12/13/2023 0 Comments Conjure celestial 5e![]() ![]() Winged Bulls, so long as they move 20', can deal 5d12+5 piercing damage each round, although it's a single strike so it's hit or miss. ![]() Megathread D&D 5e 1D&D D&D 4e D&D v3.5 D&D 3e Pathfinder 1 Pathfinder 2 WOD PBTA Fate GURPS Universal OtherĬonjure Celestial gets you one of 4 optionsīoth Pegasus and Couatl have a fly speed of 90', but Pegasus are large and thus ridable by most creatures. r/DnD /r/rpg /r/Pathfinder_RPG /r/tabletop /r/UnearthedArcana /r/DnDHomebrew /r/dndnext Related Non-TTRPG Subreddits r/characterdrawing /r/Imaginar圜haracters /r/alternativeart On-Topic Subreddits Abide by the Homebrew Content Guidelines.Don't just advertise things, even if they're relevant.If your post fits with a megathread, post there.SFW posts should not receive NSFW comments. The rules are explained in more detail here. There's an issue with the sub that moderators cannot solve, this is a workaround for it. If you're trying to post from an app and can't, try from a browser. Message the moderators, it'll be unfiltered if it's on topic. If your account is less than 7 days old or has less than 20 karma, you may be autofiltered. Find help with your new idea, or share your memorable builds. A disintegrate spell destroys the temple instantly.Ĭasting this spell on the same spot every day for a year makes this effect permanent.Aid other tabletop gamers in creating interesting or devastating characters. ![]() It can’t be dispelled by dispel magic, and antimagic field has no effect on it. Nothing can physically pass through the temple’s exterior. The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.įinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). Even if the creature can enter the temple, the magic there hinders it whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. On a failed save, it can’t enter the temple for 24 hours. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. The temple opposes types of creatures you choose when you cast this spell. The smell of burning incense fills the air within, and the temperature is mild. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The temple’s interior is an open space with an idol or altar at one end. Only you and any creatures you designate when you cast the spell can open or close the door. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. You make all decisions about the temple’s appearance. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. You cause a temple to shimmer into existence on ground you can see within range. Components: V, S, M (a holy symbol worth at least 5 gp) ![]()
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