Cordite is a 5th level Cleric retained by Jeroy

ARMOR: Heavy (AC 18)

PRIMARY ABILITY: Wisdom

SAVES: Wisdom

SKILLS: History, Medicine

SIGNATURE ATTACK: Poison spray
Casting Time: 1 action

Range: 10 feet

Components: V S

Duration: Instantaneous

Classes: Druid, Sorcerer, Warlock, Wizard

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.


SPECIAL ACTIONS

3RD-LEVEL (3/DAY): spike growth
Casting Time: 1 action

Range: 150 feet

Components: V S M (Seven sharp thorns or seven small twigs, each sharpened to a point)

Duration: Concentration, Up to 10 minutes

Classes: Druid, Ranger

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.


5TH-LEVEL (1/DAY): wind wall
asting Time: 1 action

Range: 120 feet

Components: V S M (A tiny fan and a feather of exotic origin)

Duration: Up to 1 minute

Classes: Druid, Ranger

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.


7TH-LEVEL (3/DAY): dominate beast
Casting Time: 1 action

Range: 60 feet

Components: V S

Duration: Up to 1 minute

Classes: Druid, Sorcerer

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 5th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 6th-level spell slot, the Duration is Concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the Duration is Concentration, up to 8 hours.