dc saving throw: +14 spell attacks:+6
Fey return. when the arcane retriever reaches zero hit points outside the feywild, it body disappears leaving behind it collar. it rematerializes in the feywild in 1d4 days
Arcane Snout. The Arcane Retriever has advantage on Wisdom (Perception) and Wisdom (Survival) checks to identify magical objects, spells, or magical effects.
Canine Agility. The Retriever's long jump is up to 20 feet and its high jump is up to 10 feet when it has a running start. In addition, when the Retriever takes the dash action, its movement speed is doubled until the end of its turn, and it also gains the benefit of the disengage action.
Pack Tactics. The Retriever has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Bark. The Arcane Retriever barks at an enemy or allied creature it can see within 30 feet of it. If the target is an allied creature, the creature can add 1d4 to its next attack roll or saving throw. If the target is an enemy creature, it must make a DC 14 Wisdom Saving throw. On a failed save the creature must subtract 1d4 from its next attack roll or saving throw.
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Cantrips
Thorn Whip:
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Toll the Dead:
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Sacred Flame:
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1st level spells
Entangle:
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Guiding Bolt:
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
2nd level spells
Aid:
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Description
The Arcane Retriever is one of the goodest members of the fey community, beloved by the Seelie as being more friendly and less alarming than their Blink Hound cousins. Over eons the creatures have been domesticated into serving as companions and servants, often not found out in the wild but instead serving their masters and friends. It does not need for much, wanting only attention and scraps to stay content.
In addition to being cute and loyal, the Arcane Retrievers are well known for their heightened senses for finding sources of magical spells and abilities. Those who own Arcane Retrievers often use them when exploring ruins, caves, or other adventure-worthy locales to help find magical items or hidden creatures before they get lost. The Arcane Retriever can also help when foes emerge from the woodworks, but its bark is worse than its bite.
Previous Versions
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