V, S |
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 charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Enchantment cantrip | |
Casting time: | 1 action |
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Range: | 30 feet |
Components: | S |
Duration: | Concentration, up to 1 minute |
You attempt to convince a humanoid you can see within range that you are a friend. It must make a Wisdom saving throw, and it succeeds if you or your companions are fighting it. If it fails the saving throw, you have advantage on all Charisma checks against it until the spell ends or until you or your companions do anything harmful to it. The creature regards you as a friendly acquaintance. When the spell ends, the creature is unaware that you used magic on them. If the creature succeeds on its saving throw, you cannot cast this spell on them again for 24 hours.