This is Hettie. Hettie is my cat. This is the lore about Hettie. You give me feedback lore
Prologue
We begin with the wizard Gabriel Nightwatch descending into madness after years of lonely nights in the Shadowfell. He attempted to create an overpowered watchdog to replace himself. After decades of failure, he realized that dogs are simply lazy. He then expanded his mad research to include all pets except cats, as the last vestige of his sanity screamed, “NOT CATS. "
Over time, he discovered he could utilize cats better than he had previously attempted. Eventually, he achieved his first success with a tawny tabby female named BANANA. Following this, Gabriel renamed her Hettie, and his heart gave out, for he had lost all purpose.
Year -116:
While Hettie wandered the bleak landscapes, she met a young gold shadow dragon. He asked her, expecting no answer, “Little cat, are you lost?” he laughed. Which stopped when she said back to him, “No, I’m looking for company.” Then he said
“Look no further, for I shall keep you company.”
At this point, Hettie was about the size of a human.
While they walked, he said, “What are you?”
She responded, “I first remember waking up in a tower, on a dead human. After realizing that there was no way out but a window, I jumped out the window, landing on my paws. I then walked a short distance and found you.”
After a while, he said, “By my guess, you're a cat from the Material plane that got experimented on by the mad wizard.”
She responded, “I would like to see this Material plane.”
He then said,” I could take you in a couple of decades, and we could train during that time.”
Then she asked, “What is your name? Mine's Hettie. " He responded, “Farge.”
Later in his lair,
“Let us fight but not kill each other,” Hettie said after they had rested.
“Ok.”
After they exchange a flurry of blows. While they circled, Farge said, “You're a lot more resilient than I thought you’d be. I’m having great trouble striking you.”
Year 0:
The pair encountered an ancient red shadow dragon. He scoffed at Hettie and said to Farge, “You should get a better playmate.” To which Hettie replied, “Maybe you fight us to find out if I can fight'
red 'nhaa, that would be a waste of time.”
He turned his back on the two friends and started to stride away. Hettie, seeing this, unleashed her claws, lopping the last three feet of his tail. The dragon roars in agony, whipping around, he unleashed a flurry of devastating blows.
Farge flew to help, but he didn’t need to; she floored him with one blow. Then, she said, “Run or you’ll need healing,” and he scrambled away. This would be a good time to mention that Hettie is now huge and Farge is an adult. It’s now been almost 116 years in the Shadowfel.
Later, Hettie asked Farge, “How did you plan to get us out of the Shadowfel?”
“I was going to cast gate to open a portal,” he responded.
“Wait, gate? I think I can cast that spell.“
Farge gaped at her. "Wait, what, how?" He questioned her.
”I’m a weird cat, remember?”
“Well, cast the spell, then?” he said, but she didn’t get a chance. The red dragon from before, with his tail still bleeding, and nine friends walked into the lair and rasped,” Well, look who is still play-fighting.” At this point, the two groups started to fight.
The fight went badly, with Farge taking out the white but then sustaining a serious head injury. The tide turned when Hettie let out a hiss of pure rage and sadness, which knocked all of the dragons away. She then ran to Farge.
“Are you ok?” She demanded Hettie realized he was going to die. “Wait, no, no. I can save you. What are the words to powerwordheal?" But he died.Then the ten came back to kill her too, but while staring at Farge, she said, “Why? Did you kill him? You wanted me, not him, and you're going to get ME!” as she ran to kill them. It was ten on one, but it didn't matter; they fell like trees before a hurricane. As the red lay dying, he said, “We will all come to kill you.”
“So? I’ll just kill you all again. Over and over and over,” she said while walking away, and he then died.
Later, Hettie casts true resurrection and Farge wakes as a true ancient gold dragon in the Material Plane. He then asks, “How am I alive? Hettie, I should be dead and black for that matter.”
She then said, “I resurrected you in the Material plane.”
“Where did the dragons go?”
“I killed them all.”
‘How,” he sputters
“Why do I keep telling you this? I’m a weird cat.”
“How long has it been?”
“Ten years”
“What? And where are we?”
“It took that long to get the components, and wherein the Material plane.”
“If I’m correct, that’s a diamond worth 250,000 gp. Where did you get that?”
“Gabriel Nightwatch, the wizard who made me”
“What?”
“It's a very long story, and it starts with you dying.”
Part 1: The Story
After you died, the first thing I did was scan my memory for our conversations on spells, any of the resurrection spells, and what I needed. I remember needing a diamond and you not being dead for more than two centuries.
Year 1: I cast the permanent gate into the Material plane, then went through and found myself looking at two armies that had stopped fighting when I materialized. One side was led by an ancient red dragon, and the other side, witch was more a two man army than an actual army, was led by an ancient gold dragon. I RAN at the red thinking of You and hit him, he tried to fly and did NOT get anywhere as I JUMPed and SLAMmed him out of the sky. The gold thanked me and told me he owed me, and his name was Jydr (JI-drr). So I asked him to tell me how to cast True Resurrection, and that's how I learned how to cast the spell. He is also my friend.
Year 2 (in my pastime, I’m killing thousands of chromatic dragons ): armed with this knowledge, I set out to find the diamond. The first place is the dragon hordes. Nothing. Though I did find enough platinum to make a 50-by-50-foot (worth 265,840,000,000 GP) cube, and I’m not going to even talk about the gold. (which is now painting the walls. 5 feet deep)
Year 3: When I met a Kjinh, I was looking through this massive dungeon. He said, “Oh, feel free, my stuff is everybody's stuff,” said the beholder
“I need this ‘stuff’ to resurrect my friend.”
“Wait, how did he die?”
“Dragons”
“Can I help you for a price?”
“What,” I sighed
“Oh, just power.”
“How am I just going to give you power?”
“The wish spell’
Then to buy Kjinh, I cast wish three times because it’s nice. Putting him roughly on par with her.
Year 5 (all her friends are also looking for the diamond): On a frozen wasteland, I find a gang of ten white dragons beating on a smaller, weirdly colored white dragon. Reminded of Farge, I stared at them, and I then cast Hettie’s Hello Moon, and they ran. Regardless, they all died, all but the smaller one named Asef, whom I spared. He then said, “What can I do to repay you?”
I then said,” Help me resurrect my friend.”
Year 10: On one of my regular jants in the Shadowfell, I came across a tower. I thought that I knew the tower. Then I realized that the tower was where I was made. Upon entering, I saw a door in a plain room, then I heard a voice say, “What are you?” showing obvious interest. I said defensively, “Who are you?”
“Gabriel Nightwatch, BANANA, or should I say Hettie?”
“How do you know my name?” I respond questioningly. As he walked out the door, he said, “I made you, Hettie.”
“What did you call me?” I asked, shocked, and tried to change the subject.“BANANA, your first name, and no subject changes, Hettie. Have you enjoyed your 126 years of life?”
