5e:Enkki Common: Difference between revisions
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|date_created=2018-05-21 | |date_created=2018-05-21 | ||
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|status= | |status=2nd draft | ||
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|xp= <!--blank calculates from CR (except CR 0)--> | |xp= <!--blank calculates from CR (except CR 0)--> | ||
|feature1= | |feature1=Innate Spellcasting | ||
|flimit1= | |flimit1= | ||
|fdesc1=Enkki are | |fdesc1=Enkki are innate spellcasters tapping into {{5ep|Wild Magic}}. The enkki's innate {{srd5lc|Spellcasting Ability}} is {{SRD5|Charisma}}<!-- ({{srd5lc|Spell Save}} {{SRD5|DC}} 13, {{srd5lc|Spell Attack}} bonus +5)-->. They know four sorcerer cantrips and two {{srd5lc|Sorcerer Spell}}s. It can innately cast the following spells, requiring no {{srd5lc|Material Component}}s: | ||
:Cantrips (''at-will''): {{5e Spell Line|Fire Bolt, Message, Minor Illusion, Ray of Frost}}<br /> | :Cantrips (''at-will''): {{5e Spell Line|Fire Bolt, Message, Minor Illusion, Ray of Frost}}<br /> | ||
:1st level (''2 | :1st level (''2/day''): {{5e Spell Line|Mage Armor, Magic Missile}} | ||
|feature2=Wild Magic | |feature2=Wild Magic | ||
|flimit2= | |flimit2= | ||
|fdesc2=When an | |fdesc2=When an Enkki casts a spell of 1st level or higher, roll a d20. On the result of 1, roll on the Wild Magic Surge table on p.104 {{pub|PHB5|PHB 5e}} or you can use the Abbreviated Wild Magic Surge Table (below). | ||
|feature3= | |feature3=Magical Advantage | ||
|flimit3= | |flimit3= | ||
|fdesc3=The Enkii can | |fdesc3=The Enkii can gain {{srd5lc|Advantage}} on one {{srd5lc|Attack Roll}}, {{srd5lc|Ability Check}}, or {{srd5lc|Saving Throw}}. However, when it does so, the next spell cast (of 1st level or higher) causes a roll on a Wild Magic Surge Table. | ||
|feature4=Sense Magic | |feature4=Sense Magic |
Revision as of 06:44, 6 April 2021
Common Enkki | ||||||||||||
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Small Fey (Enkki), Chaotic Neutral | ||||||||||||
Armor Class: 11 (14 with mage armor) | ||||||||||||
Hit Points: 6 (2d6-1) | ||||||||||||
Speed: 25 feet, Burrow 10 feet | ||||||||||||
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Skills: arcana +4, stealth +4 | ||||||||||||
Senses: Darkvision 60 feet, passive perception 10 | ||||||||||||
Languages: Common, Sylvan | ||||||||||||
Challenge: 1/4 (50 xp)Proficiency Bonus (PB): +2 | ||||||||||||
FeaturesInnate Spellcasting. Enkki are innate spellcasters tapping into Wild Magic. The enkki's innate spellcasting ability is Charisma. They know four sorcerer cantrips and two sorcerer spells. It can innately cast the following spells, requiring no material components:
Wild Magic. When an Enkki casts a spell of 1st level or higher, roll a d20. On the result of 1, roll on the Wild Magic Surge table on p.104 PHB 5e or you can use the Abbreviated Wild Magic Surge Table (below). ActionsSpellcasting. Enkki may cast one spell they know, either a cantrip or expend a spell slot. |
Alternate Wild Magic Surge Table
d20 | Effect |
---|---|
1 | All creatures within 10 feet gain a fly speed of 30 feet for 1 minute. |
2 | All creatures within 10 feet gain 10 hit points up to their hit point maximum |
3 | Clingy vines sprout from the ground. The area around you is difficult terrain in a 120 foot radius. |
4 | All creatures within a 20 foot radius become 1 size larger for 1 minute. Their Strength and Constitution scores increase by 1 during this effect. |
5 | Within a 60 foot radius all creatures skin becomes a random color. Roll a d6 1. Red, 2. Orange, 3. Yellow, 4. Green, 5. Blue, 6. Purple |
6 | 1d6 random CR1 beasts appear within a 30 foot radius of the caster. |
7 | A fireball lands in a random spot within 60 feet of the caster. It does 8d6 fire damage to all creatures that fail a DC 13 Dexterity saving throw or half as much on a successful save. |
8 | A purple cloud covers the caster in a 60 foot radius, heavily obscuring the area. The cloud dissipates after 1 minute. |
9 | All enemies within 60 feet gain 1 level of exhaustion. |
10 | All creatures within 20 feet become invisible for 1 minute. Casting a spell or making an attack ends the invisibility on that creature. |
11 | All creatures within 20 feet gain truesight |
12 | All dead creatures within 60 feet become skeletons or zombies. |
13 | Lighting strikes a random 20' radius spot within 60 feet of the caster. It does 8d6 lightning damage to all creatures that fail a DC 13 Dexterity saving throw or half as much on a successful save. |
14 | A Swarm of Insects (random type) appears within 60 feet of the caster. |
15 | 1d8 Shriekers appear in unoccupied spaces within 100 feet of the caster. |
16 | An antimagic field covers a random spot within 60 feet of the caster. |
17 | An cylinder of bright light 100 feet radius and 100 feet high, centered on the caster, appears. dim light radiates 50 feet beyond the edges of the cylinder. This light lasts for the next week (and does not move with the caster). |
18 | Vague whispers, moans, creaking noises, snaps, animal noises, and other harmless, but annoying sounds randomly project from varied locations over the next month within a 1 mile radius. |
19 | Everyone within a 1 mile radius has their language scrambled. They no longer can understand or speak Common. Instead they gain the same, random, language. They treat this language as if it were Common, not knowing that they are speaking a different language. |
20 | The caster regains its highest spent spell slot. |
Enkki Description
Enkki appear to be anthropomorphic hedgehogs. Most wear one or two pieces of clothing See Enkki for full details.
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