Wormway
Wormway
Range: Special (150 miles
Writhing Transformation
Writhing Transformation
As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself.
Zone of Truth
Zone of Truth
You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.
True Polymorph
True Polymorph
The target is transformed until it drops to 0 hit points or the spell ends.
Tree Stride
Tree Stride
Until the spell ends, once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree.
Traveler’s Ward
Traveler’s Ward
Until the spell ends, creatures have
Transport via Plants
Transport via Plants
You create a magical pathway between the target and a second plant that you’ve seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.
Tongues
Tongues
The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.
Saving Throw
Saving Throw
A saving throw (sometimes called a save) represents an attempt to resist an effect being forced upon your character such as a spell, a trap, a poison, a disease, or similar threat. You don’t normally decide to make a saving throw; you make one because you’re at risk of harm. Although you typically will not want to, you can always choose to fail a saving throw.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Constitution modifier for a Constitution saving throw.
A saving throw can be modified by a situational bonus or penalty, and can be affected by advantage and disadvantage, as determined by the Narrator.
Each class gives proficiency in at least two saving throws. The sorcerer , for example, is proficient in Constitution and Charisma saving throws. Proficiency in a saving throw lets you add your proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually a successful save means that a creature suffers either no harm or reduced harm.
Combat Maneuvers
Combat Maneuvers
Combat maneuvers encompass the techniques honed by warriors devoted to learning the nuances of battle, discovered and perfected through innumerable fights and countless hours of practice. As adventurers become more skilled in the arts of combat, what they can accomplish with a seemingly simple strike grows in breadth and scope, making true masters as deadly in a duel as any archmage. Even novices make use of combat maneuvers however, and with the right timing and a bit of luck they can change the course of critical battles.
Combat Traditions
Combat traditions are the basic disciplines of fighting that a warrior relies upon and the means by which they discover ever greater combat maneuvers: Adamant Mountain, Biting Zephyr, Mirror’s Glint, Mist and Shade, Rapid Current, Razor’s Edge, Sanguine Knot, Spirited Steed, Tempered Iron, Tooth and Claw, and Unending Wheel. Each also represents an ethos to combat—the traditions a warrior knows are as defining as a mage’s preferred schools of magic. Although regions and cultures may have wildly different names for combat traditions or value some more than others, the true tenets at the core of each are the same and practitioners of similar styles often forge alliances through fundamental beliefs that can bridge enormous divides.
These disciplines are much more than mere styles of fighting—they embody the focuses of your training and greatest strengths as a warrior. Two warriors utilizing the same combat traditions might fight in entirely different ways with different weaponry. What they share in common are similar psychological states, approaching battle from the same mindset and concentrating on the same general objectives with their techniques.
Maneuvers in Combat
Adventurers can do much more than just hit an opponent or dodge a blow, instead delivering special attacks that debilitate or turn a foe’s missed assault into a painful mistake. Many of these techniques are combat maneuvers, sublime methods and tactics that make every combatant and their approach to fighting unique.
You know a number of combat maneuvers determined by your class and class level. Your known combat maneuvers are chosen from the combat traditions you are proficient with. Whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower.
Using a combat maneuver requires spending one or more exertion points and either a bonus action, reaction, or action. Certain combat maneuvers require two or more attacks (from Extra Attacks or the use of other class features), and if you are unable to use the Attack action to make as many attacks on your turn as the combat maneuver requires, you cannot use that combat maneuver.
A maneuver sometimes forces a target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Combat Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
Combat maneuvers are nonmagical.
Prerequisites
In order to learn a combat maneuver, you must know its combat tradition and meet its prerequisites. New combat maneuvers learned through a feat or by taking levels in an additional class may be up to the highest degree of combat maneuvers you are able to learn.
Stances
The complexities of each combat stance require the right state of mind, making the reordering of one’s tactical view a necessary act of focus. Activating a combat stance requires a bonus action. Once activated, a combat stance remains active until you are knocked unconscious, stunned, activate a different combat stance, begin a long rest, or choose to end it on your turn.
Exertion Pool
A warrior requires willpower, whether borne from discipline, survival instinct, or bloodlust, to control the ebb and flow of combat around them. Every call to act beyond a typical block or strike depletes this cool disposition.
To use a combat maneuver, you must expend exertion points. You have a maximum number of exertion points equal to double your proficiency bonus. You regain any spent exertion points at the end of a short or long rest.
Alternatively, you can meditate, refocus, and stretch to refill your exertion pool more quickly. You expend Hit Dice to do so, recovering 1d4 exertion points for each Hit Die expended. The process takes 1 minute per expended Hit Die.