“If you count knowing a gold dragon for 116 years, then his dying, then spending the next ten years killing chromatic dragons and trying to resurrect him as enjoying life, then yes.”
“Wait, how many chromatic dragons?”
“975,104.”
“That might be enough to just buy one diamond,” He said sarcastically. “Wait, you can buy diamonds.“
"Yes. You could buy one from me right now,” he said, exasperated. “Wait, let me get the gold,” I said, leaving.
Comes back with a five-by-five feet cube and looks shocked at the size of the cube. Then gives me the diamond.
I then say, “Come with me and go through the gate.”
Then, I go with Gabriel, get Farge's body, and go through the gate with Gab and Farge. Then, I call the team to come to the Gate. While I wait, I cast trueresurrection, and then we both know the rest of the story.
Part 2: The Great Friends
The next part starts with our team in the ninth layer of hell, where Avernes finds a pit fiend named Qepo. Jydr says, “Before you ask, no, we aren’t going to fight you unless you fight us.”Qepo responds, “Good because I don’t like fighting anything, and I just want somebody to understand. Though nobody even cares, and I just want peace,” in one breath, surprising all of them.
“The truth.”
“Oh, you are also a band of misfits.”
“Join the club.”
“Ok. It sounds nice.” Literally, that is how we got Qepo. When they got back to the lair, they shared a king’sHerofeast.
CR:100(XP 3.1 x 1047)(just guessing) 310,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000
Jumper: Dex is used for jumping
Regeneration: regains 50 HP at the start of her turn
Boons: Boon of Combat Prowess, Boon of Dimensional Travel, Boon of Energy Resistance, Boon of Fate, Boon of Fortitude, Boon of Irresistible Offense, Boon of Recovery, Boon of Skill, Boon of Speed, Boon of Spell Recall, Boon of Night Spirit, Boon of Truesight
Peerless arm. If Hettie misses, she can hit instead thrice per turn.
Blink steps. After the magic or attack action, can teleport 120 feet in any direction.
Improve fate. When you or another creature rolls a D20, roll a 2D8 and add it as a bonus or a penalty.
Overcome defenses, the bludgeoning, piercing, and slashing you deal always ignores Resistance and immunities.
In the last stand, when you drop to zero hit points, you can instead drop to half hit points (8625), once per Radiance of Cats or after a long rest.
Recover vitality, you have a pool of 10D1000. You can spend dice to regain hit points equal to the roll.
Free casting, whenever you cast a spell of 1-20 levels, roll a 10D20 on a match spell slot that isn’t expended
Legendary Resistance (11/Day). If Hettie fails a saving throw, she can choose to succeed instead.
Radiance of cats 6/long
If killed, respawns at full HP in one round and gains the effects of a power word heal
Actions
A hiss of pure hate: roll DC 30 Con save failed, get knocked back
2000 feet roll 1D100 if your roll is 45-0 take 100D20 (1050)
Multispell
50 levels of spells of Hettie's choice.
Multiattack (9 attacks):
3 paw attacks, range 30ft, to hit +49, 7d6+50 slashing (ignores Resistance and immunities) (224).
3 teeth attacks, range 40ft, to hit +43, 10d6+50 piercing (ignores Resistance and immunities) (255).
3 tail attacks, range 50ft, tohit +49, 4d20+50 bludgeoning (ignores Resistance and immunities) (276).
If targeted by force or bludgeoning damage, roll a D6. On a 1, nothing happens. On a 2-6, reflect on the caster.
Legendary actions
Death stare ranged attack roll on a hit takes 20D10+49(159)force. Half on success.
Three eye rays of the beholder
(4 action) Summon cats (explain below)
Mythic actions
Curse of the cat butt: you're cursed, you can’t gain levels or XP. You also have a disadvantage on all rolls. Can only be removed by wish, withno stress on the wish
Hide action
Heroic actions
Snuggles: Hettie lies on you if your walking speed is above 200, not affected, or you take 10D100 (505)
Multiattack (12 attacks) (931)
4 paw attacks range 30ft to hit+49 7D6+50 slashing (273)
4 teeth attacks range 40ft to hit +43 10D6+50 piercing (315)
4 tail attacks range 50ft to hit+49 4D20+50 bludgeoning (343)
Summon cats (explained)
On action 1: summons 4 hunter cats (stat below)
On action 2: summons 16 elder cats
On action 3: summons 4 swarms of OCD kittens
On action 4: summons 16 swarms of ADHD cats
hetties spells
33
Hettie's Hello Moon
Range: sight
Casting Time 1 action
Duration: Instant
Components: V (enjoy DEATH!)
You summon a full-on spectral moon and drop it. It deals 1D1,000,000,000 (500,000,000) force damage, ignoring all resistance and immunity. All creatures Hettie wants to save have the ground surrounding them survive, and they take no damage. Carves a 2,000-foot hole, except for the areas Hettie saves, which leaves a stable 2000-foot-tall rock spire, a 100-foot-tall, 5-foot-wide section has (AC 29 HP 1000 and succeeds on all saving throws) to knock over. When knocked over, deals (10,000,000/amount of rock spires left) damage
32
Cruelty of Nature
Range touch
Duration: 6 rounds C
Casting Time 1 action
Touch a creature with a seed. Roots and vines hatch from the seed, immediately growing around and through the creature's body, dealing 20d12 piercing damage and inflicting one level of exhaustion due to extreme pain. Roots and vines completely envelop the creature into what rapidly became a tree, rendering the creature paralyzed and immune to damage coming from any source other than this spell for its duration.
Each round (up to 6), you maintain concentration on this spell, and the tree grows, producing additional effects on your turn. Each turn after the first (up to 6), the creature makes a Wisdom saving throw. On a successful save, the creature only takes half damage, no additional effects of that turn, and is freed from the spell, losing its aforementioned immunity.
Round 2. The tree grows up to 20 feet with a diameter of 5 feet. Roots pierce deeper and tighten onto the creature's body, dealing 4d12 force damage and applying a second level of exhaustion.
Round 3. The tree grows up to 50 feet with a diameter of 10 feet. The creature takes again 4d12 force damage. As the tree grows, the vines shift and twirl, dealing 6d12 slashing damage and applying a third level of exhaustion.
Round 4. The tree grows up to 100 feet with a diameter of 15 feet. The creature takes again 4d12 force damage and 6d12 slashing damage. The roots piercing the creature absorb its life essence, dealing 8d12 necrotic damage and applying a fourth level of exhaustion.
Round 5. The tree grows up to 240 feet with a diameter of 30 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. The creature is pushed to the verge of madness from the pain and takes 10d12 psychic damage, becoming vulnerable to psychic damage for the next 7 days and suffering a fifth level of exhaustion.
