Level
5th
Casting Time
1 Action
Range/Area
Sight
Components
V, S
Duration
Concentration 10 Minutes
School
Divination
Attack/Save
None
Damage/Effect

You call on powers unknown in order to channel and focus immense magical prowess. The call of powerful alignment of numbers can allow the user to manipulate and control these numbers and bend their power to their will.

As an action on your turn you can roll a d 10 and assign the granted bonus to an ally within 60ft. On following turns as an action you may either roll the d 10 and switch the bonus or switch the recipient of the buff, or both.

  1. Intuition: A glowing row of three ones extend from the caster to the target. For the duration the target gets advantage on all perception checks and blind-vision in a 30 degree radius. While affected by this angel number the target cannot be surprised.
  2. Alignment: A glowing row of three twos extend from the caster to the target. For the duration the target gets a bonus 15 feet of movement and cannot be knocked prone or moved against their will.
  3. Support: A glowing row of three threes extend from the caster to the target. For the duration the target receives a d6 bonus to all attacks and saving throws. If the d6 rolls a three, roll the dice again and add the result to the roll this can happen up to three additional times. 
  4. Protection: A glowing row of three fours extend from the caster to the target. For the duration the target receives 2d10+ the caster's spell casting modifier temporary health points at the start of each round. If either of the d10 roll a 4, roll the dice again and add the result to the roll, this can happen up to three additional times.
  5. Change: A glowing row of three fives extend from the caster to the target. For the duration the caster and the target can switch places as a reaction on the targets turn and as a bonus action on the casters turn. Once per turn when the target is hit they can use the reaction to switch with the caster forcing the attack to be re-rolled at disadvantage.
  6. Doom: A glowing row of three sixes extend from the caster to the target. For the duration, once per turn the target can add 3d6 to the damage of an attack. if the d6 rolls a six, roll the dice again and add the result to the roll this can happen up to three additional times.
  7. Luck: A glowing row of three golden sevens extend from the caster to the target. For the duration the target has advantage on all attack rolls and ability checks. If the d20 rolls a 7 roll another d20, this can repeat until a one or twenty is rolled. On a critical attack add an additional damage die to the roll if multiple damage die are used add the largest die.
  8. Balance: A glowing row of three eights extend from the caster to the target. For the duration the target and the caster are in perfect harmony, they both receive resistance to all damage except psychic and necrotic. If both the caster and target take damage, as a reaction either person can elect to deactivate their resistance and take full damage, if they do the partner takes zero damage.
  9. Release: A glowing row of three nines extend from the caster to the target. For the duration the target receives a fly speed and swim speed equal to their walking speed. They're also immune to becoming grappled, restrained, and aren't effected by difficult terrain.
  10. New Beginnings: A glowing row of three zeroes extend from the caster to the target. For the duration the caster can roll another d10 and apply that roll and the previous buff this turn. If there isn't a previous buff the caster can roll 2 d10 and apply two buffs. You can apply up to four buffs at once in this manner.    

Previous Versions

Name Date Modified Views Adds Version Actions
5/24/2024 4:35:17 AM
2
1
--
Coming Soon

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy)

TokenBlackGoblin

Comments

Posts Quoted:
Reply
Clear All Quotes