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Protective Field

  • casting time Reaction
  • range 30 Ft

  • components Psionic Energy Die
  • duration Instant

When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Wisdom modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Fighter Psionic Energy Use

Absorb Elements

  • casting time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • range Self

  • components S
  • duration 1 Round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

You have a Spellwrought Tattoo containing this Spell. While the tattoo is on your body, you always have the spell prepared, and you can cast the spell using any spell slots you have of the appropriate level. You can cast the spell once per long rest without a spell slot or components.

Ranger 1st level Abjuration

Charm of Water Breathing

  • casting time Action
  • range 30 feet

  • components none
  • duration 24 hours

(Charm Lasts until Cast) The charm allows the character to cast the water breathing spell, after which its magic fades.

Water Breathing
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Kirby Charm 3rd Level Transmutation

Charm of Vitality

  • casting time 1 action
  • range Self

  • components none
  • duration Until its used

(Lasts until used) This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.

Potion of Vitality
When you use this charm, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend.

Kirby Charm Level 5 Abjuration

Charm of the Slayer

  • casting time Action
  • range Touch

  • components none
  • duration 9 days

One weapon in your possession becomes a Dragon Slayer or Giant Slayer for the next 9 days. The Charm then vanishes from you, and the weapon returns to normal.
The weapon gains an extra +1 to attack and damage rolls.
Dragon Slayer
The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.
Giant Slayer
When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.

Kirby Charm Weapon Enchantment

Charm of Restoration

  • casting time Action or Bonus Action
  • range Touch

  • components V, S
  • duration Instantaneous

(Has 3 charges before it vanishes) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its charges have been expended, the Charm vanishes from you.
Greater Restoration - casting time - Action
You touch a creature and magically remove one of the following effects from it:
1 Exhaustion level
The Charmed or Petrified condition
A curse, including the targetРІР‚в„ўs Attunement to a cursed magic item
Any reduction to one of the targetРІР‚в„ўs ability scores
Any reduction to the targetРІР‚в„ўs Hit Point maximum
Lesser Restoration - casting time - Bonus Action
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Kirby Charm Level 2/5 Abjuration

Charm of Second Lives

  • casting time 1 action
  • range touch

  • components none
  • duration Until used

When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used, the charm goes away.

Kirby Charm Level 4 Abjuration

Charm of Heroism

  • casting time 1 Action
  • range Self

  • components none
  • duration 1 hour

This Charm allows you to give yourself the benefit of a Potion of Heroism as a Magic action. Once you do so, the Charm vanishes from you.
Potion of Heroism benefits:
You gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).
Bless
Whenever you make an attack roll or a saving throw before the spell ends, the you add 1d4 to the attack roll or save.

Kirby Charm Level 1 Enchantment

Charm of Feather Falling

  • casting time Action
  • range Touch

  • components none
  • duration 10 days

(No fall damage for 10 days) This Charm grants you the benefits of Feather Falling. These benefits last for 10 days, after which the Charm vanishes from you.

When you fall while this charm lasts, you descend 60 feet per round and take no damage from falling

Kirby Charm Level 1 Transmutation

Fighter 3 Fighter 3
Ranger 1 Ranger 1
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Charm of Bounty

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

(Can be used 3 times before it fades) This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the create food and water spell, requiring no components. Once all its charges have been expended, this charm vanishes from you.

Create Food and Water
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Kirby Charm Level 3 Conjuration

Charm of Air Bubbles

  • casting time Action
  • range 60 feet

  • components S
  • duration 24 hours

(Can be used 3 times before it fades) This charm allows you to cast the Air Bubble spell as an action. Once used three times, this charm goes away.
Air Bubble
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends.

Kirby Charm Level 2 Conjuration

Charm of Animal Conjuring

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 10 minutes

(Can be used 3 times before it fades) This charm allows you to cast the Conjure Animals spell. Once used three times, the charm vanishes from you.
Conjure Animals
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spiritsРІР‚в„ў animal form, such as wolves, serpents, or birds.
You have Advantage on Strength saving throws while youРІР‚в„ўre within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.
Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.

Kirby Charm Level 3 Conjuration

Charm of Darkvision

  • casting time 1 Action
  • range Touch

  • components none
  • duration 8 hours

(Can be used 3 times before it fades) This charm allows you to cast the Darkvision spell as an action, no components required. Once used three times, the charm goes away. This charm lasts until it has been used three times. Once a use of it is expended, that use lasts 8 hours.
Darkvision:
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.

Kirby Charm Level 2 Transmutation

Resistance

  • casting time Action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

(Can be Cast At Will) You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

Kirby Spell Abjuration Cantrip

Pass without Trace

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

(Can be Cast At Will) You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.

Kirby Spell Level 2 Abjuration

Guidance

  • casting time Action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

(Can be Cast At Will) You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Kirby Spell Divination Cantrip

Druid's Craft

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

(Can be Cast At Will) Whispering to the spirits of nature, you create one of the following effects within range.

Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Fire Play. You light or snuff out a candle, a torch, or a campfire.

Kirby Spell Transmutation Cantrip

Speak with Dead from the Jawbone of Whispers

  • casting time Action
  • range touch

  • components Jawbone of Whispers
  • duration 10 minutes

(Requires use of the Jawbone of Whispers on the face or head of a corpse that died in the past 10 days) ou grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

From the Jawbone of Whispers Level 3 Necromancy

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