Round 6. The tree grows up to 500 feet with a diameter of 60 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. It also takes 20d12 psychic damage and suffers an ultimate level of exhaustion, though the tree sustains the creature, making it unable to reach unconsciousness or to drop below 1 hp. Its vulnerability to psychic damage is now permanent. The spell doesn't require concentration anymore. Subsequent rounds. The tree grows one last time up to 1000 feet and 100 feet in diameter. The creature takes 80 piercing damage, 80 force damage, 80 slashing damage, 80 necrotic damage, and 120 psychic damage per turn. It can't make any more saving throws and will remain confined in an impenetrable prison of everlasting agony and madness, unable to savor the peace of death. If 33rd-level Dispell Magic is cast on the tree, its wood becomes destructible by normal means, but the creature is no longer kept alive by the spell and dies.
31
Abyssal Fury
Range: sight
Casting Time 1 action
Duration: 1 minute
Components: V
This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by ruthless Demons. After what seems like only a few seconds (which is more like an eternity for the victim in the Abyss), the victim (or what's left of them) gets spat back out of the portal. The victim makes a Wisdom saving throw; if they succeed, they are spat out of the portal in 'one piece', but while the victim senses nothing at first after a split-second, all the wrath of the demons will surface. The victim will suffer 120d20 (1260) slashing damage as they suffer multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, they suffer instant death. All that's left of them is gore and body parts spat out of the portal.
30
Hettie’s Solar Flare (takes one round to get to you)
Range: sight
Duration: 2 rounds
Casting Time 1 action
Components: V (Heaven Come Down! )
In Round One, all targets have blind conditions and suffer from 10D10 (55) radiant damage. The targets can move a maximum of 25 feet and take action, but not a reaction or bonus action.
round two 400D100 / squares moved (20,002/squares moved), and the blinded condition is permanent.
Mass clone
Range: touch
Casting Time 1 action
Duration: until dispelled
Summons 100 clones by the clone spell
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Summon
Range:120 feet
Duration: 1 day
Casting Time 1 action
Component: M (figure of what you are summoning)
Summon anything, that’s 1 mile by 1 mile.
Environmental Annihilation
Range: sight
Duration: 1 minute
Components: V
You call upon the very forces of nature to crush your enemies. Choose one creature you can see within range. The following effects happen to them for the duration of the spell:
If the target is within 25 feet of any dirt or stone at the start of its turn, it must make a Dexterity saving throw or take 16d20 (168) bludgeoning damage on a failed save or half damage on a successful one, as it attempts to crush them. Additionally, all dirt and stone is difficult terrain for the target.
If the target moves within 10 feet of any fire, the fire will attempt to spread to them. The target must make a Dexterity saving throw, taking 16d12 (102) fire damage on a failed save or half damage on a successful one.
If the target is within 15 feet of a Medium plant or 25 feet of a Large or larger plant at the start of its turn, it must make a Strength saving throw or be smothered and attacked by the plant. At the start of each of its turns, the target can repeat the saving throw. On another fail, the target takes 12d12 (76) bludgeoning damage, plus an additional 6d12 (38) piercing damage if the plant has thorns and cannot breathe.
At the beginning of the target’s turn, if the target is outside, the target must make a Strength saving throw or be knocked prone and take 8d20 (84) bludgeoning damage, as wind buffets them.
If the creature is within 30 feet of a body of water, its size or larger at the start of its turn, it will attempt to pull it in and suffocate it. The target must make a Strength saving throw or be pulled into the space of the body of water and be unable to breathe.
All saving throws the target must make are against your spell save DC.
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power word help
Range 30 feet
Duration: Instant
Components: M (figure of what you are helping, worth 1000 GP)
Gives an advantage on all rolls.
Kings heroes feast
Casting Time 1 action
Range/Area 30
Components V, S
Duration Until Dispelled
Summons a feast worthy of a king. 100 people can partake in the feast. All that do hit point max increases by 1D100 (50), and all are immune to poison permanently.
27
power word increase
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
One ability score increases by 4, up to a maximum of 45
power word decrease
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
Decreases one ability score by 2, a maximum of 0 (you die if reduced to 0)
Power Word Advantage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration until dispelled
Advantages of one skill
26
antiGravity
Casting Time 1 action
Range/Area 120 feet cylinder
Components V, S
Duration 1 minute C
Within 100 feet of the point, in a 1000-foot-tall cylinder. Gravity ceases to function.
Do tell
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
One target must make a Charisma saving throw against your spell save DC on a failure, charmed permanently. On a success. Charmed for 1 minute. Water things make the save with advantage. Repeat saving throw once a year.
Summon an army
Casting Time 1 action
Range/Area 1000 feet
Components V, S
Duration Until battle ends (DM choice)
Summons, within a 1000 radius, 200 creatures of one type below CR 15
25
mass contingency
Casting Time 1 hour
Range/Area 60 feet
Components V, S
Duration Until Dispelled
Casts contingency on the target 10 times with a limit of level 24 spell level cast with it
hole puncher
Casting Time 1 action
Range/Area Self
Components V, S
Duration instant
One target gets a new 1-inch hole and takes 10d100 (505) piercing
mass infect
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration 1 month
You get turned into a cat over the course of a month. If your size is Gargantuan, you get turned into a Hunter cat. huge tuned into an Elder cat large = swarm of ADHD kittens medium = swarm of OCD cats
24
Mass Permanency
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration Until Dispelled
This spell makes 5 other spells, of 30th Level or lower, last until Permanency is dispelled. As part of this spell, you must expend all resources required to cast the spell you intend to effect
mass harm
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute
Target takes 10D100 (505) and is vulnerable to all damage, including this turn.
scared
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 hour C
The targets makes Cha saving throw and a Wis save. On two failures, the target is frightened and charmed. On Cha fails, you are charmed. On a Wis fail, you are frightened. On two successes, you take 5D20 psikic
mass storm of fire
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You
23
absorb magic
Casting Time 1 reaction
Range/Area Self
Components V, S
Duration instant
Until the end of your next turn, spells targeting Hettie fail, and Hettie can cast as a bonus action once. Up to level 23 spells.
Prismatic cannon
An extravagant cacophony of colors explodes out of your palm in a direction you choose. The target creature in the cone suffers all of the following effects.
Red. The target takes 20D12 (130) fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 20D12 (130) acid damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 20D12 (130) lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 20D12 (130) poison damage on a failed save, or half as much damage on a successful one.
Blue. The target takes 20D12 (130) cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails, it saves three times, it permanently turns to stone, and is subjected to the petrified condition.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded.
Frick Everything in That General Direction
Casting Time 1 action
Range/Area 1 mile cone
Components V, S, M*
Duration instant
With an outstretched hand, you fire a massive shockwave in a 90-degree cone in front of you, or "a general direction." These shockwaves continue for one mile, and anything caught in it must make a constitution saving throw, and on a failed save must suffer 80d20 (440) force damage (half as much on a successful one). On your next turn, you can use your action to perform a free second casting, which with a snap of your fingers, detonates the area hit by the shockwave. If any creatures remain in the same location, they take 64d20 (672) fire damage.
* - (A torn note reading "Get Fricked", which is consumed upon use.)
