Add missing "Guardian of Faith" spell

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John Mettraux 2021-01-05 18:33:19 +09:00
parent 63371c1f04
commit 95235215fd

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@ -285,7 +285,7 @@
#### Cantrips (0 Level) #### Cantrips (0 Level)
- Driudcraft - Druidcraft
- Guidance - Guidance
- Mending - Mending
- Poison Spray - Poison Spray
@ -3788,6 +3788,23 @@ You imbue a creature you touch with positive energy to undo a debilitating effec
- Any reduction to one of the target's ability scores - Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum - One effect reducing the target's hit point maximum
#### Guardian of Faith
*4th-level conjuration*
**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V
**Duration:** 8 hours
A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has delat a total of 60 damage.
#### Guards and Wards #### Guards and Wards
*6th-level abjuration* *6th-level abjuration*
@ -4120,7 +4137,7 @@ Choose a humanoid that you can see within range. The target must succeed on a Wi
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
#### Hunters Mark #### Hunter's Mark
*1st-­level divination* *1st-­level divination*
@ -4132,7 +4149,7 @@ Divine light washes out from you and coalesces in a soft radiance in a 30-foot r
**Duration:** Concentration, up to 1 hour **Duration:** Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
***At Higher Levels***. When you cast this spell using a  spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. ***At Higher Levels***. When you cast this spell using a  spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
@ -7054,4 +7071,4 @@ You must designate a sanctuary by casting this spell within a location, such as
You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.