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Beam of Light

  • casting time1 action
  • range30 foot line

  • components2d4 damage
  • durationInstantaneous

You fire a beam of light 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one.
When you cast this spell using another damage dice, you gain an additional 1d8 damage.

Class Bird's Eye

Eye of the Gods

  • casting time1 action
  • rangeSelf

  • components7d4
  • duration1 hour

You gain truesight, which allows to see secret doors hidden by magic, see in magical and nonmagical darkness, see invisible creatures, automatically detect visual illusions, perceive the original form of shapechangers, and see into the etheral plane.

Class Bird's Eye

Range of View

  • casting time1 action
  • range1 mile

  • components3d4 damage
  • durationConcentration, up to 1 minute

You send your eyes to act as a bird in the sky. You gain view of all top down scenes with a half mile radius. If your eye is damaged in any way, it automatically returns to you.

Class Bird's Eye

True Shot

  • casting time1 bonus action
  • range120 feet

  • components1d4+ damage
  • durationInstantaneous

For every damage dice you roll for this spell, you add the amount of dice rolled to your next attack roll.

Class Bird's Eye

Weakspot

  • casting time1 bonus action
  • range60 feet

  • components7d4 damage
  • durationConcentration, up to 1 round

You magically point out a weakspot in the armor of an enemy. So long as you have concentration on this spell, anyone attacking this creatures has advantage.

Class Bird's Eye

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