22
Acid spray
Casting Time 1 action
Range/Area 120 feet
Components V, S, M
Duration instant
You blast one creature that you can see within range with a spiraling beam of greenish-yellow acid that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 24D8 acid damage. In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in its area. Each creature in the area (including the target) must make a Dexterity saving throw. On a failed saving throw, a creature takes 24d8 acid damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 23rd level or higher, the acid damage dealt (for both parts) increases by 4d8 for each slot level above 7th.
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Necrotic Killer
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You create a rippling aura of dark energy that envelopes your body. Whenever you successfully hit a creature with an attack, you deal an extra 6d12 necrotic damage, and the target must make a Constitution saving throw or take an additional 6d12 necrotic damage and become infected with dark energy. While infected, the target takes 4d12 necrotic damage at the start of each of its turns, and its movement speed is reduced by 10 feet. This condition persists until the concentration ends or the target receives a lesser restoration or greater restoration spell to cure the infection. Additionally, as an action on each of your turns while concentrating on this spell, you can cause a burst of necrotic energy to erupt from the infected creature, dealing 8d12 necrotic damage to it and all creatures within a 15-foot radius. The infected creature can repeat the Constitution saving throw to end the infection on itself before the burst of energy goes off. At Higher Levels: When you cast this spell using a 16th-level slot or higher, the initial and burst damage increase by 5d12 for each slot level above the 15th. The damage inflicted on infected creatures also increases by 5d12.
14
Arcane Barrage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
You call forth a barrage of 40 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 2d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher level, for each level you make 3 more darts
13
Atomic Blast Fireball
Casting Time 1 action
Range/Area 240 feet
Components V, S
Duration 5 minutes C
A large roaring ball of fire erupts within your hands, growing in size with every round not cast. When this spell ends willingly, choose a point within range. The ball from your hands is thrown forward, and each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. If the spell's concentration is broken unwillingly before you cast it, the target is centered on yourself, and the spell is immediately cast. The spell's base damage is 40d12. If at the end of your turn, the ball has not yet detonated, the damage increases by 8d12. If you successfully release the spell after 5 minutes of concentrating on it (the maximum amount of time that you can concentrate on it), the damage dealt is automatically max. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The max is 440D12 (2860)
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Speed read
Casting Time 1 action
Range/Area 60 feet
Components V, S, M*
Duration 1 minute
Knowledge almost seems to leap directly from the page and into your brain. For the duration,you gain the ability to read texts at a rate of 100 pages per second. You also have perfect recall of any knowledge gained through this spell during its duration. After the spell has ended, you can remember the details of what you read as if you had read it normally. You must be able to comprehend the language in which a text is written to utilize this spell.
* a book
Ricocheting Blast
Casting Time 1 action
Range/Area 60 feet
Components V, S
Duration instant
You fire a galvanically attuned ray of pure energy from your hand, hitting a creature and then causing the bolt to rebound several times. Make a ranged attack roll against a creature within 60 feet. On a hit, the target takes 8d12 force damage. Hit or miss, the bolt bounces off the point of impact and seeks another designated target within 30 feet. Repeat the attack roll against them. On a hit, they take 8d12 force damage. The ray can rebound a number of times equal to 5d4+5. If the ray targets the same thing and had hit before it autohits
Tree transformation
Casting Time 1 action
Range/Area touch
Components V, S
Duration Until Dispelled
You attempt to turn one creature that you can see within range into wood. The creature must make a Constitution saving throw if the target’s body is made of flesh. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain. A creature remains transformed unless the effect is reversed within one year with greater restoration, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.
If the class gives prof in a skill or saves you already have, then gain expertise.
Gain an extra 10 hit dice of your original class, and when you gain 20 levels in your second class, you get an additional 10 hit dice of that type.
If you gain a cantrip from any of the classes, the cantrip upgrades at level 23, the damage increases to 5DX level 29, the damage increases to 6DX level 35, and the damage increases to 7DX
Gain 3 legendary Resistances and the following
Legendary Action Uses: 4. Immediately after another creature’s turn, you can expend a use to take one of the following actions. You regain all expended uses at the start of each turn
Move, you move your speed, and make one attack.
Detect. You make a Wisdom (Perception) check.
Your ability scores can go above 30 to a max of 50
You also lose all boons, origin feats, and feats other than ASI when you take this feat
Hettie shard (Unconscious)
Uncommon (requires attunement from a thing with the hettie-touched feat)
Increase one ability score by 2, max of 42
and gain one level in your second class only once
Hettie Shard (asleep)
Rare (requires attunement from a thing with the hettie-touched feat)
Increase two ability scores by 3 to a max of 44
and gain two levels in your second class only once
And for your legendary action
If you are a spellcaster (wizard, sorcerer, druid, cleric, bard), gain this one.
Spellcast (cost 2 actions),you cast a 1-5 leveled spell with a casting time of one action.
If you are a pure martial (fighter, barbarian, monk), gain this one.
Attack (cost 2 action): You take the attack action.
If you are a spellcaster, martial(paladin, ranger, warlock) gain this
Spellattack (costs 3 actions),you make one attack and cast a spell that takes a bonus action to cast.
If you are a rogue, gain this
Hidden sneak attack(costs 2 actions), you take the hide action and make one attack, adding sneak attack damage.
You gain all actions associated with your classes.
Hettie shard (groggy)
Very rare(requires attunement from a thing with the hettie-touched feat)
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
Golly that is a super powered cat!! (I am a cat owner my self so I LOVE THE CONTENT)
the joke was as said what happens when the cat lays on the D&D map?
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"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
Monster Kitty. My cats( I have two) love to lie in the middle of ANY AND ALL gameboards, maps, large books, etc that I have out at ANY TIME. One of them really blew up an old antique map i left out for a night. (The claws of doom) (All has been forgiven, cats are awesome and I love them)
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I have traversed all the outer planes- I have traversed all the inner planes- now I travel to the land of earth to ride an airplane.
-They/Them Pronouns-
If you need lore, spells, heaps of information, come my way!!
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
Are the little numbers above the spells the spells level? A 32 level spell is crazy
yes it is a level 32 spell
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"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
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This is Hettie. Hettie is my cat. This is the lore about Hettie. You give me feedback
lore
Prologue
We begin with the wizard Gabriel Nightwatch descending into madness after years of lonely nights in the Shadowfell. He attempted to create an overpowered watchdog to replace himself. After decades of failure, he realized that dogs are simply lazy. He then expanded his mad research to include all pets except cats, as the last vestige of his sanity screamed, “NOT CATS. "
Over time, he discovered he could utilize cats better than he had previously attempted. Eventually, he achieved his first success with a tawny tabby female named BANANA. Following this, Gabriel renamed her Hettie, and his heart gave out, for he had lost all purpose.
Year -116:
While Hettie wandered the bleak landscapes, she met a young gold shadow dragon. He asked her, expecting no answer, “Little cat, are you lost?” he laughed. Which stopped when she said back to him, “No, I’m looking for company.” Then he said
“Look no further, for I shall keep you company.”
