,1 reaction which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
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You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature.
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The triggering creature must reroll the d20 and use the lower roll
,You can then choose a different creature you can see within range (you can choose yourself)
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The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute
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A creature can be empowered by only one use of this spell at a time, and a light winks out if it exceeds the spell's range,,
,You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
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Your walking speed increase by 10 feet.
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You don't provoke opportunity attacks.
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You can move through the space of another creature, and it does not count as difficult terrain.
If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.,,
,You fill a 20-foot cube you can see within range with fey and draconic magic. Roll a d4 on the Mischievous Surge table to deterime the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
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1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
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2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
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3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitate and uses all its movement to move in a random direction
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4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.,
,You unlease a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.
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The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.
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AT HIGHER LEVELS
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When you cast this spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.,,
,Cast any of the spells below
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Darkness - fun area of effect to create magical darkness 15ft radius sphere. A creature with darkvision can't see through the darkness, and nonmagical light can't illuminate it.
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Levitate - Cool to lift heavy things or creatures up to 20 feet vertically and remains suspended for duration. Also has some movement per turn.
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Wall of Fire - Wall of fire that can be 60 feet long / 20 feet high / 1 foot thick OR ringed wall up to 20 feet diameter / 20 feet high / 1 foot thick. When wall appears, it causes damage.
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Summon Elemental - great to add an ally, like Shreddy the Teddy.,
,Use an action to expend charges to cast on of the following spells:
,Entangle (1 charge)
,Locate Animals or Plants (2 charges)
,Speak with Plants (3 charges)
,Wrath of Nature (5 charge)
,Transport via Plants (6 charges)
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Earth's Respite - Use an action to play the Lute in fertile earth and expend 1 charge to grow flowers in a 20 foot radius around you for one hour.,During this time no hostile creatures can see nor pass through the area.
,Creatures who take advantage of your Song of Rest regain the maximum hit points possible when they spend one or more Hit Dice.
,If you expend 3 charges, the flowers last for 8 hours.
,Double the number of charges used and the flowers will grow out of any terrain.
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The Lute regains 1d6+4 expended charges every day at dawn.
,Swirling liquid of ever shifting colors, each color has a different effect.
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When you drink the potion, roll a d4 and consult below. Potion regains it potency after 7 days.
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1 - Red. When you and another creature drink this potion, you have advantage on death saving throws as long as one of you is concscious.
,The effect lasts for 1d4 hours.
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2 -Yellow. When you drink this potion, you gain the effects of a death ward spell.
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3 - White. When you drink this potion, you gain a +1 to AC and your attacks deal an additional 2d6 radiant damage per turn. This effect lasts for 1d4 hours.
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4 - Violet. When you drink this potion, ir cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions.,,
,Roll your beautiful fluorite d20 die. As it rolls out of your hand aan eerie, spellbinding tune comes out of it.
,Determine how many creatures within 30 feet of you are effected by the rolled d20. They must roll a DC 15 WIS save or become frightened for 1 minute. Creatures that fail on save can repeat their save at the end of their turn.,
,Requires Attunement
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Estella swings her blade while she bellows a lovely tune, did her voice just break?
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If the first attack hits, the resounding echo has an opportunity to hit. Roll a Performance check with advantage.
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This magical rapier has +2 to hit and +2 to damage,,
,Attunement needed to utilize the effects this most wonderously beautiful cloak, colored like the Aurora Borealis, ever moving and shimmering as Estella moves.
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While wearing this cloak, you gain a +1 bonus to AC and Saving Throws.,
,Requires Attunement
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While this beautifully green luckstone must be on your person to gain the following benefits
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You gain a +1 to ability checks and saving throws.
,While wearing this beautifully constructed monocle, Estella gets a +3 to Investigation checks.
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This monocole is aged bronze and well worn. When Estella put it on, it felt like as if the monocle fit perfectly, almost as if it knew how to ensure she could investigate much better. The circle is a bunch of thorny roses encircling her eye then stretching back towards her ear.,
,This single-use origami paper bird is a must have for Estella. It leaves her with a sense of comfort, knowing she can reach out for help.
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Write a message 50 words or less and speak a creature's name. The parchment magically folds back into a tiny paper bird that flies to the recipient.
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HP 1
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AC 13
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Speed 60 feet,
,This scroll made from an unknown skin of some creature, is Legendary and worth more than 50,000 gp.
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Touch a creature that has been dead for no more than 200 years and that did NOT die from old age.
,If the creature's soul is free and willing, the creature is restored to life with all its hit points.
,This spell closes all wounds, neutralizes any poison, cures all disease, and lifts any curse affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
,This spell can even provide a new body if the original no longer exists, in which case you need to speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
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Suggested Spells for Estella: Evanescence - Bring Me Back to Life
,BARDIC INSPIRATION:
,Estella can inspire others through stirring words or music. Use a bonus action on your turn to choose one creature other than yourself within 60 feet who can hear you. That creature gains one Bardic Inspiration die - d10 (levels up at 15). Once within the next 10 minutes, the creature acan roll the die and add the number rolled to one ability check, attack roll, or saving throw. Must be used before DM determines roll.
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CUTTING WORDS:
,Creature that you can see within 60 feet makes an attack roll, ability check, or damage roll - Estella can use her reaction to expend a use of Bardic Inspiration, roll it, and subtract that number from the creature's roll. Before DM determines success or fail. If creature cannot hear Estella or immune to charm, it does not work.
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SONG OF REST:
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Estella sings a wonderfully restoring tune to help revitalize wounded allies during a short rest. If you or any creatures that can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each regains an extra 1d8 hit points (levels up at 13 and 17).