Homebrew:Blade Snare: Difference between revisions

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{{ooc note|This is a conversion of the Beacon of Luck spell from Pathfinder 1e}}
{{ooc note|This is a conversion of the {{PAGENAME}} spell from Pathfinder 1e}}


{{spell info
{{spell info
|name=Beacon of Luck
|name={{PAGENAME}}
|level=3
|level=3
|cast=a
|cast=a
|range=30 feet
|range=Self
|verbal=true
|verbal=true
|somatic=true
|somatic=true
|material=true
|duration=1 Minute
|components=a tuft of rabbit fur
|school=Abjuration
|duration=1 minute
|effect=grappled
|concentration=true
|description=This spell creates an invisible magic field that does not stop weapons from moving toward you, but impedes their motion when they are retracted. When you are hit with a melee attack, make a contested ability check using your spellcasting ability against the attacker's ability score used in the attack. If you succeed, your opponent's attacking weapon or body part becomes stuck in the field.
|school=Divination
|effect=Buff
|description=You bless up to five creatures of your choice within range. Whenever a target makes a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.


A creature affected by the spell can choose to gain advantage on a saving throw as a reaction; if they succeed, the spell ends for them.
If your opponent's melee weapon becomes stuck in the field, the opponent may release the weapon and move away from you. If your opponent attacked with an unarmed strike, natural weapon, or refuses to release their weapon, they are grappled by you. You do not require a free hand to grapple the creature, but only one creature can be grappled via blade snare at a time; if another creature hits you with a melee attack, you must release the first one in order to attempt to grapple the second.


'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
As an action, a creature grappled in this way may make a Strength ({{Athletics}}) or Dexterity ({{Acrobatics}}) check with a DC equal to your spell save DC, ending the grapple and escaping the field on success.
|bard=true
 
|cleric=true
While ''blade snare'' is active, you may not make ranged weapon attacks, but you can make ranged spell attacks and melee attacks freely.
|paladin=true
|druid=true
|lists=<li>Desna*</li><li>Wild Magic**</li>
|ranger=true
|sorcerer=true
|wizard=true
|source=Lithl (Pathfinder 1e conversion)
}}
}}
<nowiki>*</nowiki> Clerics following this god may replace one of their 1st level domain spells with this spell.
<nowiki>**</nowiki> Sorcerers with this subclass add it to their spell list.
[[category:converted pathfinder spells]]
[[category:converted pathfinder spells]]
[[category:desna spells]]
[[category:wild magic spells]]

Latest revision as of 14:09, 8 August 2025

(OOC: This is a conversion of the Blade Snare spell from Pathfinder 1e)

Blade Snare
Level Casting time Range/Area Components
3rd 1 Action Self V, S
Duration School Attack/Save Damage/Effect
1 Minute Abjuration None Grappled

This spell creates an invisible magic field that does not stop weapons from moving toward you, but impedes their motion when they are retracted. When you are hit with a melee attack, make a contested ability check using your spellcasting ability against the attacker's ability score used in the attack. If you succeed, your opponent's attacking weapon or body part becomes stuck in the field.

If your opponent's melee weapon becomes stuck in the field, the opponent may release the weapon and move away from you. If your opponent attacked with an unarmed strike, natural weapon, or refuses to release their weapon, they are grappled by you. You do not require a free hand to grapple the creature, but only one creature can be grappled via blade snare at a time; if another creature hits you with a melee attack, you must release the first one in order to attempt to grapple the second.

As an action, a creature grappled in this way may make a Strength (AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) or Dexterity (AcrobaticsDexterity (Acrobatics)skillYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.) check with a DC equal to your spell save DC, ending the grapple and escaping the field on success.

While blade snare is active, you may not make ranged weapon attacks, but you can make ranged spell attacks and melee attacks freely.

Available for:
  • Druid
  • Ranger
  • Sorcerer
  • Wizard