At this point, Hettie was about the size of a human.
While they walked, he said, “What are you?”
She responded, “I first remember waking up in a tower, on a dead human. After realizing that there was no way out but a window, I jumped out the window, landing on my paws. I then walked a short distance and found you.”
After a while, he said, “By my guess, you're a cat from the Material plane that got experimented on by the mad wizard.”
She responded, “I would like to see this Material plane.”
He then said,” I could take you in a couple of decades, and we could train during that time.”
Then she asked, “What is your name? Mine's Hettie. " He responded, “Farge.”
Later in his lair,
“Let us fight but not kill each other,” Hettie said after they had rested.
“Ok.”
After they exchange a flurry of blows. While they circled, Farge said, “You're a lot more resilient than I thought you’d be. I’m having great trouble striking you.”
Year 0:
The pair encountered an ancient red shadow dragon. He scoffed at Hettie and said to Farge, “You should get a better playmate.” To which Hettie replied, “Maybe you fight us to find out if I can fight'
red 'nhaa, that would be a waste of time.”
He turned his back on the two friends and started to stride away. Hettie, seeing this, unleashed her claws, lopping the last three feet of his tail. The dragon roars in agony, whipping around, he unleashed a flurry of devastating blows.
Farge flew to help, but he didn’t need to; she floored him with one blow. Then, she said, “Run or you’ll need healing,” and he scrambled away. This would be a good time to mention that Hettie is now huge and Farge is an adult. It’s now been almost 116 years in the Shadowfel.
Later, Hettie asked Farge, “How did you plan to get us out of the Shadowfel?”
“I was going to cast gate to open a portal,” he responded.
“Wait, gate? I think I can cast that spell.“
Farge gaped at her. "Wait, what, how?" He questioned her.
”I’m a weird cat, remember?”
“Well, cast the spell, then?” he said, but she didn’t get a chance. The red dragon from before, with his tail still bleeding, and nine friends walked into the lair and rasped,” Well, look who is still play-fighting.” At this point, the two groups started to fight.
The fight went badly, with Farge taking out the white but then sustaining a serious head injury. The tide turned when Hettie let out a hiss of pure rage and sadness, which knocked all of the dragons away. She then ran to Farge.
“Are you ok?” She demanded Hettie realized he was going to die. “Wait, no, no. I can save you. What are the words to power word heal? " But he died. Then the ten came back to kill her too, but while staring at Farge, she said, “Why? Did you kill him? You wanted me, not him, and you're going to get ME!” as she ran to kill them. It was ten on one, but it didn't matter; they fell like trees before a hurricane. As the red lay dying, he said, “We will all come to kill you.”
“So? I’ll just kill you all again. Over and over and over,” she said while walking away, and he then died.
Later, Hettie casts true resurrection and Farge wakes as a true ancient gold dragon in the Material Plane. He then asks, “How am I alive? Hettie, I should be dead and black for that matter.”
She then said, “I resurrected you in the Material plane.”
“Where did the dragons go?”
“I killed them all.”
‘How,” he sputters
“Why do I keep telling you this? I’m a weird cat.”
“How long has it been?”
“Ten years”
“What? And where are we?”
“It took that long to get the components, and wherein the Material plane.”
“If I’m correct, that’s a diamond worth 250,000 gp. Where did you get that?”
“Gabriel Nightwatch, the wizard who made me”
“What?”
“It's a very long story, and it starts with you dying.”
Part 1: The Story
After you died, the first thing I did was scan my memory for our conversations on spells, any of the resurrection spells, and what I needed. I remember needing a diamond and you not being dead for more than two centuries.
Year 1: I cast the permanent gate into the Material plane, then went through and found myself looking at two armies that had stopped fighting when I materialized. One side was led by an ancient red dragon, and the other side, witch was more a two man army than an actual army, was led by an ancient gold dragon. I RAN at the red thinking of You and hit him, he tried to fly and did NOT get anywhere as I JUMPed and SLAMmed him out of the sky. The gold thanked me and told me he owed me, and his name was Jydr (JI-drr). So I asked him to tell me how to cast True Resurrection, and that's how I learned how to cast the spell. He is also my friend.
Year 2 (in my pastime, I’m killing thousands of chromatic dragons ): armed with this knowledge, I set out to find the diamond. The first place is the dragon hordes. Nothing. Though I did find enough platinum to make a 50-by-50-foot (worth 265,840,000,000 GP) cube, and I’m not going to even talk about the gold. (which is now painting the walls. 5 feet deep)
Year 3: When I met a Kjinh, I was looking through this massive dungeon. He said, “Oh, feel free, my stuff is everybody's stuff,” said the beholder
“I need this ‘stuff’ to resurrect my friend.”
“Wait, how did he die?”
“Dragons”
“Can I help you for a price?”
“What,” I sighed
“Oh, just power.”
“How am I just going to give you power?”
“The wish spell’
Then to buy Kjinh, I cast wish three times because it’s nice. Putting him roughly on par with her.
Year 5 (all her friends are also looking for the diamond): On a frozen wasteland, I find a gang of ten white dragons beating on a smaller, weirdly colored white dragon. Reminded of Farge, I stared at them, and I then cast Hettie’s Hello Moon, and they ran. Regardless, they all died, all but the smaller one named Asef, whom I spared. He then said, “What can I do to repay you?”
I then said,” Help me resurrect my friend.”
Year 10: On one of my regular jants in the Shadowfell, I came across a tower. I thought that I knew the tower. Then I realized that the tower was where I was made. Upon entering, I saw a door in a plain room, then I heard a voice say, “What are you?” showing obvious interest. I said defensively, “Who are you?”
“Gabriel Nightwatch, BANANA, or should I say Hettie?”
“How do you know my name?” I respond questioningly. As he walked out the door, he said, “I made you, Hettie.”
“What did you call me?” I asked, shocked, and tried to change the subject.“BANANA, your first name, and no subject changes, Hettie. Have you enjoyed your 126 years of life?”
“If you count knowing a gold dragon for 116 years, then his dying, then spending the next ten years killing chromatic dragons and trying to resurrect him as enjoying life, then yes.”
“Wait, how many chromatic dragons?”
“975,104.”
“That might be enough to just buy one diamond,” He said sarcastically. “Wait, you can buy diamonds.“
"Yes. You could buy one from me right now,” he said, exasperated. “Wait, let me get the gold,” I said, leaving.
Comes back with a five-by-five feet cube and looks shocked at the size of the cube. Then gives me the diamond.
I then say, “Come with me and go through the gate.”
Then, I go with Gabriel, get Farge's body, and go through the gate with Gab and Farge. Then, I call the team to come to the Gate. While I wait, I cast true resurrection, and then we both know the rest of the story.
Part 2: The Great Friends
The next part starts with our team in the ninth layer of hell, where Avernes finds a pit fiend named Qepo. Jydr says, “Before you ask, no, we aren’t going to fight you unless you fight us.”Qepo responds, “Good because I don’t like fighting anything, and I just want somebody to understand. Though nobody even cares, and I just want peace,” in one breath, surprising all of them.
“The truth.”
“Oh, you are also a band of misfits.”
“Join the club.”
“Ok. It sounds nice.” Literally, that is how we got Qepo. When they got back to the lair, they shared a king’s Hero feast.
stat block
Hettie Dragonkiller
tiny cat
Neutral
AC: 59 (unarmored defense Dex+prof)
HP: 17250 750D4+15000
Speed: 230 feet 280 swim
Str Dex Con Int Wis Cha
46(+18) 50(+20) 50(+20) 48(+19) 45(+17) 50(+20)
Saving throws: just add proficiency (33)
Skills add 33, except stealth, which is +86
Resistances: All. This resistance can not be removed or bypassed in any way. You always do half the damage. This fact is unchangeable.
Condition immunity, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Restrained, Stunned.
Damage immunities force
Senses: True sight 1,000,000 tremorsense 1,000,000, blindsight
1,000,000
CR:100(XP 3.1 x 1047)(just guessing) 310,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000
Jumper: Dex is used for jumping
Regeneration: regains 50 HP at the start of her turn
Boons: Boon of Combat Prowess, Boon of Dimensional Travel, Boon of Energy Resistance, Boon of Fate, Boon of Fortitude, Boon of Irresistible Offense, Boon of Recovery, Boon of Skill, Boon of Speed, Boon of Spell Recall, Boon of Night Spirit, Boon of Truesight
Peerless arm. If Hettie misses, she can hit instead thrice per turn.
Blink steps. After the magic or attack action, can teleport 120 feet in any direction.
Improve fate. When you or another creature rolls a D20, roll a 2D8 and add it as a bonus or a penalty.
Overcome defenses, the bludgeoning, piercing, and slashing you deal always ignores Resistance and immunities.
In the last stand, when you drop to zero hit points, you can instead drop to half hit points (8625), once per Radiance of Cats or after a long rest.
Recover vitality, you have a pool of 10D1000. You can spend dice to regain hit points equal to the roll.
Free casting, whenever you cast a spell of 1-20 levels, roll a 10D20 on a match spell slot that isn’t expended
Legendary Resistance (11/Day). If Hettie fails a saving throw, she can choose to succeed instead.
Radiance of cats 6/long
If killed, respawns at full HP in one round and gains the effects of a power word heal
Actions
A hiss of pure hate: roll DC 30 Con save failed, get knocked back
2000 feet roll 1D100 if your roll is 45-0 take 100D20 (1050)
Multispell
50 levels of spells of Hettie's choice.
Multiattack (9 attacks):
3 paw attacks, range 30ft, to hit +49, 7d6+50 slashing (ignores Resistance and immunities) (224).
3 teeth attacks, range 40ft, to hit +43, 10d6+50 piercing (ignores Resistance and immunities) (255).
3 tail attacks, range 50ft, to hit +49, 4d20+50 bludgeoning (ignores Resistance and immunities) (276).
Spells Hettie's spells
Reactions
Legendary actions
Mythic actions
Heroic actions
4 paw attacks range 30ft to hit+49 7D6+50 slashing (273)
4 teeth attacks range 40ft to hit +43 10D6+50 piercing (315)
4 tail attacks range 50ft to hit+49 4D20+50 bludgeoning (343)
On action 1: summons 4 hunter cats (stat below)
On action 2: summons 16 elder cats
On action 3: summons 4 swarms of OCD kittens
On action 4: summons 16 swarms of ADHD cats
hetties spells
33
Hettie's Hello Moon
Range: sight
Casting Time 1 action
Duration: Instant
Components: V (enjoy DEATH!)
You summon a full-on spectral moon and drop it. It deals 1D1,000,000,000 (500,000,000) force damage, ignoring all resistance and immunity. All creatures Hettie wants to save have the ground surrounding them survive, and they take no damage. Carves a 2,000-foot hole, except for the areas Hettie saves, which leaves a stable 2000-foot-tall rock spire, a 100-foot-tall, 5-foot-wide section has (AC 29 HP 1000 and succeeds on all saving throws) to knock over. When knocked over, deals (10,000,000/amount of rock spires left) damage
32
Cruelty of Nature
Range touch
Duration: 6 rounds C
Casting Time 1 action
Touch a creature with a seed. Roots and vines hatch from the seed, immediately growing around and through the creature's body, dealing 20d12 piercing damage and inflicting one level of exhaustion due to extreme pain. Roots and vines completely envelop the creature into what rapidly became a tree, rendering the creature paralyzed and immune to damage coming from any source other than this spell for its duration.
Each round (up to 6), you maintain concentration on this spell, and the tree grows, producing additional effects on your turn. Each turn after the first (up to 6), the creature makes a Wisdom saving throw. On a successful save, the creature only takes half damage, no additional effects of that turn, and is freed from the spell, losing its aforementioned immunity.
Round 2. The tree grows up to 20 feet with a diameter of 5 feet. Roots pierce deeper and tighten onto the creature's body, dealing 4d12 force damage and applying a second level of exhaustion.
Round 3. The tree grows up to 50 feet with a diameter of 10 feet. The creature takes again 4d12 force damage. As the tree grows, the vines shift and twirl, dealing 6d12 slashing damage and applying a third level of exhaustion.
Round 4. The tree grows up to 100 feet with a diameter of 15 feet. The creature takes again 4d12 force damage and 6d12 slashing damage. The roots piercing the creature absorb its life essence, dealing 8d12 necrotic damage and applying a fourth level of exhaustion.
Round 5. The tree grows up to 240 feet with a diameter of 30 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. The creature is pushed to the verge of madness from the pain and takes 10d12 psychic damage, becoming vulnerable to psychic damage for the next 7 days and suffering a fifth level of exhaustion.
Round 6. The tree grows up to 500 feet with a diameter of 60 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. It also takes 20d12 psychic damage and suffers an ultimate level of exhaustion, though the tree sustains the creature, making it unable to reach unconsciousness or to drop below 1 hp. Its vulnerability to psychic damage is now permanent. The spell doesn't require concentration anymore. Subsequent rounds. The tree grows one last time up to 1000 feet and 100 feet in diameter. The creature takes 80 piercing damage, 80 force damage, 80 slashing damage, 80 necrotic damage, and 120 psychic damage per turn. It can't make any more saving throws and will remain confined in an impenetrable prison of everlasting agony and madness, unable to savor the peace of death. If 33rd-level Dispell Magic is cast on the tree, its wood becomes destructible by normal means, but the creature is no longer kept alive by the spell and dies.
31
Abyssal Fury
Range: sight
Casting Time 1 action
Duration: 1 minute
Components: V
This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by ruthless Demons. After what seems like only a few seconds (which is more like an eternity for the victim in the Abyss), the victim (or what's left of them) gets spat back out of the portal. The victim makes a Wisdom saving throw; if they succeed, they are spat out of the portal in 'one piece', but while the victim senses nothing at first after a split-second, all the wrath of the demons will surface. The victim will suffer 120d20 (1260) slashing damage as they suffer multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, they suffer instant death. All that's left of them is gore and body parts spat out of the portal.
30
Hettie’s Solar Flare (takes one round to get to you)
Range: sight
Duration: 2 rounds
Casting Time 1 action
Components: V (Heaven Come Down! )
In Round One, all targets have blind conditions and suffer from 10D10 (55) radiant damage. The targets can move a maximum of 25 feet and take action, but not a reaction or bonus action.
round two 400D100 / squares moved (20,002/squares moved), and the blinded condition is permanent.
Mass clone
Range: touch
Casting Time 1 action
Duration: until dispelled
Summons 100 clones by the clone spell
29
Summon
Range:120 feet
Duration: 1 day
Casting Time 1 action
Component: M (figure of what you are summoning)
Summon anything, that’s 1 mile by 1 mile.
Environmental Annihilation
Range: sight
Duration: 1 minute
Components: V
You call upon the very forces of nature to crush your enemies. Choose one creature you can see within range. The following effects happen to them for the duration of the spell:
If the target is within 25 feet of any dirt or stone at the start of its turn, it must make a Dexterity saving throw or take 16d20 (168) bludgeoning damage on a failed save or half damage on a successful one, as it attempts to crush them. Additionally, all dirt and stone is difficult terrain for the target.
If the target moves within 10 feet of any fire, the fire will attempt to spread to them. The target must make a Dexterity saving throw, taking 16d12 (102) fire damage on a failed save or half damage on a successful one.
If the target is within 15 feet of a Medium plant or 25 feet of a Large or larger plant at the start of its turn, it must make a Strength saving throw or be smothered and attacked by the plant. At the start of each of its turns, the target can repeat the saving throw. On another fail, the target takes 12d12 (76) bludgeoning damage, plus an additional 6d12 (38) piercing damage if the plant has thorns and cannot breathe.
At the beginning of the target’s turn, if the target is outside, the target must make a Strength saving throw or be knocked prone and take 8d20 (84) bludgeoning damage, as wind buffets them.
If the creature is within 30 feet of a body of water, its size or larger at the start of its turn, it will attempt to pull it in and suffocate it. The target must make a Strength saving throw or be pulled into the space of the body of water and be unable to breathe.
All saving throws the target must make are against your spell save DC.
28
power word help
Range 30 feet
Duration: Instant
Components: M (figure of what you are helping, worth 1000 GP)
Gives an advantage on all rolls.
Kings heroes feast
Casting Time 1 action
Range/Area 30
Components V, S
Duration Until Dispelled
Summons a feast worthy of a king. 100 people can partake in the feast. All that do hit point max increases by 1D100 (50), and all are immune to poison permanently.
27
power word increase
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
One ability score increases by 4, up to a maximum of 45
power word decrease
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
Decreases one ability score by 2, a maximum of 0 (you die if reduced to 0)
Power Word Advantage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration until dispelled
Advantages of one skill
26
antiGravity
Casting Time 1 action
Range/Area 120 feet cylinder
Components V, S
Duration 1 minute C
Within 100 feet of the point, in a 1000-foot-tall cylinder. Gravity ceases to function.
Do tell
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
One target must make a Charisma saving throw against your spell save DC on a failure, charmed permanently. On a success. Charmed for 1 minute. Water things make the save with advantage. Repeat saving throw once a year.
Summon an army
Casting Time 1 action
Range/Area 1000 feet
Components V, S
Duration Until battle ends (DM choice)
Summons, within a 1000 radius, 200 creatures of one type below CR 15
25
mass contingency
Casting Time 1 hour
Range/Area 60 feet
Components V, S
Duration Until Dispelled
Casts contingency on the target 10 times with a limit of level 24 spell level cast with it
hole puncher
Casting Time 1 action
Range/Area Self
Components V, S
Duration instant
One target gets a new 1-inch hole and takes 10d100 (505) piercing
mass infect
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration 1 month
You get turned into a cat over the course of a month. If your size is Gargantuan, you get turned into a Hunter cat. huge tuned into an Elder cat large = swarm of ADHD kittens medium = swarm of OCD cats
24
Mass Permanency
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration Until Dispelled
This spell makes 5 other spells, of 30th Level or lower, last until Permanency is dispelled. As part of this spell, you must expend all resources required to cast the spell you intend to effect
mass harm
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute
Target takes 10D100 (505) and is vulnerable to all damage, including this turn.
scared
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 hour C
The targets makes Cha saving throw and a Wis save. On two failures, the target is frightened and charmed. On Cha fails, you are charmed. On a Wis fail, you are frightened. On two successes, you take 5D20 psikic
mass storm of fire
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You
23
absorb magic
Casting Time 1 reaction
Range/Area Self
Components V, S
Duration instant
Until the end of your next turn, spells targeting Hettie fail, and Hettie can cast as a bonus action once. Up to level 23 spells.
Prismatic cannon
An extravagant cacophony of colors explodes out of your palm in a direction you choose. The target creature in the cone suffers all of the following effects.
Red. The target takes 20D12 (130) fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 20D12 (130) acid damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 20D12 (130) lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 20D12 (130) poison damage on a failed save, or half as much damage on a successful one.
Blue. The target takes 20D12 (130) cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails, it saves three times, it permanently turns to stone, and is subjected to the petrified condition.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded.
Frick Everything in That General Direction
Casting Time 1 action
Range/Area 1 mile cone
Components V, S, M*
Duration instant
With an outstretched hand, you fire a massive shockwave in a 90-degree cone in front of you, or "a general direction." These shockwaves continue for one mile, and anything caught in it must make a constitution saving throw, and on a failed save must suffer 80d20 (440) force damage (half as much on a successful one). On your next turn, you can use your action to perform a free second casting, which with a snap of your fingers, detonates the area hit by the shockwave. If any creatures remain in the same location, they take 64d20 (672) fire damage.
* - (A torn note reading "Get Fricked", which is consumed upon use.)
22
Acid spray
Casting Time 1 action
Range/Area 120 feet
Components V, S, M
Duration instant
You blast one creature that you can see within range with a spiraling beam of greenish-yellow acid that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 24D8 acid damage. In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in its area. Each creature in the area (including the target) must make a Dexterity saving throw. On a failed saving throw, a creature takes 24d8 acid damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 23rd level or higher, the acid damage dealt (for both parts) increases by 4d8 for each slot level above 7th.
21
20
19
18
17
16
15
Necrotic Killer
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You create a rippling aura of dark energy that envelopes your body. Whenever you successfully hit a creature with an attack, you deal an extra 6d12 necrotic damage, and the target must make a Constitution saving throw or take an additional 6d12 necrotic damage and become infected with dark energy. While infected, the target takes 4d12 necrotic damage at the start of each of its turns, and its movement speed is reduced by 10 feet. This condition persists until the concentration ends or the target receives a lesser restoration or greater restoration spell to cure the infection. Additionally, as an action on each of your turns while concentrating on this spell, you can cause a burst of necrotic energy to erupt from the infected creature, dealing 8d12 necrotic damage to it and all creatures within a 15-foot radius. The infected creature can repeat the Constitution saving throw to end the infection on itself before the burst of energy goes off. At Higher Levels: When you cast this spell using a 16th-level slot or higher, the initial and burst damage increase by 5d12 for each slot level above the 15th. The damage inflicted on infected creatures also increases by 5d12.
14
Arcane Barrage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
You call forth a barrage of 40 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 2d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher level, for each level you make 3 more darts
13
Atomic Blast Fireball
Casting Time 1 action
Range/Area 240 feet
Components V, S
Duration 5 minutes C
A large roaring ball of fire erupts within your hands, growing in size with every round not cast. When this spell ends willingly, choose a point within range. The ball from your hands is thrown forward, and each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. If the spell's concentration is broken unwillingly before you cast it, the target is centered on yourself, and the spell is immediately cast. The spell's base damage is 40d12. If at the end of your turn, the ball has not yet detonated, the damage increases by 8d12. If you successfully release the spell after 5 minutes of concentrating on it (the maximum amount of time that you can concentrate on it), the damage dealt is automatically max. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The max is 440D12 (2860)
12
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10
Speed read
Casting Time 1 action
Range/Area 60 feet
Components V, S, M*
Duration 1 minute
Knowledge almost seems to leap directly from the page and into your brain. For the duration,you gain the ability to read texts at a rate of 100 pages per second. You also have perfect recall of any knowledge gained through this spell during its duration. After the spell has ended, you can remember the details of what you read as if you had read it normally. You must be able to comprehend the language in which a text is written to utilize this spell.
* a book
Ricocheting Blast
Casting Time 1 action
Range/Area 60 feet
Components V, S
Duration instant
You fire a galvanically attuned ray of pure energy from your hand, hitting a creature and then causing the bolt to rebound several times. Make a ranged attack roll against a creature within 60 feet. On a hit, the target takes 8d12 force damage. Hit or miss, the bolt bounces off the point of impact and seeks another designated target within 30 feet. Repeat the attack roll against them. On a hit, they take 8d12 force damage. The ray can rebound a number of times equal to 5d4+5. If the ray targets the same thing and had hit before it autohits
Tree transformation
Casting Time 1 action
Range/Area touch
Components V, S
Duration Until Dispelled
You attempt to turn one creature that you can see within range into wood. The creature must make a Constitution saving throw if the target’s body is made of flesh. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain. A creature remains transformed unless the effect is reversed within one year with greater restoration, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.
Here is the spell list
here are her magic items and feats (unfinished)
Hettie-touched
Prerequisites level 20
Increase one ability score to 32
Gain the ability to level up in a new class
If the class gives prof in a skill or saves you already have, then gain expertise.
Gain an extra 10 hit dice of your original class, and when you gain 20 levels in your second class, you get an additional 10 hit dice of that type.
If you gain a cantrip from any of the classes, the cantrip upgrades at level 23, the damage increases to 5DX level 29, the damage increases to 6DX level 35, and the damage increases to 7DX
Gain 3 legendary Resistances and the following
Legendary Action Uses: 4. Immediately after another creature’s turn, you can expend a use to take one of the following actions. You regain all expended uses at the start of each turn
Move, you move your speed, and make one attack.
Detect. You make a Wisdom (Perception) check.
Your ability scores can go above 30 to a max of 50
You also lose all boons, origin feats, and feats other than ASI when you take this feat
Hettie shard (Unconscious)
Uncommon (requires attunement from a thing with the hettie-touched feat)
Increase one ability score by 2, max of 42
and gain one level in your second class only once
Hettie Shard (asleep)
Rare (requires attunement from a thing with the hettie-touched feat)
Increase two ability scores by 3 to a max of 44
and gain two levels in your second class only once
And for your legendary action
If you are a spellcaster (wizard, sorcerer, druid, cleric, bard), gain this one.
Spellcast (cost 2 actions), you cast a 1-5 leveled spell with a casting time of one action.
If you are a pure martial (fighter, barbarian, monk), gain this one.
Attack (cost 2 action): You take the attack action.
If you are a spellcaster, martial(paladin, ranger, warlock) gain this
Spellattack (costs 3 actions), you make one attack and cast a spell that takes a bonus action to cast.
If you are a rogue, gain this
Hidden sneak attack(costs 2 actions), you take the hide action and make one attack, adding sneak attack damage.
You gain all actions associated with your classes.
Hettie shard (groggy)
Very rare(requires attunement from a thing with the hettie-touched feat)
Increase 3 ability scores by 4 to a max of 46
And gain 3 level in you second class only once
You can only gain this benefit once.
Increase your HP max by 50.
And you gain one more legendary Resistance
And immunity to force
Hope you guys like this.
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
Golly that is a super powered cat!! (I am a cat owner my self so I LOVE THE CONTENT)
I have traversed all the outer planes- I have traversed all the inner planes- now I travel to the land of earth to ride an airplane.
-They/Them Pronouns-
If you need lore, spells, heaps of information, come my way!!
the joke was as said what happens when the cat lays on the D&D map?
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
Hahahaha
I have traversed all the outer planes- I have traversed all the inner planes- now I travel to the land of earth to ride an airplane.
-They/Them Pronouns-
If you need lore, spells, heaps of information, come my way!!
Monster Kitty. My cats( I have two) love to lie in the middle of ANY AND ALL gameboards, maps, large books, etc that I have out at ANY TIME. One of them really blew up an old antique map i left out for a night. (The claws of doom) (All has been forgiven, cats are awesome and I love them)
I have traversed all the outer planes- I have traversed all the inner planes- now I travel to the land of earth to ride an airplane.
-They/Them Pronouns-
If you need lore, spells, heaps of information, come my way!!
Are the little numbers above the spells the spells level? A 32 level spell is crazy
I have traversed all the outer planes- I have traversed all the inner planes- now I travel to the land of earth to ride an airplane.
-They/Them Pronouns-
If you need lore, spells, heaps of information, come my way!!
she only can kill 3760 liches
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
yes it is a level 32 spell
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
let me edit it so you can have the spell list
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
do you like hettie's hello moon?
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
Wow!! Awesome!
I have traversed all the outer planes- I have traversed all the inner planes- now I travel to the land of earth to ride an airplane.
-They/Them Pronouns-
If you need lore, spells, heaps of information, come my way!!
Yes!!
I have traversed all the outer planes- I have traversed all the inner planes- now I travel to the land of earth to ride an airplane.
-They/Them Pronouns-
If you need lore, spells, heaps of information, come my way!!
you can't actually roll that many dice of DDB
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber