KoldikSteelskin has created a D&D 5e sheet that's suitable for all character classes - but as it's general-purpose, it might be a little complicated for your needs.
This thread is for specialised 5e character sheets and pre-generated characters for quickly joining a game.Open the sheet, take a peek, click create character in the top right.
Then fill the sheet in by:
* Clicking the underlines to enter fields.
* Click checkboxes for proficiency.
* Click the quills to edit a section (in a section a # prefix indicates a dropdown heading)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.
* If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.
* If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier (). You can use a shield and still gain this benefit.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier ([_$=10+dex+con]). You can use a shield and still gain this benefit.
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Barbarian]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=1/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Rage ([_=+2]) [_=2/2]
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.
* If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
# Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier ([_$=10+dex+con]). You can use a shield and still gain this benefit.
# Armor
All armor, shields
# Weapons
Simple weapons, martial weapons
# Tools
# Languages
Common, ...[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
e.g. Greataxe | +5 | 1d12+3
[/table][/abilities]
[/col]
[col]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD 5e: Level 1 Bard
Create character
Name:
Race:
Background:
Level(s):
1
Class(es):
Bard
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Bard]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[color=";display:none;][_joat$=level>=2?floor(prof/2):0][/color]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex+joat]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Charisma] ([_spellcastingability$=+cha])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
Spells known | [_$=min(level+3,22)]
Cantrips known | [_$=lookupBonus(level,1,3,2 ,4,9,3, 10,20,4)]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+max(p*prof,joat)]
Animal Handling|wis|[_p=0/2]|[_$=+wis+max(p*prof,joat)]
Arcana|int|[_p=0/2]|[_$=+int+max(p*prof,joat)]
Athletics|str|[_p=0/2]| [_$=+str+max(p*prof,joat)]
Deception|cha|[_p=0/2]|[_$=+cha+max(p*prof,joat)]
History|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Insight|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Intimidation|cha|[_p=0/2]| [_$=+cha+max(p*prof,joat)]
Investigation|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Medicine|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Nature|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Perception|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Performance|cha|[_p=0/2]| [_$=+cha+max(p*prof,joat)]
Persuasion|cha|[_p=0/2]| [_$=+cha+max(p*prof,joat)]
Religion|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+max(p*prof,joat)]
Stealth|dex|[_p=0/2]| [_$=+dex+max(p*prof,joat)]
Survival|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Armor
Light armor
# Weapons
Simple weapons, hand crossbows, longswords, rapiers, shortswords
# Tools
Three musical instruments of your choice
# Languages
Common, ...
# Bardic inspiration [_=3/3]
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
e.g. Dagger | +3 | 1d4+1
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
# e.g. Light
Add spell notes
[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
[/abilities]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD 5e: Level 1 Cleric
Create character
Name:
Race:
Background:
Level(s):
1
Class(es):
Cleric
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
[b]Components:[/b] An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
[b]Arcana:[/b] Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
[b]Investigation:[/b] When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
[b]Medicine:[/b] Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
[b]Nature and Survival:[/b] When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
[b]Identify Plants:[/b] You can identify most plants with a quick inspection of their appearance and smell.
Put description here.
Check the box to mark as prepared.
Put description here.
Check the box to mark as prepared.
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Druid]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Wisdom] ([_spellcastingability$=+wis])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
# Weapons
Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
# Tools
Herbalism kit
# Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
# Herbalism Kit
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
[b]Components:[/b] An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
[b]Arcana:[/b] Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
[b]Investigation:[/b] When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
[b]Medicine:[/b] Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
[b]Nature and Survival:[/b] When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
[b]Identify Plants:[/b] You can identify most plants with a quick inspection of their appearance and smell.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
e.g. Dagger | +3 | 1d4+1
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
Prepare: [_$=wis+level]
Cantrips known: 2
# e.g. Cantrip
Description
# [_=0/1] 1. Cure Wounds
Put description here.
Check the box to mark as prepared.[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
[/abilities]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD 5e: Level 1 Fighter
Create character
Name:
Race:
Background:
Level(s):
1
Class(es):
Fighter
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=1/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Fighter]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=1/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Second Wind [_=1/1]
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
# Fighting Style: [_=]
Notes on the fighting style
# Armor
All armor, shields
# Weapons
Simple weapons, martial weapons
# Tools
# Languages
Common, ...[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
e.g. Longsword | +5 | 1d8+3
[/table][/abilities]
[/col]
[col]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD 5e: Level 1 Monk
Create character
Name:
Race:
Background:
Level(s):
1
Class(es):
Monk
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier ().
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier ([_$=10+dex+wis]).
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Monk]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
Xi save DC: [_$=8+wis+prof]
# Xi [_=0/0]
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
# Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier ([_$=10+dex+wis]).
# Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
# Armor
None
# Weapons
Simple weapons, shortswords
# Tools
# Languages
Common, ...[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
Martial Arts | [_$=+max(str,dex)+prof] | 1d[_=4]+[_$=max(str,dex)]
[/table][/abilities]
[/col]
[col]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD 5e: Level 1 Paladin
Create character
Name:
Race:
Background:
Level(s):
1
Class(es):
Paladin
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Paladin]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities=Stats][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Charisma] ([_spellcastingability$=+cha])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=0/0]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor
All armor, shields
#Weapons
Simple weapons, martial weapons
# Divine Sense (lr)
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
# Lay on Hands [_=5]/[_$=level*5] (lr)
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
e.g. Dagger | +3 | 1d4+1
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
Prepare: [_$=cha+floor(level/2)]
[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
[/abilities]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD 5e: Level 1 Ranger
Create character
Name:
Race:
Background:
Level(s):
1
Class(es):
Ranger
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
[size="120"][b]Cantrips[/b][/size]
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
[size="120"][b]Spell Slots[/b][/size]
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
[size="120"][b]Spells Known of 1st Level and Higher[/b][/size]
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
[size="120"][b]Spellcasting Ability[/b][/size]
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
[b]Spell save DC [/b]= 8 + your proficiency bonus + your Charisma modifier
[b]Spell attack modifier [/b]= your proficiency bonus + your Charisma modifier
[size="120"][b]Spellcasting Focus[/b][/size]
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Warlock]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities=Stats][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Charisma] ([_spellcastingability$=+cha])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Armor proficiencies
Light armour
# Weapon proficiencies
Simple weapons
# Tools proficiencies
# Languages
Common, ...
# Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
# Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
[size="120"][b]Cantrips[/b][/size]
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
[size="120"][b]Spell Slots[/b][/size]
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
[size="120"][b]Spells Known of 1st Level and Higher[/b][/size]
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
[size="120"][b]Spellcasting Ability[/b][/size]
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
[b]Spell save DC [/b]= 8 + your proficiency bonus + your Charisma modifier
[b]Spell attack modifier [/b]= your proficiency bonus + your Charisma modifier
[size="120"][b]Spellcasting Focus[/b][/size]
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
e.g. Dagger | +3 | 1d4+1
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
[table=compact]
[b]Spell slots:[/b]| [_=1/1]
[b]Warlock level:[/b]| [_warlockLevel$=level]
[b]Max spell slots:[/b]| [_$=lookupBonus(warlockLevel, 1,1,1, 2,2,2, 3,3,2, 4,4,2, 5,5,2, 6,6,2, 7,7,2, 8,8,2, 9,9,2, 10,10,2, 11,11,3, 12,12,3, 13,13,3, 14,14,3, 15,15,3, 16,16,3, 17,17,4, 18,18,4, 19,19,4, 20,20,4)]
[b]Cantrips known:[/b]| [_$=lookupBonus(warlockLevel, 1,1,2, 2,2,2, 3,3,2, 4,4,3, 5,5,3, 6,6,3, 7,7,3, 8,8,3, 9,9,3, 10,10,4, 11,11,4, 12,12,4, 13,13,4, 14,14,4, 15,15,4, 16,16,4, 17,17,4, 18,18,4, 19,19,4, 20,20,4)]
[b]Spells known:[/b]| [_$=lookupBonus(warlockLevel, 1,1,2, 2,2,3, 3,3,4, 4,4,5, 5,5,6, 6,6,7, 7,7,8, 8,8,9, 9,9,10, 10,10,10, 11,11,11, 12,12,11, 13,13,12, 14,14,12, 15,15,13, 16,16,13, 17,17,14, 18,18,14, 19,19,15, 20,20,15)]
[b]Spell level:[/b]| [_$=lookupBonus(warlockLevel, 1,1,1, 2,2,1, 3,3,2, 4,4,2, 5,5,3, 6,6,3, 7,7,4, 8,8,4, 9,9,5, 10,10,5, 11,11,5, 12,12,5, 13,13,5, 14,14,5, 15,15,5, 16,16,5, 17,17,5, 18,18,5, 19,19,5, 20,20,5)]
[b]Invocations known:[/b]| [_$=lookupBonus(warlockLevel, 1,1,0, 2,2,2, 3,3,2, 4,4,2, 5,5,3, 6,6,3, 7,7,4, 8,8,4, 9,9,5, 10,10,5, 11,11,5, 12,12,6, 13,13,6, 14,14,6, 15,15,7, 16,16,7, 17,17,7, 18,18,8, 19,19,8, 20,20,8)]
[/table]
# Spell...
Put your spells here
[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
[/abilities]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD 5e: Level 1 Wizard
Create character
Name:
Race:
Background:
Level(s):
1
Class(es):
Wizard
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Put description here.
Check the box to mark as prepared.
Put description here.
Check the box to mark as prepared.
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations:
Arrows: 30
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Wizard]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities=Stats][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Intelligence] ([_spellcastingability$=+int])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Weapon proficiencies
Daggers, darts, slings, quarterstaffs, light crossbows
# Languages
Common, ...
# Arcane Recovery [_=1/1] (SR)
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
e.g. Dagger | +3 | 1d4+1
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
Prepare: [_$=int+level]
# Cantrip
Description
# [_=0/1] 1. Magic Missile
Put description here.
Check the box to mark as prepared.[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
[/abilities]
[abilities=Background and notes]
[/abilities]
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_=Variant Human] | [b]Background: [/b]|[_=Entertainer]|[b]Level(s): [/b] | [_level=2]
[b]Class(es): [/b] | [_=Bard]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[color=";display:none;][_joat$=level>=2?floor(prof/2):0][/color]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=8] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=16] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=12] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=17] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table]
HP: | [_=15] / [_=15]
Temp HP: | [_hptemp=0]
AC: | [_=14]
Initiative: | [_$=+dex+joat]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Charisma] ([_spellcastingability$=+cha])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
Spells known | [_$=min(level+3,22)]
Cantrips known | [_$=lookupBonus(level,1,3,2 ,4,9,3, 10,20,4)]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=3/3]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=1/2]| [_$=+dex+max(p*prof,joat)]
Animal Handling|wis|[_p=0/2]|[_$=+wis+max(p*prof,joat)]
Arcana|int|[_p=0/2]|[_$=+int+max(p*prof,joat)]
Athletics|str|[_p=0/2]| [_$=+str+max(p*prof,joat)]
Deception|cha|[_p=1/2]|[_$=+cha+max(p*prof,joat)]
History|int|[_p=1/2]| [_$=+int+max(p*prof,joat)]
Insight|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Intimidation|cha|[_p=0/2]| [_$=+cha+max(p*prof,joat)]
Investigation|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Medicine|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Nature|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Perception|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Performance|cha|[_p=1/2]| [_$=+cha+max(p*prof,joat)]
Persuasion|cha|[_p=1/2]| [_$=+cha+max(p*prof,joat)]
Religion|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Sleight Of Hand|dex|[_p=1/2]| [_$=+dex+max(p*prof,joat)]
Stealth|dex|[_p=0/2]| [_$=+dex+max(p*prof,joat)]
Survival|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Armor
Light armor
# Weapons
Simple weapons, hand crossbows, longswords, rapiers, shortswords
# Tools
Viol, Lute, Lyre, Flute
# Languages
Common, Elf
# Bardic inspiration [_=3/3]
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
#Actor (Feat)
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
Rapier | +5 | 1d8+3
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
#0. Minor Illusion
#0. Vicious Mockery
#1. Cure Wounds
#1. Healing Word
#1. Dissonant Whispers
#1. Heroism
#1. Disguise Self[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=15] SP: [_=0] CP: [_=0]
Viol
Lute
Rapier
Dagger 2
Leather Armor
Costume
Disguise Kit
Candle
Bedroll
Waterskin
Rations: [_=5/10]
Arrows: [_=0]
[/abilities]
[abilities=Background and notes]
[/abilities]
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
[b]Shelter of the Faithful[/b]
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Flame-like radiance descends on a creature that you
can see within range. The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Flame-like radiance descends on a creature that you
can see within range. The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
magical effects within range:
• Your voice booms up to three times as loud as normal
for 1 minute.
• You cause flames to flicker, brighten, dim, or change
color for 1 minute.
• You cause harmless tremors in the ground for 1
minute.
• You create an instantaneous sound that originates
from a point of your choice within range, such as a
rumble of thunder, the cry of a raven, or ominous
whispers.
• You instantaneously cause an unlocked door or window
to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to
three of its 1-minute effects active at a time, and you can
dismiss such an effect as an action.
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
magical effects within range:
• Your voice booms up to three times as loud as normal
for 1 minute.
• You cause flames to flicker, brighten, dim, or change
color for 1 minute.
• You cause harmless tremors in the ground for 1
minute.
• You create an instantaneous sound that originates
from a point of your choice within range, such as a
rumble of thunder, the cry of a raven, or ominous
whispers.
• You instantaneously cause an unlocked door or window
to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to
three of its 1-minute effects active at a time, and you can
dismiss such an effect as an action.
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of
holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature
of your choice within range, granting it a +2 bonus to AC
for the duration.
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of
holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature
of your choice within range, granting it a +2 bonus to AC
for the duration.
A creature you touch regains a number of hit points
equal to 1d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.
A creature you touch regains a number of hit points
equal to 1d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.
[b]At Higher Levels.[/b] When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.
A flash of light streaks toward a creature of your choice
within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d6 radiant damage,
and the next attack roll made against this target before
the end of your next turn has advantage, thanks to the
mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.
A flash of light streaks toward a creature of your choice
within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d6 radiant damage,
and the next attack roll made against this target before
the end of your next turn has advantage, thanks to the
mystical dim light glittering on the target until then.
[b]At Higher Levels.[/b] When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within
range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or
saving throw.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within
range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or
saving throw.
[b]At Higher Levels.[/b] When you cast this spell using
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Equipment
PP: 0 GP: 15 SP: 0 CP: 0
Warhammer
Chain mail armor
Handaxe
Priest's pack
Shield
Holy symbol
Prayer book
Sticks of Incense
Vestments
Common Clothes
A small cloth doll skewered with needles
PP: [_=0] GP: [_=15] SP: [_=0] CP: [_=0]
Warhammer
Chain mail armor
Handaxe
Priest's pack
Shield
Holy symbol
Prayer book
Sticks of Incense [_=5/5]
Vestments
Common Clothes
A small cloth doll skewered with needles
Background and notes
- Comes from the Deep Realm area of southern Faerun
- Worshiper of Haela Brightaxe
- Comes from the Deep Realm area of southern Faerun
- Worshiper of Haela Brightaxe
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_=Hill Dwarf] | [b]Background: [/b]|[_=Acolyte]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Cleric]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment:[/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=16] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=12] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=16] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=14] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=8] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table]
HP: | [_=12] / [_=12]
Temp HP: | [_hptemp=0]
AC: | [_=18]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Wisdom] ([_spellcastingability$=+wis])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=1/2]| [_$=+int+p*prof]
Insight|wis|[_p=1/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=1/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=1/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Weapon/Armor proficiencies
Simple weapons
Battleaxe
Handaxe
Light hammer
Warhammer
Martial weapons
Light Armor
Medium Armor
Heavy Armor
Shields
# Languages
Common, Dwarvish (with some Northern phrases), Giant, Goblin
# Racial Traits
Darkvision 60'
Dwarven Resilience
Dwarven Toughness
- HP +1/Level
Tool proficiency (smith's)
Stonecunning
# War Domain
War Priest
- When attack, +1 attack as bonus
- [_=0/2]
# Background Feature
[b]Shelter of the Faithful[/b]
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
Warhammer | +5 | 1d8+3
Warhammer (two handed) | +5 | 1d10+3
Handaxe | +5 | 1d6+3
Handaxe (thrown) | +5 | 1d6+3 (range 20/60)
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
Prepare: [_$=wis+level]
# C1. Spare the Dying
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The
creature becomes stable. This spell has no effect on
undead or constructs.
# C2. Sacred Flame
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you
can see within range. The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
# C3. Thaumaturgy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
magical effects within range:
• Your voice booms up to three times as loud as normal
for 1 minute.
• You cause flames to flicker, brighten, dim, or change
color for 1 minute.
• You cause harmless tremors in the ground for 1
minute.
• You create an instantaneous sound that originates
from a point of your choice within range, such as a
rumble of thunder, the cry of a raven, or ominous
whispers.
• You instantaneously cause an unlocked door or window
to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to
three of its 1-minute effects active at a time, and you can
dismiss such an effect as an action.
# DS. Divine Favor
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Until
the spell ends, your weapon attacks deal an extra 1d4
radiant damage on a hit.
# DS. Shield of Faith
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of
holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature
of your choice within range, granting it a +2 bonus to AC
for the duration.
# [_=0/1] 1. Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points
equal to 1d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.
[b]At Higher Levels.[/b] When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.
# [_=0/1] 2. Guiding Bolt
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice
within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d6 radiant damage,
and the next attack roll made against this target before
the end of your next turn has advantage, thanks to the
mystical dim light glittering on the target until then.
[b]At Higher Levels.[/b] When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.
# [_=0/1] 3. Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within
range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or
saving throw.
[b]At Higher Levels.[/b] When you cast this spell using
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=15] SP: [_=0] CP: [_=0]
Warhammer
Chain mail armor
Handaxe
Priest's pack
Shield
Holy symbol
Prayer book
Sticks of Incense [_=5/5]
Vestments
Common Clothes
A small cloth doll skewered with needles
[/abilities]
[abilities=Background and notes]
- Comes from the Deep Realm area of southern Faerun
- Worshiper of Haela Brightaxe
[/abilities]
[ +- ] Level 1, Fairy druid
Create character
Name:
Race:
Fairy
Background:
Noble/Retainer
Level(s):
1
Class(es):
Druid
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
8
Dex
12
Con
14
Int
10
Wis
17
Cha
14
HP:
10 / 10
Temp HP:
0
AC:
14
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=8] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=12] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=14] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=17] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=14] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Goblin
Elven
Dwarven-2 weeks toward learning
[b]Druidic[/b]
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
[b]Components:[/b] An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
[b]Arcana:[/b] Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
[b]Investigation:[/b] When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
[b]Medicine:[/b] Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
[b]Nature and Survival:[/b] When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
[b]Identify Plants:[/b] You can identify most plants with a quick inspection of their appearance and smell.
A creature with Fey Ancestry has advantage on any saving throw made to avoid the effect of a spell, trap, or other effect that inflicts the Charmed condition.
A creature with Fey Ancestry has advantage on any saving throw made to avoid the effect of a spell, trap, or other effect that inflicts the Charmed condition.
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Beast Shapes
Level
Max CR
Limitations
Example
2nd
1/4
No flying or swimming speed
Wolf
4th
1/2
No flying speed
Crocodile
8th
1
—
Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Beast Shapes
Level
Max CR
Limitations
Example
2nd
1/4
No flying or swimming speed
Wolf
4th
1/2
No flying speed
Crocodile
8th
1
—
Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Whispering to the spirits of nature, you create one of the following effects within range:
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.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
Whispering to the spirits of nature, you create one of the following effects within range:
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.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
CASTING TIME
1 Action
RANGE/AREA
30 ft (5 ft )
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
CASTING TIME
1 Action
RANGE/AREA
30 ft (5 ft )
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
1 transmutation
Casting Time: 1 action
Range: Touch
Target: See text
Components: V S M (A sprig of mistletoe)
Duration: Instantaneous
Classes: Druid, Ranger
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell
1 transmutation
Casting Time: 1 action
Range: Touch
Target: See text
Components: V S M (A sprig of mistletoe)
Duration: Instantaneous
Classes: Druid, Ranger
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell
1 transmutation
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V S M (A drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
Classes: Cleric, Druid
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
1 transmutation
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V S M (A drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
Classes: Cleric, Druid
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
1 divination
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1 divination
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Casting Time: 1 action
Range: 90 feet
Target: A point within range
Components: V S
Duration: Up to 1 minute
Classes: Druid
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Casting Time: 1 action
Range: 90 feet
Target: A point within range
Components: V S
Duration: Up to 1 minute
Classes: Druid
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Example:
Example: 30
Set of fine clothes
Signet ring
Scroll of pedigree
Cards
Exployer's pack
Torches:
Rations:
Backpack
Bedroll
Mess kit
Tinderbox
Waterskin
50 feet of Hempen rope
1 Quiver of Arrows
Mirror
Whistle
Chalk
Oil
Scroll case
Pen
Bottle of ink
Paper
Sealing wax
Pouch
Soap
Robe
Bucket
Candle
Wooden tankard
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Example: [_=10/10]
Example: [_=30]
Set of fine clothes
Signet ring
Scroll of pedigree
Cards
Exployer's pack
Torches: [_=10/10]
Rations: [_=10/10]
Backpack
Bedroll
Mess kit
Tinderbox
Waterskin
50 feet of Hempen rope
1 Quiver of Arrows [_=20/20]
Mirror
Whistle
Chalk
Oil [_=5/5]
Scroll case
Pen
Bottle of ink
Paper [_=5/5]
Sealing wax
Pouch
Soap
Robe
Bucket
Candle
Wooden tankard
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= Fairy] | [b]Background: [/b]|[_=Noble/Retainer]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Druid]|[b]Inspiration: [/b] | [_=1/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=8] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=12] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=14] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=17] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=14] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table]
HP: | [_=10] / [_=10]
Temp HP: | [_hptemp=0]
AC: | [_=14]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Wisdom] ([_spellcastingability$=+wis])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=1/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=1/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=1/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=1/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Avatars]
[npcs=Retainers]
[/npcs]
[/abilities]
[abilities=Features And Traits]
#Armor
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
# Weapons
Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
# Tools
Herbalism kit
# Languages
[b]Druidic[/b]
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
[b] Goblin[/b]
[b]Elven[/b]
[b]Dwarven[/b]-2 weeks toward learning
# Herbalism Kit
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
[b]Components:[/b] An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
[b]Arcana:[/b] Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
[b]Investigation:[/b] When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
[b]Medicine:[/b] Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
[b]Nature and Survival:[/b] When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
[b]Identify Plants:[/b] You can identify most plants with a quick inspection of their appearance and smell.
# Flies
Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
# Fey
A creature with Fey Ancestry has advantage on any saving throw made to avoid the effect of a spell, trap, or other effect that inflicts the Charmed condition.
# Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
# Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Beast Shapes
Level
Max CR
Limitations
Example
2nd
1/4
No flying or swimming speed
Wolf
4th
1/2
No flying speed
Crocodile
8th
1
—
Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
# Circle of the Land
[b]Artic[/b][/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
Cross bow | +3 | 1d8+1
1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dagger | +3 | 1d4+1
[/table]
[/abilities]
[/col]
[col]
[abilities=Spells]
Prepare: [_$=wis+level]
Cantrips known: 2
# Cantrip-Druidcraft
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
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.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
#Cantrip-Thornwhip
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
#Cantrip-Shape water
CASTING TIME
1 Action
RANGE/AREA
30 ft (5 ft )
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
#[_=1/1] Goodberry
1 transmutation
Casting Time: 1 action
Range: Touch
Target: See text
Components: V S M (A sprig of mistletoe)
Duration: Instantaneous
Classes: Druid, Ranger
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell
#[_1/1] Create or destroy water
1 transmutation
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V S M (A drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
Classes: Cleric, Druid
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
#[_1/1] Detect Magic
1 divination
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
#[_1/1] Entangle
Casting Time: 1 action
Range: 90 feet
Target: A point within range
Components: V S
Duration: Up to 1 minute
Classes: Druid
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Example: [_=10/10]
Example: [_=30]
Set of fine clothes
Signet ring
Scroll of pedigree
Cards
Exployer's pack
Torches: [_=10/10]
Rations: [_=10/10]
Backpack
Bedroll
Mess kit
Tinderbox
Waterskin
50 feet of Hempen rope
1 Quiver of Arrows [_=20/20]
Mirror
Whistle
Chalk
Oil [_=5/5]
Scroll case
Pen
Bottle of ink
Paper [_=5/5]
Sealing wax
Pouch
Soap
Robe
Bucket
Candle
Wooden tankard[/abilities]
[abilities=Background and notes]
[/abilities]
[ +- ] Level 1, Half-elf bard
Create character
Name:
Race:
Half Elf
Background:
Archaeologist
Level(s):
1
Class(es):
Bard
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
8
Dex
16
Con
12
Int
12
Wis
12
Cha
16
HP:
9 / 9
Temp HP:
0
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=8] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=16] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=12] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=12] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=12] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=16] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= Half Elf] | [b]Background: [/b]|[_=Archaeologist]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Bard]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[color=";display:none;][_joat$=level>=2?floor(prof/2):0][/color]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=8] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=16] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=12] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=12] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=12] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=16] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table]
HP: | [_=9] / [_=9]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex+joat]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Charisma] ([_spellcastingability$=+cha])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
Spells known | [_$=min(level+3,22)]
Cantrips known | [_$=lookupBonus(level,1,3,2 ,4,9,3, 10,20,4)]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=1/2]| [_$=+dex+max(p*prof,joat)]
Animal Handling|wis|[_p=0/2]|[_$=+wis+max(p*prof,joat)]
Arcana|int|[_p=0/2]|[_$=+int+max(p*prof,joat)]
Athletics|str|[_p=0/2]| [_$=+str+max(p*prof,joat)]
Deception|cha|[_p=0/2]|[_$=+cha+max(p*prof,joat)]
History|int|[_p=1/2]| [_$=+int+max(p*prof,joat)]
Insight|wis|[_p=1/2]| [_$=+wis+max(p*prof,joat)]
Intimidation|cha|[_p=0/2]| [_$=+cha+max(p*prof,joat)]
Investigation|int|[_p=1/2]| [_$=+int+max(p*prof,joat)]
Medicine|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Nature|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Perception|wis|[_p=1/2]| [_$=+wis+max(p*prof,joat)]
Performance|cha|[_p=0/2]| [_$=+cha+max(p*prof,joat)]
Persuasion|cha|[_p=1/2]| [_$=+cha+max(p*prof,joat)]
Religion|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+max(p*prof,joat)]
Stealth|dex|[_p=0/2]| [_$=+dex+max(p*prof,joat)]
Survival|wis|[_p=1/2]| [_$=+wis+max(p*prof,joat)]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Armor
Light armor
# Weapons
Simple weapons, hand crossbows, longswords, rapiers, shortswords
# Tools
Cartographer's Tools
# Languages
Common, Elvish, Dwarven
# Bardic inspiration [_=3/3]
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
Rapier| +5 | 1d8+3
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
Healing Word
Heroism
Silent Image
Silvery Barbs
Mage Hand
Prestidigitation
[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=25] SP: [_=0] CP: [_=0]
Put equipment here. You can use checkboxes and number boxes for things you might expend like this:
Rations: [_=10/10]
Arrows: [_=30]
Rapier
Leather Armor
Miner's Pick
Trinket
Diplomat's Pack
[/abilities]
[abilities=Background and notes]
[/abilities]
[ +- ] Level 1, High-elf Paladin
Create character
Name:
Race:
Elf (High)
Background:
Folk Hero
Level(s):
1
Class(es):
Paladin
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
14
Dex
14
Con
14
Int
10
Wis
12
Cha
12
HP:
12 / 12
Temp HP:
0
AC:
18
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=14] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=14] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=14] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=12] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=12] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Prepare:
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Cartographer's Tools
Shovel
Iron pot
Set of Common Clothes 1
Cartographer's Tools
Shovel
Iron pot
Set of Common Clothes [_=1]
Background and notes
Specialty: I stood up to a tyrant's agents.
Personality traits
- I judge people by their actions not their words.
- If someone is in trouble, I'm always ready to help.
Ideal
- Respect: People deserve to be treated with dignity and respect. (Good)
Bond
- I protect those who cannot protect themselves.
Flaws
- The tyrant who rules my land will stop at nothing to see me killed.
Specialty: I stood up to a tyrant's agents.
Personality traits
- I judge people by their actions not their words.
- If someone is in trouble, I'm always ready to help.
Ideal
- Respect: People deserve to be treated with dignity and respect. (Good)
Bond
- I protect those who cannot protect themselves.
Flaws
- The tyrant who rules my land will stop at nothing to see me killed.
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= Elf (High)] | [b]Background: [/b]|[_=Folk Hero]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Paladin]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities=Stats][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=14] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=14] | [_dex$=+d20bonus(d)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=14] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=12] | [_wis$=+d20bonus(w)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=12] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=12] / [_=12]
Temp HP: | [_hptemp=0]
AC: | [_=18]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Charisma] ([_spellcastingability$=+cha])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=0/0]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=1/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=1/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=1/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=1/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=1/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor Proficiencies
All armor, shields
#Weapon Proficiencies
Simple weapons, Martial weapons
# Tool Proficiencies
Vehicles (land), Cartographer's Tools
# Divine Sense (lr)
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
# Lay on Hands [_=5]/[_$=level*5] (lr)
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
# Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
# Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
# Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
# Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.
# Cantrip
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
# Extra Language
You can speak, read, and write one extra language of your choosing.
# Languages
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
# Background; Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
Handaxe | +4 | 1d6+2
Longsword(One-Handed) | +4 | 1d8+2
Longsword(Two-Handed) | +4 | 1d10+2
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
Cantrips
# Message
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Prepare: [_$=cha+floor(level/2)]
[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=10] SP: [_=0] CP: [_=0]
#Armor
Chain Shirt (AC 16)
Shield (AC +2)
#Weapons
Handaxe (Light, Thrown (20/60 ft.) - 1d6 Slashing
Longsword(Versatile) - 1d8 / 1d10 Slashing
# Items
Cartographer's Tools
Shovel
Iron pot
Set of Common Clothes [_=1]
[/abilities]
[abilities=Background and notes]
Specialty: I stood up to a tyrant's agents.
Personality traits
- I judge people by their actions not their words.
- If someone is in trouble, I'm always ready to help.
Ideal
- Respect: People deserve to be treated with dignity and respect. (Good)
Bond
- I protect those who cannot protect themselves.
Flaws
- The tyrant who rules my land will stop at nothing to see me killed.[/abilities]
I noticed in my game that Koldik's sheet didn't have an option to bring in a roll with a button, like the default 5e. Do these have that functionality?
What Character Are you talking about Pax? Billo's sheet?
[ +- ] Billo
The Sheet I stuck in the worldbuilding game?
The Reason that sheet doesn't have rolls or calculations for that matter is because it's still in a post once you use the create character button then it will have the areas where calculations should be with the values they work out to be instead of empty and when it show up bellow posts
(after you've submited it into a game then you will se the rolls like seen here:
or is there some other game I've forgotten about?
Once again the three versions:
I must have missed it on Billo's sheet. I looked once to roll something and didn't see it. My bad. I didn't bring it up, because I assumed it was just a quirk of custom sheets. Carry on.
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
3rd-level wizard feature
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score (int) of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice (investigation).
Choose one skill in which you have proficiency. You gain expertise with that skill (arcana), which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score (int) of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice (investigation).
Choose one skill in which you have proficiency. You gain expertise with that skill (arcana), which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Attacks
Weapon
Attack
Damage
Dagger
+5
1d4+2
Staff
+5
1d6+2
Staff (2 handed)
+5
1d8+2
Chill touch
2d8
Toll the dead (WIS save vs DC )
+0
2d8
Toll the dead on wounded (WIS save vs DC )
+0
2d12
Firebolt
2d10
[table="rolls d20 dnd5e"]
Weapon|Attack|Damage
Dagger | +5 | 1d4+2
Staff | +5 | 1d6+2
Staff (2 handed) | +5 | 1d8+2
Chill touch | [_$=+spell_to_hit] | 2d8
Toll the dead (WIS save vs DC [_$=spell_dc]) | +0 | 2d8
Toll the dead on wounded (WIS save vs DC [_$=spell_dc]) | +0 | 2d12
Firebolt | [_$=+spell_to_hit] | 2d10
[/table]
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S
DURATION: 1 Minute
SCHOOL: Conjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Utility
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S
DURATION: 1 Minute
SCHOOL: Conjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Utility
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Necrotic
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Necrotic
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 120 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: Ranged
DAMAGE/EFFECT: Fire
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 120 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: Ranged
DAMAGE/EFFECT: Fire
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V
DURATION: Concentration 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Frightened
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V
DURATION: Concentration 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Frightened
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
* - (a small amount of alcohol or distilled spirits)
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
* - (a small amount of alcohol or distilled spirits)
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Necromancy
ATTACK/SAVE: CON Save
DAMAGE/EFFECT: Poison
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Necromancy
ATTACK/SAVE: CON Save
DAMAGE/EFFECT: Poison
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 90 ft (20 ft )
COMPONENTS: V, S, M *
DURATION: 1 Minute
SCHOOL: Enchantment
ATTACK/SAVE: None
DAMAGE/EFFECT: Unconscious
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
* - (a pinch of fine sand, rose petals, or a cricket)
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 90 ft (20 ft )
COMPONENTS: V, S, M *
DURATION: 1 Minute
SCHOOL: Enchantment
ATTACK/SAVE: None
DAMAGE/EFFECT: Unconscious
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
* - (a pinch of fine sand, rose petals, or a cricket)
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 120 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: None
DAMAGE/EFFECT: Force
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 120 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: None
DAMAGE/EFFECT: Force
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: Self (15 ft )
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: DEX Save
DAMAGE/EFFECT: Fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: Self (15 ft )
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: DEX Save
DAMAGE/EFFECT: Fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
LEVEL: 1st
CASTING TIME: 1 Hour Ritual
RANGE/AREA: 10 ft
COMPONENTS: V, S, M *
DURATION: Instantaneous
SCHOOL: Conjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Summoning
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
* - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
LEVEL: 1st
CASTING TIME: 1 Hour Ritual
RANGE/AREA: 10 ft
COMPONENTS: V, S, M *
DURATION: Instantaneous
SCHOOL: Conjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Summoning
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
* - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
LEVEL: 1st
CASTING TIME: 1 Action Ritual
RANGE/AREA: 60 ft
COMPONENTS: V, S, M *
DURATION: 1 Hour
SCHOOL: Conjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Control
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
* - (a bit of string and of wood)
LEVEL: 1st
CASTING TIME: 1 Action Ritual
RANGE/AREA: 60 ft
COMPONENTS: V, S, M *
DURATION: 1 Hour
SCHOOL: Conjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Control
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
* - (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
* - (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V
DURATION: 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: CON Save
DAMAGE/EFFECT: Blinded (...)
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V
DURATION: 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: CON Save
DAMAGE/EFFECT: Blinded (...)
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 60 ft (10 ft )
COMPONENTS: V, S, M *
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: CON Save
DAMAGE/EFFECT: Thunder
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
* - (a chip of mica)
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 60 ft (10 ft )
COMPONENTS: V, S, M *
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: CON Save
DAMAGE/EFFECT: Thunder
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, M *
DURATION: Concentration 8 Hours
SCHOOL: Enchantment
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Control (...)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
* - (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, M *
DURATION: Concentration 8 Hours
SCHOOL: Enchantment
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Control (...)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
* - (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
LEVEL: 3rd
CASTING TIME: 1 Action
RANGE/AREA: Touch
COMPONENTS: V, S
DURATION: Concentration 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Debuff
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
LEVEL: 3rd
CASTING TIME: 1 Action
RANGE/AREA: Touch
COMPONENTS: V, S
DURATION: Concentration 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Debuff
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
LEVEL: 3rd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Necromancy
ATTACK/SAVE: None
DAMAGE/EFFECT: Necrotic
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
LEVEL: 3rd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Necromancy
ATTACK/SAVE: None
DAMAGE/EFFECT: Necrotic
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
LEVEL: 3rd
CASTING TIME: 1 Action Ritual
RANGE/AREA: 30 ft
COMPONENTS: V, S, M *
DURATION: 24 Hours
SCHOOL: Transmutation
ATTACK/SAVE: None
DAMAGE/EFFECT: Buff
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.
LEVEL: 3rd
CASTING TIME: 1 Action Ritual
RANGE/AREA: 30 ft
COMPONENTS: V, S, M *
DURATION: 24 Hours
SCHOOL: Transmutation
ATTACK/SAVE: None
DAMAGE/EFFECT: Buff
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.
Equipment
A set of traveller's clothes
A quarterstaff
A spellbook
A set of traveller's clothes
A quarterstaff
A spellbook
PP
GP
EP
SP
CP
0
0
0
0
0
Background and notes
[table="compact"]
[b]Name[/b]|[_=]|[b]Race[/b]|[_= Half-Orc]|[b]background[/b]|[_=Marine]|[b]Level(s):[/b] | [_level=5]
[b]Class(es)[/b]|[_=Wizard - 5]|[b]Inspiration:[/b] | [_=0/1] | [b]Alignment[/b] | [_=] | [b]Proficiency:[/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=14] | [_str$=+floor((s-10)/2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+floor((d-10)/2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=14] | [_con$=+floor((c-10)/2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=18] | [_int$=+floor((i-10)/2)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=12] | [_wis$=+floor((w-10)/2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=8] | [_cha$=+floor((C-10)/2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table]
HP: | [_hp=32] / [_hpmax=32]
Temp HP: | [_hptemp=0]
AC: | [_armor$=10+dex]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability | [_=Intelligence] ([_spellcastingability$=+int])
Spell DC | [_spell_dc$=8+prof+spellcastingability]
Spell Attack | [_spell_to_hit$=+prof+spellcastingability]
[/table]
[table="ht"]
Level | Spell slots
1 | [_ss1=4/4]
2 | [_ss2=3/3]
3 | [_ss3=2/2]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
[_=Acrobatics]|dex|[_p=0/2]| [_$=+dex+p*prof]
[_=Animal Handling]|wis|[_p=0/2]|[_$=+wis+p*prof]
[_=Arcana]|int|[_p=2/2]|[_$=+int+p*prof]
[_=Athletics]|str|[_p=1/2]| [_$=+str+p*prof]
[_=Deception]|cha|[_p=0/2]|[_$=+cha+p*prof]
[_=History]|int|[_p=1/2]| [_$=+int+p*prof]
[_=Insight]|wis|[_p=0/2]| [_$=+wis+p*prof]
[_=Intimidation]|cha|[_p=0/2]| [_$=+cha+p*prof]
[_=Investigation]|int|[_p=1/2]| [_$=+int+p*prof]
[_=Medicine]|wis|[_p=1/2]| [_$=+wis+p*prof]
[_=Nature]|int|[_p=0/2]| [_$=+int+p*prof]
[_=Perception]|wis|[_p=0/2]| [_$=+wis+p*prof]
[_=Performance]|cha|[_p=0/2]| [_$=+cha+p*prof]
[_=Persuasion]|cha|[_p=0/2]| [_$=+cha+p*prof]
[_=Religion]|int|[_p=0/2]| [_$=+int+p*prof]
[_=Sleight Of Hand]|dex|[_p=0/2]| [_$=+dex+p*prof]
[_=Stealth]|dex|[_p=0/2]| [_$=+dex+p*prof]
[_=Survival]|wis|[_p=1/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Weapon proficiencies
Daggers, darts, slings, quarterstaffs, light crossbows.
#Tool proficiencies
Vehicles (land & water)
#Steady
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
#Dark vision
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
#Relentless Endurance [_=1/1]
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
#Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
#Languages
You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
#Hit dice (d6): [_=5/5]
#Arcane Recovery [_=1/1]
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
#Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
#Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
#Cantrip Formulas
3rd-level wizard feature
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
#Skill expert
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score (int) of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice (investigation).
Choose one skill in which you have proficiency. You gain expertise with that skill (arcana), which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon|Attack|Damage
Dagger | +5 | 1d4+2
Staff | +5 | 1d6+2
Staff (2 handed) | +5 | 1d8+2
Chill touch | [_$=+spell_to_hit] | 2d8
Toll the dead (WIS save vs DC [_$=spell_dc]) | +0 | 2d8
Toll the dead on wounded (WIS save vs DC [_$=spell_dc]) | +0 | 2d12
Firebolt | [_$=+spell_to_hit] | 2d10
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
Prepare spells: [_$=level+int]
#+ 0. Mage Hand
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S
DURATION: 1 Minute
SCHOOL: Conjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Utility
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
#+ 0. Chill Touch
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 120 ft
COMPONENTS: V, S
DURATION: 1 Round
SCHOOL: Necromancy
ATTACK/SAVE: Ranged
DAMAGE/EFFECT: Necrotic
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
#+ 0. Toll the Dead
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Necrotic
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
#+ 0. Firebolt
LEVEL: Cantrip
CASTING TIME: 1 Action
RANGE/AREA: 120 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: Ranged
DAMAGE/EFFECT: Fire
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
#+ 1. [_=1/1] Cause Fear
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V
DURATION: Concentration 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Frightened
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
#+ 1. [_=1/1] False Life
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: Self
COMPONENTS: V, S, M *
DURATION: 1 Hour
SCHOOL: Necromancy
ATTACK/SAVE: None
DAMAGE/EFFECT: Healing
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
* - (a small amount of alcohol or distilled spirits)
#+ 1. [_=0/1] Ray of Sickness
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Necromancy
ATTACK/SAVE: CON Save
DAMAGE/EFFECT: Poison
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
#+ 1. [_=0/1] Sleep
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 90 ft (20 ft )
COMPONENTS: V, S, M *
DURATION: 1 Minute
SCHOOL: Enchantment
ATTACK/SAVE: None
DAMAGE/EFFECT: Unconscious
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
* - (a pinch of fine sand, rose petals, or a cricket)
#+ 1. [_=1/1] Magic Missile
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 120 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: None
DAMAGE/EFFECT: Force
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
#+ 1. [_=1/1] Burning hands
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: Self (15 ft )
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: DEX Save
DAMAGE/EFFECT: Fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
#+ 1. [_=0/1] Find familiar (R)
LEVEL: 1st
CASTING TIME: 1 Hour Ritual
RANGE/AREA: 10 ft
COMPONENTS: V, S, M *
DURATION: Instantaneous
SCHOOL: Conjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Summoning
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
* - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
#+ 1. [_=1/1] Unseen servant (R)
LEVEL: 1st
CASTING TIME: 1 Action Ritual
RANGE/AREA: 60 ft
COMPONENTS: V, S, M *
DURATION: 1 Hour
SCHOOL: Conjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Control
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
* - (a bit of string and of wood)
#+ 1. [_=0/1] Alarm (R)
LEVEL: 1st
CASTING TIME: 1 Minute Ritual
RANGE/AREA: 30 ft
COMPONENTS: V, S, M *
DURATION: 8 Hours
SCHOOL: Abjuration
ATTACK/SAVE: None
DAMAGE/EFFECT: Detection
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
* - (a tiny bell and a piece of fine silver wire)
#+ 2. [_=0/1] Gentle Repose (R)
LEVEL: 2nd
CASTING TIME: 1 Action Ritual
RANGE/AREA: Touch
COMPONENTS: V, S, M *
DURATION: 10 Days
SCHOOL: Necromancy
ATTACK/SAVE: None
DAMAGE/EFFECT: Warding
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
* - (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
#+ 2. [_=1/1] Blindness/Deafness
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V
DURATION: 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: CON Save
DAMAGE/EFFECT: Blinded (...)
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
#+ 2. [_=1/1] Shatter
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 60 ft (10 ft )
COMPONENTS: V, S, M *
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: CON Save
DAMAGE/EFFECT: Thunder
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
* - (a chip of mica)
#+ 2. [_=1/1] Suggestion
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, M *
DURATION: Concentration 8 Hours
SCHOOL: Enchantment
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Control (...)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
* - (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
#+ 3. [_=1/1] Bestow Curse
LEVEL: 3rd
CASTING TIME: 1 Action
RANGE/AREA: Touch
COMPONENTS: V, S
DURATION: Concentration 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Debuff
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
#+3. [_=0/1] Life Transference
LEVEL: 3rd
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S
DURATION: Instantaneous
SCHOOL: Necromancy
ATTACK/SAVE: None
DAMAGE/EFFECT: Necrotic
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
#+3. [_=0/1] Water Breathing (R)
LEVEL: 3rd
CASTING TIME: 1 Action Ritual
RANGE/AREA: 30 ft
COMPONENTS: V, S, M *
DURATION: 24 Hours
SCHOOL: Transmutation
ATTACK/SAVE: None
DAMAGE/EFFECT: Buff
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.
[/abilities]
[/col]
[/2column]
[abilities=Equipment]
A set of traveller's clothes
A quarterstaff
A spellbook
[/abilities]
[table]PP|GP|EP|SP|CP
[_=0]|[_=0]|[_=0]|[_=0]|[_=0][/table]
[abilities=Background and notes]
[/abilities]
Is there a special reason the Spells section doesn't follow after the Spellcasting section? Obviously I can configure my sheet however I like but am just curious about the design intent here if there is one.
Is there a special reason the Spells section doesn't follow after the Spellcasting section? Obviously I can configure my sheet however I like but am just curious about the design intent here if there is one.
Not really. I think it's because I was looking at the GP 5e sheets when I created it.
EDIT: Aha! I see the logic now that I'm opening the sheet for the first time on a laptop. On mobile I wasn't seeing the columns. Yeah this makes sense. I should never have doubted. Thanks!
Point buy (27) is a common way of determining your DnD 5e character stats. The standard array (15, 14, 13, 12, 10, 8) is an example of a point buy. There are calculators to help with point buy.
But, if it helps, here's a table of all point buy combinations. In 5e, many races have +2, +1 modifiers which can be applied after point buy. It looks like the next version of DnD will standardize this +2, +1, but tying it to background rather than race.
DnD ability bonuses are tied to even numbers. e.g. 14 and 15 both have a +2. Therefore, if you want to get the most bonuses from your point buy then you might want to pick a row with a single odd number and put the +1 on that. I've marked those rows with a *. Of course, there might be reasons not to do that (you're planning on a feat that gives a +1, and some features are tied to the number, not the bonus, like STR carrying capacity). But, meh, you might find it useful.
15
15
15
8
8
8
15
15
14
10
8
8
15
15
14
9
9
8
15
15
13
12
8
8
15
15
13
11
9
8
15
15
13
10
10
8
15
15
13
10
9
9
15
15
12
12
9
8
15
15
12
11
10
8
15
15
12
11
9
9
15
15
12
10
10
9
15
15
11
11
11
8
15
15
11
11
10
9
15
15
11
10
10
10
*
15
14
14
12
8
8
15
14
14
11
9
8
*
15
14
14
10
10
8
15
14
14
10
9
9
15
14
13
13
9
8
Std Array
15
14
13
12
10
8
15
14
13
12
9
9
15
14
13
11
11
8
15
14
13
11
10
9
15
14
13
10
10
10
15
14
12
12
11
8
15
14
12
12
10
9
15
14
12
11
11
9
15
14
12
11
10
10
15
14
11
11
11
10
15
13
13
13
11
8
15
13
13
13
10
9
15
13
13
12
12
8
15
13
13
12
11
9
15
13
13
12
10
10
15
13
13
11
11
10
15
13
12
12
12
9
15
13
12
12
11
10
15
13
12
11
11
11
*
15
12
12
12
12
10
15
12
12
12
11
11
14
14
14
13
9
8
14
14
14
12
10
8
14
14
14
12
9
9
14
14
14
11
11
8
14
14
14
11
10
9
14
14
14
10
10
10
14
14
13
13
11
8
14
14
13
13
10
9
*
14
14
13
12
12
8
14
14
13
12
11
9
*
14
14
13
12
10
10
14
14
13
11
11
10
*
14
14
12
12
12
9
*
14
14
12
12
11
10
14
14
12
11
11
11
14
13
13
13
13
8
14
13
13
13
12
9
14
13
13
13
11
10
14
13
13
12
12
10
14
13
13
12
11
11
14
13
12
12
12
11
14
12
12
12
12
12
13
13
13
13
13
10
13
13
13
13
12
11
13
13
13
12
12
12
e.g. If I want a good all-rounder, I might pick 14, 14, 12, 12, 11, 10, then add the +2 to the 10 and the +1 to the 11, giving 14, 14, 12, 12, 12, 12.
If I want someone with good primary stats, I might pick 15, 14, 14, 10, 10, 8, then add the +2 to a 14 and the +1 to the 15, giving 16, 16, 14, 10, 10, 8.
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.
Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
Make an attack roll against an enemy.
Force an enemy to make a saving throw.
Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
[b]Damage Resistance.[/b] You have Resistance to Bludgeoning, Piercing, and Slashing damage.
[b]Rage Damage.[/b] When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
[b]Strength Advantage.[/b] You have Advantage on Strength checks and Strength saving throws.
[b]No Concentration or Spells.[/b] You can’t maintain Concentration, and you can’t cast spells.
[b]Duration.[/b] The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
Make an attack roll against an enemy.
Force an enemy to make a saving throw.
Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Species: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Barbarian]|[b]Inspiration: [/b] | [_=1/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)]
[b]Exhaustion:[/b] | [_exhaust=0/6]| [b]Bardic inspiration:[/b] | [_=0/1][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=1/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
Hit dice: | [_=1] / [_$=level]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor
Light and Medium armor and Shields
# Weapons
Simple and Martial weapons
# Tools
...
# Languages
Common, ...
# Level 1: Rage [_=2/2]/[_$=lookupBonus(level,1,2,2, 3,5,3, 6,11,4, 12,16,5, 17,20,6)] (+[_rageDmg$=lookupBonus(level, 1,8,2, 9,15,3, 16,20,4)])
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
[b]Damage Resistance.[/b] You have Resistance to Bludgeoning, Piercing, and Slashing damage.
[b]Rage Damage.[/b] When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
[b]Strength Advantage.[/b] You have Advantage on Strength checks and Strength saving throws.
[b]No Concentration or Spells.[/b] You can’t maintain Concentration, and you can’t cast spells.
[b]Duration.[/b] The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
Make an attack roll against an enemy.
Force an enemy to make a saving throw.
Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
# Level 1: Unarmored Defense
While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
# Level 1: Weapon Mastery ([_$=lookupBonus(level, 1,3,2, 4,9,3, 10,20,4)])
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
e.g. Greatsword | [_$=+str+prof] | 2d6[_$=+d20bonus(s)] | Heavy, Two-Handed, Graze
e.g. Greatsword (rage) | [_$=+str+prof] | 2d6[_$=+d20bonus(s)][_$=+rageDmg]| Heavy, Two-Handed, Graze
[/table]
[/abilities]
[abilities=Weapon masteries]
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
# Cleave [_=0/1] ([_= ])
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
# Graze [_=0/1] ([_= ])
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
# Nick [_=1/1] ([_= ])
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
# Push [_=0/1] ([_= ])
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
# Sap [_=0/1] ([_= ])
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
# Slow [_=0/1] ([_= ])
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
# Topple [_=0/1] ([_= ])
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
# Vex [_=1/1] ([_= ])
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
[/abilities]
[/col]
[col]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD Bard 2024
Create character
Name:
Species:
Background:
Level(s):
1
Class(es):
Bard
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Hit dice:
1 /
Temp HP:
0
AC:
10
Initiative:
Speed:
30
Exhaustion:
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
[b]Number of Uses.[/b] You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
[b]At Higher Levels.[/b] Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
[table="compact"]
[b]Name: [/b]|[_=] | [b]Species: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Bard]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[color=";display:none;][_joat$=level>=2?floor(prof/2):0][/color]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Hit dice: | [_=1] / [_$=level]
Temp HP: | [_hptemp=0]
AC: | [_=10]
Initiative: | [_$=+dex+joat]
Speed: |[_=30]
Exhaustion: | [_=0/6]
[/table][/abilities]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Charisma] ([_spellcastingability$=+cha])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
Prepared spells | [_$=min(level+3,22)]
Cantrips known | [_$=lookupBonus(level,1,3,2 ,4,9,3, 10,20,4)]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+max(p*prof,joat)]
Animal Handling|wis|[_p=0/2]|[_$=+wis+max(p*prof,joat)]
Arcana|int|[_p=0/2]|[_$=+int+max(p*prof,joat)]
Athletics|str|[_p=0/2]| [_$=+str+max(p*prof,joat)]
Deception|cha|[_p=0/2]|[_$=+cha+max(p*prof,joat)]
History|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Insight|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Intimidation|cha|[_p=0/2]| [_$=+cha+max(p*prof,joat)]
Investigation|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Medicine|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Nature|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Perception|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
Performance|cha|[_p=0/2]| [_$=+cha+max(p*prof,joat)]
Persuasion|cha|[_p=0/2]| [_$=+cha+max(p*prof,joat)]
Religion|int|[_p=0/2]| [_$=+int+max(p*prof,joat)]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+max(p*prof,joat)]
Stealth|dex|[_p=0/2]| [_$=+dex+max(p*prof,joat)]
Survival|wis|[_p=0/2]| [_$=+wis+max(p*prof,joat)]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Armor
Light armor
# Weapons
Simple weapons
# Tools
Three musical instruments of your choice
# Languages
Common, ...
# Bardic inspiration [_=3/3]
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.
[b]Number of Uses.[/b] You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
[b]At Higher Levels.[/b] Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
e.g. Dagger | +3 | 1d4+1
[/table][/abilities]
[/col]
[col]
[abilities=Spells]
# e.g. Light
Add spell notes
[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here.[/abilities]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD Cleric 2024 (Thaumaturge)
Create character
Name:
Race:
Background:
Level(s):
1
Class(es):
Cleric
Inspiration:
Alignment:
Proficiency:
Exhaustion:
Bardic inspiration:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
Hit dice:
1/1
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.
Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.
[b]Cantrips.[/b] You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
[b]Spell Slots.[/b] The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
[b]Prepared Spells of Level 1+.[/b] You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
[b]Changing Your Prepared Spells.[/b] Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
[b]Spellcasting Ability.[/b] Wisdom is your spellcasting ability for your Cleric spells.
[b]Spellcasting Focus.[/b] You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
You have dedicated yourself to one of the following sacred roles of your choice.
Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
You have dedicated yourself to one of the following sacred roles of your choice.
[b]Thaumaturge.[/b] You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
Attacks
Weapon
Attack
Damage
Extra
example
1d6
Thrown (20/60)
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
example | [_$=+prof+str] | 1d6[_$=+d20bonus(s)] | Thrown (20/60)
[/table]
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
* - (a drop of blood)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | CHA Save
[b]Damage/Effect[/b] | Debuff
[/table]
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
* - (a Holy Symbol worth 5+ GP)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff
[/table]
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn’t move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Prone
[/table]
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
[b]Approach.[/b] The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
[b]Drop.[/b] The target drops whatever it is holding and then ends its turn.
[b]Flee.[/b] The target spends its turn moving away from you by the fastest available means.
[b]Grovel.[/b] The target has the Prone condition and then ends its turn.
[b]Halt.[/b] On its turn, the target doesn’t move and takes no action or Bonus Action.
[b]Using a Higher-Level Spell Slot.[/b] You can affect one additional creature for each spell slot level above 1.
You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
* - (a mix of water and sand)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Creation
[/table]
You do one of the following:
[b]Create Water.[/b] You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
[b]Destroy Water.[/b] You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
[b]Using a Higher-Level Spell Slot.[/b] You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d8 for each spell slot level above 1.
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
* - (a yew leaf)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Round
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Radiant
[/table]
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d6 for each spell slot level above 1.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d4 for each spell slot level above 1.
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Necromancy
[b]Attack/Save[/b] | CON Save
[b]Damage/Effect[/b] | Necrotic
[/table]
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d10 for each spell slot level above 1.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
* - (a flask of Holy Water worth 25+ GP, which the spell consumes)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
* - (a flask of Holy Water worth 25+ GP, which the spell consumes)
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | 10 ft (5 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
* - (a shard of glass from a mirror)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Buff (...)
[/table]
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
* - (a prayer scroll)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
* - (a prayer scroll)
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Cleric]|[b]Inspiration: [/b] | [_=1/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)]
[b]Exhaustion:[/b] | [_exhaust=0/6] | [b]Bardic inspiration:[/b] | [_=0/1][/table]
[3column]
[col]
[abilities=Stats][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
Hit dice: | [_=1]/[_=1]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof+wis+(exhaust*2)]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof+wis+(exhaust*2)]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Weapon proficiencies
Simple weapons
#Armor training
Light and Medium armor and Shields
# Languages
Common, ...
#Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.
[b]Cantrips.[/b] You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
[b]Spell Slots.[/b] The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
[b]Prepared Spells of Level 1+.[/b] You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
[b]Changing Your Prepared Spells.[/b] Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
[b]Spellcasting Ability.[/b] Wisdom is your spellcasting ability for your Cleric spells.
[b]Spellcasting Focus.[/b] You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
#Level 1: Divine Order
You have dedicated yourself to one of the following sacred roles of your choice.
[b]Thaumaturge.[/b] You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
example | [_$=+prof+str] | 1d6[_$=+d20bonus(s)] | Thrown (20/60)
[/table][/abilities]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
[/abilities]
[/col]
[col]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Wisdom] ([_spellcastingability$=+wis])
Spell DC: | [_spell_dc$=8+prof+spellcastingability+(exhaust*2)]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
Prepared spells | [_$=min(level+3,22)]
Cantrips known | [_$=1+lookupBonus(level,1,3,3 ,4,9,4, 10,20,5)]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[abilities=Spells]
# [_=0/1] 1. Bane
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | CHA Save
[b]Damage/Effect[/b] | Debuff
[/table]
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
* - (a drop of blood)
# [_=0/1] 1. Bless
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff
[/table]
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
* - (a Holy Symbol worth 5+ GP)
# [_=0/1] 1. Command
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Prone
[/table]
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
[b]Approach.[/b] The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
[b]Drop.[/b] The target drops whatever it is holding and then ends its turn.
[b]Flee.[/b] The target spends its turn moving away from you by the fastest available means.
[b]Grovel.[/b] The target has the Prone condition and then ends its turn.
[b]Halt.[/b] On its turn, the target doesn’t move and takes no action or Bonus Action.
[b]Using a Higher-Level Spell Slot.[/b] You can affect one additional creature for each spell slot level above 1.
# [_=0/1] 1. Create or Destroy Water
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Creation
[/table]
You do one of the following:
[b]Create Water.[/b] You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
[b]Destroy Water.[/b] You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
[b]Using a Higher-Level Spell Slot.[/b] You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
* - (a mix of water and sand)
# [_=0/1] 1. Cure Wounds
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d8 for each spell slot level above 1.
# [_=0/1] 1. Detect Evil and Good
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
# [_=0/1] 1. Detect Magic
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
# [_=0/1] 1. Detect Poison and Disease
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
* - (a yew leaf)
# [_=0/1] 1. Guiding Bolt
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Round
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Radiant
[/table]
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d6 for each spell slot level above 1.
# [_=0/1] 1. Healing Word
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d4 for each spell slot level above 1.
# [_=0/1] 1. Inflict Wounds
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Necromancy
[b]Attack/Save[/b] | CON Save
[b]Damage/Effect[/b] | Necrotic
[/table]
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d10 for each spell slot level above 1.
# [_=0/1] 1. Protection from Evil and Good
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
* - (a flask of Holy Water worth 25+ GP, which the spell consumes)
# [_=0/1] 1. Purify Food and Drink
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | 10 ft (5 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
# [_=0/1] 1. Sanctuary
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Buff (...)
[/table]
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
* - (a shard of glass from a mirror)
# [_=0/1] 1. Shield of Faith
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
* - (a prayer scroll)[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD Cleric 2024 (Protector)
Create character
Name:
Race:
Background:
Level(s):
1
Class(es):
Cleric
Inspiration:
Alignment:
Proficiency:
Exhaustion:
Bardic inspiration:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
Hit dice:
1/1
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.
Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.
[b]Cantrips.[/b] You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
[b]Spell Slots.[/b] The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
[b]Prepared Spells of Level 1+.[/b] You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
[b]Changing Your Prepared Spells.[/b] Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
[b]Spellcasting Ability.[/b] Wisdom is your spellcasting ability for your Cleric spells.
[b]Spellcasting Focus.[/b] You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
* - (a drop of blood)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | CHA Save
[b]Damage/Effect[/b] | Debuff
[/table]
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
* - (a Holy Symbol worth 5+ GP)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff
[/table]
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn’t move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Prone
[/table]
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
[b]Approach.[/b] The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
[b]Drop.[/b] The target drops whatever it is holding and then ends its turn.
[b]Flee.[/b] The target spends its turn moving away from you by the fastest available means.
[b]Grovel.[/b] The target has the Prone condition and then ends its turn.
[b]Halt.[/b] On its turn, the target doesn’t move and takes no action or Bonus Action.
[b]Using a Higher-Level Spell Slot.[/b] You can affect one additional creature for each spell slot level above 1.
You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
* - (a mix of water and sand)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Creation
[/table]
You do one of the following:
[b]Create Water.[/b] You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
[b]Destroy Water.[/b] You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
[b]Using a Higher-Level Spell Slot.[/b] You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d8 for each spell slot level above 1.
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
* - (a yew leaf)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Round
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Radiant
[/table]
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d6 for each spell slot level above 1.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d4 for each spell slot level above 1.
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Necromancy
[b]Attack/Save[/b] | CON Save
[b]Damage/Effect[/b] | Necrotic
[/table]
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d10 for each spell slot level above 1.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
* - (a flask of Holy Water worth 25+ GP, which the spell consumes)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
* - (a flask of Holy Water worth 25+ GP, which the spell consumes)
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | 10 ft (5 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
* - (a shard of glass from a mirror)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Buff (...)
[/table]
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
* - (a prayer scroll)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
* - (a prayer scroll)
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Race: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Cleric]|[b]Inspiration: [/b] | [_=1/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)]
[b]Exhaustion:[/b] | [_exhaust=0/6] | [b]Bardic inspiration:[/b] | [_=0/1][/table]
[3column]
[col]
[abilities=Stats][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=1/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
Hit dice: | [_=1]/[_=1]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
# Weapon proficiencies
Simple weapons, Martial weapons
#Armor training
Light and Medium armor and Shields
Heavy armour
# Languages
Common, ...
#Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.
[b]Cantrips.[/b] You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended.
Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table.
[b]Spell Slots.[/b] The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
[b]Prepared Spells of Level 1+.[/b] You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended.
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.
[b]Changing Your Prepared Spells.[/b] Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
[b]Spellcasting Ability.[/b] Wisdom is your spellcasting ability for your Cleric spells.
[b]Spellcasting Focus.[/b] You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
#Level 1: Divine Order
You have dedicated yourself to one of the following sacred roles of your choice.
[b]Protector.[/b] Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.
[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
example | [_$=+prof+str] | 1d6[_$=+d20bonus(s)] | Thrown (20/60)
[/table][/abilities]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
[/abilities]
[/col]
[col]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Wisdom] ([_spellcastingability$=+wis])
Spell DC: | [_spell_dc$=8+prof+spellcastingability+(exhaust*2)]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
Prepared spells | [_$=min(level+3,22)]
Cantrips known | [_$=lookupBonus(level,1,3,3 ,4,9,4, 10,20,5)]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table]
[/abilities]
[abilities=Spells]
# [_=0/1] 1. Bane
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | CHA Save
[b]Damage/Effect[/b] | Debuff
[/table]
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
* - (a drop of blood)
# [_=0/1] 1. Bless
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff
[/table]
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
* - (a Holy Symbol worth 5+ GP)
# [_=0/1] 1. Command
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Prone
[/table]
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
[b]Approach.[/b] The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
[b]Drop.[/b] The target drops whatever it is holding and then ends its turn.
[b]Flee.[/b] The target spends its turn moving away from you by the fastest available means.
[b]Grovel.[/b] The target has the Prone condition and then ends its turn.
[b]Halt.[/b] On its turn, the target doesn’t move and takes no action or Bonus Action.
[b]Using a Higher-Level Spell Slot.[/b] You can affect one additional creature for each spell slot level above 1.
# [_=0/1] 1. Create or Destroy Water
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Creation
[/table]
You do one of the following:
[b]Create Water.[/b] You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
[b]Destroy Water.[/b] You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
[b]Using a Higher-Level Spell Slot.[/b] You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
* - (a mix of water and sand)
# [_=0/1] 1. Cure Wounds
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d8 for each spell slot level above 1.
# [_=0/1] 1. Detect Evil and Good
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
# [_=0/1] 1. Detect Magic
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
# [_=0/1] 1. Detect Poison and Disease
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
* - (a yew leaf)
# [_=0/1] 1. Guiding Bolt
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Round
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Radiant
[/table]
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d6 for each spell slot level above 1.
# [_=0/1] 1. Healing Word
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d4 for each spell slot level above 1.
# [_=0/1] 1. Inflict Wounds
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Necromancy
[b]Attack/Save[/b] | CON Save
[b]Damage/Effect[/b] | Necrotic
[/table]
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d10 for each spell slot level above 1.
# [_=0/1] 1. Protection from Evil and Good
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
* - (a flask of Holy Water worth 25+ GP, which the spell consumes)
# [_=0/1] 1. Purify Food and Drink
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | 10 ft (5 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
# [_=0/1] 1. Sanctuary
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Buff (...)
[/table]
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
* - (a shard of glass from a mirror)
# [_=0/1] 1. Shield of Faith
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
* - (a prayer scroll)[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD Druid 2024
Create character
Name:
Species:
Background:
Level(s):
1
Class(es):
Druid
Inspiration:
Alignment:
Proficiency:
Exhaustion:
Bardic inspiration:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
Hit dice:
1 /
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.
Ability: Intelligence Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer’s Kit, Potion of Healing
Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
[b]Ability:[/b] Intelligence
[b]Utilize:[/b] Identify a plant (DC 10)
[b]Craft:[/b] Antitoxin, Candle, Healer’s Kit, Potion of Healing
[b]Components:[/b] An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
[b]Arcana:[/b] Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
[b]Investigation:[/b] When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
[b]Medicine:[/b] Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
[b]Nature and Survival:[/b] When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
[b]Identify Plants:[/b] You can identify most plants with a quick inspection of their appearance and smell.
Attacks
Weapon
Attack
Damage
Extra
Example
1d8
(range 80/320)
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
Example | [_$=+str+prof] | 1d8[_$=+d20bonus(s)] | (range 80/320)
[/table]
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
* - (a morsel of food)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 24 Hours
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Charmed
[/table]
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional Beast for each spell slot level above 1.
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Hour
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Charmed
[/table]
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
* - (a mix of water and sand)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Creation
[/table]
You do one of the following:
[b]Create Water.[/b] You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
[b]Destroy Water.[/b] You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
[b]Using a Higher-Level Spell Slot.[/b] You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d8 for each spell slot level above 1.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
* - (a yew leaf)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 90 ft (20 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | STR Save
[b]Damage/Effect[/b] | Restrained
[/table]
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft (20 ft )
[b]Components[/b] | V
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Evocation
[b]Attack/Save[/b] | DEX Save
[b]Damage/Effect[/b] | Debuff
[/table]
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft (20 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 1 Hour
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Control (...)
[/table]
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
[b]Using a Higher-Level Spell Slot.[/b] The fog’s radius increases by 20 feet for each spell slot level above 1.
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
* - (a sprig of mistletoe)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 24 Hours
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d4 for each spell slot level above 1.
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
* - (a grasshopper’s hind leg)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Movement
[/table]
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
You touch a creature. The target’s Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
* - (a pinch of dirt)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Hour
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
* - (a flask of Holy Water worth 25+ GP, which the spell consumes)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
* - (a flask of Holy Water worth 25+ GP, which the spell consumes)
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | 10 ft (5 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self
[b]Components[/b] | V, S
[b]Duration[/b] | 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Communication (...)
[/table]
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self (15 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | CON Save
[b]Damage/Effect[/b] | Thunder
[/table]
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d8 for each spell slot level above 1.
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Species: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Druid]|[b]Inspiration: [/b] | [_=1/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)]
[b]Exhaustion:[/b] | [_exhaust=0/6]| [b]Bardic inspiration:[/b] | [_=0/1][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
Hit dice: | [_=1] / [_$=level]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor
Light armor, shields
# Weapons
Simple weapons
# Tools
Herbalism kit
# Languages
Common, Druidic, ...
# Druidic
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.
# Herbalism Kit
[b]Ability:[/b] Intelligence
[b]Utilize:[/b] Identify a plant (DC 10)
[b]Craft:[/b] Antitoxin, Candle, Healer’s Kit, Potion of Healing
[b]Components:[/b] An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
[b]Arcana:[/b] Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
[b]Investigation:[/b] When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
[b]Medicine:[/b] Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
[b]Nature and Survival:[/b] When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
[b]Identify Plants:[/b] You can identify most plants with a quick inspection of their appearance and smell.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
Example | [_$=+str+prof] | 1d8[_$=+d20bonus(s)] | (range 80/320)
[/table]
[/abilities]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
[/abilities]
[/col]
[col]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Wisdom] ([_spellcastingability$=+wis])
Spell DC: | [_spell_dc$=8+prof+spellcastingability+(exhaust*2)]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability-(exhaust*2)]
Prepared spells | [_$=min(level+3,22)]
Cantrips known | [_$=lookupBonus(level,1,3,2 ,4,9,3, 10,20,4)]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table][/abilities]
[abilities=Spells]
# [_=0/1] 1. Animal Friendship
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 24 Hours
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Charmed
[/table]
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional Beast for each spell slot level above 1.
* - (a morsel of food)
# [_=0/1] 1. Charm Person
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Hour
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Charmed
[/table]
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
# [_=0/1] 1. Create or Destroy Water
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Creation
[/table]
You do one of the following:
[b]Create Water.[/b] You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
[b]Destroy Water.[/b] You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
[b]Using a Higher-Level Spell Slot.[/b] You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
* - (a mix of water and sand)
# [_=0/1] 1. Cure Wounds
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d8 for each spell slot level above 1.
# [_=0/1] 1. Detect Magic
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
# [_=0/1] 1. Detect Poison and Disease
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
* - (a yew leaf)
# [_=0/1] 1. Entangle
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 90 ft (20 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | STR Save
[b]Damage/Effect[/b] | Restrained
[/table]
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
# [_=0/1] 1. Faerie Fire
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft (20 ft )
[b]Components[/b] | V
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Evocation
[b]Attack/Save[/b] | DEX Save
[b]Damage/Effect[/b] | Debuff
[/table]
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
# [_=0/1] 1. Fog Cloud
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft (20 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 1 Hour
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Control (...)
[/table]
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
[b]Using a Higher-Level Spell Slot.[/b] The fog’s radius increases by 20 feet for each spell slot level above 1.
# [_=0/1] 1. Goodberry
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 24 Hours
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
* - (a sprig of mistletoe)
# [_=0/1] 1. Healing Word
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d4 for each spell slot level above 1.
# [_=0/1] 1. Jump
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Movement
[/table]
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
* - (a grasshopper’s hind leg)
# [_=0/1] 1. Longstrider
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Hour
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
* - (a pinch of dirt)
# [_=0/1] 1. Protection from Evil and Good
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
* - (a flask of Holy Water worth 25+ GP, which the spell consumes)
# [_=0/1] 1. Purify Food and Drink
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | 10 ft (5 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
# ☑️ 1. Speak with Animals
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self
[b]Components[/b] | V, S
[b]Duration[/b] | 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Communication (...)
[/table]
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
# [_=0/1] 1. Thunderwave
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self (15 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | CON Save
[b]Damage/Effect[/b] | Thunder
[/table]
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d8 for each spell slot level above 1.
[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD Fighter 2024
Create character
Name:
Species:
Background:
Level(s):
1
Class(es):
Fighter
Inspiration:
Alignment:
Proficiency:
Exhaustion:
Bardic inspiration:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
Hit dice:
1 /
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=1/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Species: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Fighter]|[b]Inspiration: [/b] | [_=1/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)]
[b]Exhaustion:[/b] | [_exhaust=0/6]| [b]Bardic inspiration:[/b] | [_=0/1][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=1/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
Hit dice: | [_=1] / [_$=level]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor
Light, Medium, and Heavy armor and Shields
# Weapons
Simple and Martial weapons
# Tools
...
# Languages
Common, ...
# Level 1: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5). Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
# Level 1: Second Wind [_=2/2] / [_$=lookupBonus(level, 1,3,2, 4,9,3, 10,20,4)]
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
# Level 1: Weapon Mastery ([_$=lookupBonus(level,1,3,3, 4,9,4, 10,15,5, 16,20,6)])
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
e.g. Greatsword | [_$=+str+prof] | 2d6[_$=+d20bonus(s)] | Heavy, Two-Handed, Graze
[/table]
[/abilities]
[abilities=Weapon masteries]
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
# Cleave [_=0/1] ([_= ])
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
# Graze [_=0/1] ([_= ])
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
# Nick [_=1/1] ([_= ])
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
# Push [_=0/1] ([_= ])
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
# Sap [_=0/1] ([_= ])
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
# Slow [_=0/1] ([_= ])
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
# Topple [_=0/1] ([_= ])
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
# Vex [_=1/1] ([_= ])
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
[/abilities]
[/col]
[col]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD Monk 2024
Create character
Name:
Species:
Background:
Level(s):
1
Class(es):
Monk
Inspiration:
Alignment:
Proficiency:
Exhaustion:
Bardic inspiration:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
Hit dice:
1 /
AC:
10
Initiative:
Speed:
30(+)
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
Simple Melee weapons
Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
Simple Melee weapons
Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.
[b]Bonus Unarmed Strike.[/b] You can make an Unarmed Strike as a Bonus Action.
[b]Martial Arts Die.[/b] You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
[b]Dexterous Attacks.[/b] You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
[b]Flurry of Blows.[/b] You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
[b]Patient Defense.[/b] You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
[b]Step of the Wind.[/b] You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.
[table="compact"]
[b]Name: [/b]|[_=] | [b]Species: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Monk]|[b]Inspiration: [/b] | [_=1/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)]
[b]Exhaustion:[/b] | [_exhaust=0/6]| [b]Bardic inspiration:[/b] | [_=0/1][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
Hit dice: | [_=1] / [_$=level]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30](+[_$=lookupBonus(level,1,1,0, 2,5,10, 6,9,15, 10,13,20, 14,17,25, 18,20, 30)])
[/table][/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor
None
# Weapons
Simple weapons and Martial weapons that have the Light property
# Tools
...
# Languages
Common, ...
# Level 1: Martial Arts (d[_maDie$=lookupBonus(level, 1,4,6, 5,10,8, 11,16,10, 17,20,12)])
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
Simple Melee weapons
Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.
[b]Bonus Unarmed Strike.[/b] You can make an Unarmed Strike as a Bonus Action.
[b]Martial Arts Die.[/b] You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
[b]Dexterous Attacks.[/b] You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
# Level 1: Unarmored Defense
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
# Level 2: Monk’s Focus /[_$=(level>1)?level:0]
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
[b]Flurry of Blows.[/b] You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
[b]Patient Defense.[/b] You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
[b]Step of the Wind.[/b] You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
# Level 2: Unarmored Movement
Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
# Level 2: Uncanny Metabolism
When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
Martial arts damage | | 1d[_$=maDie] |
Unarmed strike | [_$=+max(str,dex)+prof] | 1d[_$=maDie][_$=+d20bonus(max(s,d))]|
[/table]
[/abilities]
[/col]
[col]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD Ranger 2024
Create character
Name:
Species:
Background:
Level(s):
1
Class(es):
Ranger
Inspiration:
Alignment:
Proficiency:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
Hit dice:
1 /
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.
[b]Spell Slots[/b]. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
[b]Prepared Spells of Level 1+[/b]. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
[b]Changing Your Prepared Spells[/b] Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
[b]Spellcasting Ability.[/b] Wisdom is your spellcasting ability for your Ranger spells.
[b]Spellcasting Focus.[/b] You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Attacks
Weapon
Attack
Damage
Hunter's Mark
1d6
e.g. Dagger
+3
1d4+1
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
Hunter's Mark || 1d6
e.g. Dagger | +3 | 1d4+1
[/table]
Weapon Masteries
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
* - (a bell and silver wire)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Minute Ritual
[b]Range/Area[/b] | 30 ft. (20 ft. )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 8 Hours
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
[b]Audible Alarm.[/b] The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
[b]Mental Alarm.[/b] You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
* - (a morsel of food)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft.
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 24 Hours
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Charmed
[/table]
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional Beast for each spell slot level above 1.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d8 for each spell slot level above 1.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft. )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
* - (a yew leaf)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft. )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
* - which you take immediately after hitting a creature with a weapon
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action *
[b]Range/Area[/b] | Self
[b]Components[/b] | V
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | STR Save
[b]Damage/Effect[/b] | Piercing
[/table]
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d6 for each spell slot level above 1.
* - which you take immediately after hitting a creature with a weapon
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 90 ft. (20 ft. )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | STR Save
[b]Damage/Effect[/b] | Restrained
[/table]
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft. (20 ft. )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 1 Hour
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Control (...)
[/table]
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
[b]Using a Higher-Level Spell Slot.[/b] The fog’s radius increases by 20 feet for each spell slot level above 1.
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
* - (a sprig of mistletoe)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 24 Hours
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 90 ft.
[b]Components[/b] | V
[b]Duration[/b] | Concentration 1 Hour
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Force
[/table]
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
[b]Using a Higher-Level Spell Slot.[/b] Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
* - (a grasshopper’s hind leg)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Movement
[/table]
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
You touch a creature. The target’s Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
* - (a pinch of dirt)
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Hour
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self
[b]Components[/b] | V, S
[b]Duration[/b] | 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Communication (...)
[/table]
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
Put equipment here.
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here.
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Species: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Ranger]|[b]Inspiration: [/b] | [_=0/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)]|[_p=1/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)]|[_p=0/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
Hit dice: | [_=1] / [_$=level]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor
Light and Medium armor and Shields
# Weapons
Simple and Martial weapons
# Tools
...
# Languages
Common, ...
#Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.
[b]Spell Slots[/b]. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
[b]Prepared Spells of Level 1+[/b]. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
[b]Changing Your Prepared Spells[/b] Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
[b]Spellcasting Ability.[/b] Wisdom is your spellcasting ability for your Ranger spells.
[b]Spellcasting Focus.[/b] You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
# Level 1: Favored Enemy ([_$=Math.ceil(level/4)+1]) [_=2/2]
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
# Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage
Hunter's Mark || 1d6
e.g. Dagger | +3 | 1d4+1
[/table][/abilities]
[abilities=Weapon Masteries]
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
# Cleave [_=0/1] ([_= ])
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
# Graze [_=0/1] ([_= ])
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
# Nick [_=0/1] ([_= ])
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
# Push [_=0/1] ([_= ])
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
# Sap [_=0/1] ([_= ])
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
# Slow [_=0/1] ([_= ])
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
# Topple [_=0/1] ([_= ])
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
# Vex [_=0/1] ([_= ])
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
[/abilities]
[/col]
[col]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Wisdom] ([_spellcastingability$=+wis])
Spell DC: | [_spell_dc$=8+prof+spellcastingability]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability]
Prepared spells: | [_$=lookupBonus(level,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7,8,7,9,10,9,11,12,10,13,14,11,15,16,12,17,18,14,19,20,15)]
[b]Spell slots[/b]
Level 1: | [_=2/2]
[/table]
[/abilities]
[abilities=Spells]
# [_=0/1] 1. Alarm
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Minute Ritual
[b]Range/Area[/b] | 30 ft. (20 ft. )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 8 Hours
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
[b]Audible Alarm.[/b] The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
[b]Mental Alarm.[/b] You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
* - (a bell and silver wire)
# [_=0/1] 1. Animal Friendship
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft.
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 24 Hours
[b]School[/b] | Enchantment
[b]Attack/Save[/b] | WIS Save
[b]Damage/Effect[/b] | Charmed
[/table]
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional Beast for each spell slot level above 1.
* - (a morsel of food)
# [_=0/1] 1. Cure Wounds
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Abjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
[b]Using a Higher-Level Spell Slot.[/b] The healing increases by 2d8 for each spell slot level above 1.
# [_=0/1] 1. Detect Magic
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft. )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
# [_=0/1] 1. Detect Poison and Disease
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self (30 ft. )
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Detection
[/table]
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
* - (a yew leaf)
# [_=0/1] 1. Ensnaring Strike
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action *
[b]Range/Area[/b] | Self
[b]Components[/b] | V
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | STR Save
[b]Damage/Effect[/b] | Piercing
[/table]
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
[b]Using a Higher-Level Spell Slot.[/b] The damage increases by 1d6 for each spell slot level above 1.
* - which you take immediately after hitting a creature with a weapon
# [_=0/1] 1. Entangle
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 90 ft. (20 ft. )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | STR Save
[b]Damage/Effect[/b] | Restrained
[/table]
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
# [_=0/1] 1. Fog Cloud
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft. (20 ft. )
[b]Components[/b] | V, S
[b]Duration[/b] | Concentration 1 Hour
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Control (...)
[/table]
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
[b]Using a Higher-Level Spell Slot.[/b] The fog’s radius increases by 20 feet for each spell slot level above 1.
# [_=0/1] 1. Goodberry
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 24 Hours
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Healing
[/table]
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
* - (a sprig of mistletoe)
# ☑️ 1. Hunter's Mark
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | 90 ft.
[b]Components[/b] | V
[b]Duration[/b] | Concentration 1 Hour
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Force
[/table]
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
[b]Using a Higher-Level Spell Slot.[/b] Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
# [_=0/1] 1. Jump
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Bonus Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Movement
[/table]
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
* - (a grasshopper’s hind leg)
# [_=0/1] 1. Longstrider
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | 1 Hour
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Buff (...)
[/table]
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
[b]Using a Higher-Level Spell Slot.[/b] You can target one additional creature for each spell slot level above 1.
* - (a pinch of dirt)
# [_=0/1] 1. Speak with Animals
[table="compact"]
[b]Level[/b] | 1st
[b]Casting Time[/b] | 1 Action Ritual
[b]Range/Area[/b] | Self
[b]Components[/b] | V, S
[b]Duration[/b] | 10 Minutes
[b]School[/b] | Divination
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Communication (...)
[/table]
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.[/abilities]
[/col]
[/2column]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Put equipment here.
[/abilities]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD Rogue 2024
Create character
Name:
Species:
Background:
Level(s):
1
Class(es):
Rogue
Inspiration:
Alignment:
Proficiency:
Exhaustion:
Bardic inspiration:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
Hit dice:
1 /
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra [_$=Math.ceil(level/2)]d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Equipment
PP: 0 GP: 0 SP: 0 CP: 0
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Species: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Rogue]|[b]Inspiration: [/b] | [_=1/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)]
[b]Exhaustion:[/b] | [_exhaust=0/6]| [b]Bardic inspiration:[/b] | [_=0/1][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=1/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=0/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
Hit dice: | [_=1] / [_$=level]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor
Light armor
# Weapons
Simple weapons and Martial weapons that have the Finesse or Light property
# Tools
Thieves’ Tools
# Languages
Common, Thieves' Cant, ...
# Level 1: Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
# Level 1: Sneak Attack ([_$=Math.ceil(level/2)]d6)
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra [_$=Math.ceil(level/2)]d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
# Level 1: Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
# Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
Sneak attack | | [_$=Math.ceil(level/2)]d6 |
e.g. Dagger | [_$=+dex+prof] | 1d4[_$=+d20bonus(d)] | (range 20/60)
[/table]
[/abilities]
[abilities=Weapon masteries]
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
# Cleave [_=0/1] ([_= ])
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
# Graze [_=0/1] ([_= ])
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
# Nick [_=1/1] ([_= ])
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
# Push [_=0/1] ([_= ])
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
# Sap [_=0/1] ([_= ])
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
# Slow [_=0/1] ([_= ])
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
# Topple [_=0/1] ([_= ])
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
# Vex [_=1/1] ([_= ])
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
[/abilities]
[/col]
[col]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]
[ +- ] DnD Wizard 2024
Create character
Name:
Species:
Background:
Level(s):
1
Class(es):
Wizard
Inspiration:
Alignment:
Proficiency:
Exhaustion:
Bardic inspiration:
Stats
Check
Prof
Save
Str
10
Dex
10
Con
10
Int
10
Wis
10
Cha
10
HP:
0 / 0
Temp HP:
0
Hit dice:
1 /
AC:
10
Initiative:
Speed:
30
[table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
[b]Cantrips.[/b] You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
[b]Spellbook.[/b] Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
[b]Spell Slots.[/b] The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
[b]Prepared Spells of Level 1+.[/b] You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
[b]Changing Your Prepared Spells. [/b] Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
[b]Spellcasting Ability.[/b] Intelligence is your spellcasting ability for your Wizard spells.
[b]Spellcasting Focus.[/b] You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
[b]Copying a Spell into the Book.[/b] When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
[b]Copying the Book.[/b] You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Attacks
Weapon
Attack
Damage
Extra
Example
1d8
(range 80/320)
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
Example | [_$=+str+prof] | 1d8[_$=+d20bonus(s)] | (range 80/320)
[/table]
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft (5 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | DEX Save
[b]Damage/Effect[/b] | Acid
[/table]
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
[b]Cantrip Upgrade.[/b] The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Necromancy
[b]Attack/Save[/b] | Melee
[b]Damage/Effect[/b] | Necrotic
[/table]
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
[b]Cantrip Upgrade.[/b] The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
* - (a bit of phosphorus)
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Illusion
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Fire
[/table]
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
[b]Cantrip Upgrade.[/b] The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
* - (a firefly or phosphorescent moss)
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, M *
[b]Duration[/b] | 1 Hour
[b]School[/b] | Evocation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Creation (...)
[/table]
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Minute
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
* - (two lodestones)
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Minute
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
* - (a copper wire)
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | S, M *
[b]Duration[/b] | 1 Round
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Communication (...)
[/table]
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
* - (a bit of fleece)
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft (5 ft *)
[b]Components[/b] | S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Illusion
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Control
[/table]
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
[b]Sound.[/b] If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
[b]Image.[/b] If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Necromancy
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Poison
[/table]
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
[b]Cantrip Upgrade.[/b] The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 10 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Hour
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
[b]Sensory Effect.[/b] You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
[b]Fire Play.[/b] You instantaneously light or snuff out a candle, a torch, or a small campfire.
[b]Clean or Soil.[/b] You instantaneously clean or soil an object no larger than 1 cubic foot.
[b]Minor Sensation.[/b] You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
[b]Magic Mark.[/b] You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
[b]Minor Creation.[/b] You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Cold
[/table]
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
[b]Cantrip Upgrade.[/b] The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Melee
[b]Damage/Effect[/b] | Lightning
[/table]
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.
[b]Cantrip Upgrade.[/b] The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
* - (a weapon with which you have proficiency and that is worth 1+ CP)
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self
[b]Components[/b] | S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Divination
[b]Attack/Save[/b] | Melee
[b]Damage/Effect[/b] | Radiant
[/table]
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
[b]Cantrip Upgrade.[/b] Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
* - (a weapon with which you have proficiency and that is worth 1+ CP)
Background and notes
[table="compact"]
[b]Name: [/b]|[_=] | [b]Species: [/b]|[_= ] | [b]Background: [/b]|[_=]|[b]Level(s): [/b] | [_level=1]
[b]Class(es): [/b] | [_=Wizard]|[b]Inspiration: [/b] | [_=1/1] | [b]Alignment: [/b] | [_=] | [b]Proficiency: [/b] | [_prof$=+floor(((level-1)/4)+2)]
[b]Exhaustion:[/b] | [_exhaust=0/6]| [b]Bardic inspiration:[/b] | [_=0/1][/table]
[3column]
[col]
[abilities="Stats"][table="rolls d20 dnd5e"]
| | Check | Prof | Save
Str | [_s=10] | [_str$=+d20bonus(s)-(exhaust*2)]|[_p=0/1]|[_strs$=+str+(p*prof)]
Dex | [_d=10] | [_dex$=+d20bonus(d)-(exhaust*2)]|[_p=0/1]|[_dexs$=+dex+(p*prof)]
Con | [_c=10] | [_con$=+d20bonus(c)-(exhaust*2)]|[_p=0/1]|[_cons$=+con+(p*prof)]
Int | [_i=10] | [_int$=+d20bonus(i)-(exhaust*2)]|[_p=1/1]|[_ints$=+int+(p*prof)]
Wis | [_w=10] | [_wis$=+d20bonus(w)-(exhaust*2)]|[_p=1/1]|[_wiss$=+wis+(p*prof)]
Cha | [_C=10] | [_cha$=+d20bonus(C)-(exhaust*2)]|[_p=0/1]|[_chas$=+cha+(p*prof)]
[/table]
[table="rolls d20 dnd5e"]
|
HP: | [_=0] / [_=0]
Temp HP: | [_hptemp=0]
Hit dice: | [_=1] / [_$=level]
AC: | [_=10]
Initiative: | [_$=+dex]
Speed: |[_=30]
[/table][/abilities]
[/col]
[col]
[abilities=Skills][table="rolls d20 dnd5e"]
Skill |Mod| Prof | Bonus
Acrobatics|dex|[_p=0/2]| [_$=+dex+p*prof]
Animal Handling|wis|[_p=0/2]|[_$=+wis+p*prof]
Arcana|int|[_p=0/2]|[_$=+int+p*prof]
Athletics|str|[_p=0/2]| [_$=+str+p*prof]
Deception|cha|[_p=0/2]|[_$=+cha+p*prof]
History|int|[_p=0/2]| [_$=+int+p*prof]
Insight|wis|[_p=0/2]| [_$=+wis+p*prof]
Intimidation|cha|[_p=0/2]| [_$=+cha+p*prof]
Investigation|int|[_p=0/2]| [_$=+int+p*prof]
Medicine|wis|[_p=0/2]| [_$=+wis+p*prof]
Nature|int|[_p=0/2]| [_$=+int+p*prof]
Perception|wis|[_p=0/2]| [_$=+wis+p*prof]
Performance|cha|[_p=0/2]| [_$=+cha+p*prof]
Persuasion|cha|[_p=0/2]| [_$=+cha+p*prof]
Religion|int|[_p=0/2]| [_$=+int+p*prof]
Sleight Of Hand|dex|[_p=0/2]| [_$=+dex+p*prof]
Stealth|dex|[_p=0/2]| [_$=+dex+p*prof]
Survival|wis|[_p=0/2]| [_$=+wis+p*prof]
[/table][/abilities]
[/col]
[col]
[abilities=Features And Traits]
#Armor
None
# Weapons
Simple weapons
# Tools
...
# Languages
Common, ...
# Spellcasting
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.
[b]Cantrips.[/b] You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
[b]Spellbook.[/b] Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
[b]Spell Slots.[/b] The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
[b]Prepared Spells of Level 1+.[/b] You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
[b]Changing Your Prepared Spells. [/b] Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
[b]Spellcasting Ability.[/b] Intelligence is your spellcasting ability for your Wizard spells.
[b]Spellcasting Focus.[/b] You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
# Expanding and Replacing a Spellbook
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
[b]Copying a Spell into the Book.[/b] When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
[b]Copying the Book.[/b] You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.
# Level 1: Ritual Adept
You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
# Level 1: Arcane Recovery [_=1/1]
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.[/abilities]
[/col]
[/3column]
[2column]
[col]
[abilities=Attacks]
[table="rolls d20 dnd5e"]
Weapon | Attack | Damage | Extra
Example | [_$=+str+prof] | 1d8[_$=+d20bonus(s)] | (range 80/320)
[/table]
[/abilities]
[abilities=Equipment]
PP: [_=0] GP: [_=0] SP: [_=0] CP: [_=0]
[/abilities]
[/col]
[col]
[abilities=Spell casting]
[table="compact"]
Spellcasting Ability: | [_=Intelligence] ([_spellcastingability$=+int])
Spell DC: | [_spell_dc$=8+prof+spellcastingability+(exhaust*2)]
Spell Attack: | [_spell_to_hit$=+prof+spellcastingability-(exhaust*2)]
Prepared spells | [_$=lookupBonus(level, 1,1,4, 2,2,5, 3,3,6, 4,4,7, 5,5,9, 6,6,10, 7,7,11, 8,8,12, 9,9,14, 10,10,15, 11,11,16, 12,12,16, 13,13,17, 14,14,18, 15,15,19, 16,16,21, 17,17,22, 18,18,23, 19,19,24, 20,20,25)]
Cantrips known | [_$=lookupBonus(level,1,3,3, 4,9,4, 10,20,5)]
[/table]
[table="ht"]
Level | Spell slots
1 | [_=2/2]
2 | [_=0/0]
3 | [_=0/0]
[/table][/abilities]
[abilities=Spells]
# [_=0/1] 0. Acid Splash
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft (5 ft )
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | DEX Save
[b]Damage/Effect[/b] | Acid
[/table]
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
[b]Cantrip Upgrade.[/b] The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
# [_=0/1] 0. Chill Touch
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Necromancy
[b]Attack/Save[/b] | Melee
[b]Damage/Effect[/b] | Necrotic
[/table]
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
[b]Cantrip Upgrade.[/b] The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
# [_=0/1] 0. Dancing Lights
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Concentration 1 Minute
[b]School[/b] | Illusion
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
* - (a bit of phosphorus)
# [_=0/1] 0. Fire Bolt
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Fire
[/table]
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
[b]Cantrip Upgrade.[/b] The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
# [_=0/1] 0. Light
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, M *
[b]Duration[/b] | 1 Hour
[b]School[/b] | Evocation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Creation (...)
[/table]
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
* - (a firefly or phosphorescent moss)
# [_=0/1] 0. Mage Hand
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Minute
[b]School[/b] | Conjuration
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
# [_=0/1] 0. Mending
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Minute
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
* - (two lodestones)
# [_=0/1] 0. Message
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 120 ft
[b]Components[/b] | S, M *
[b]Duration[/b] | 1 Round
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Communication (...)
[/table]
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
* - (a copper wire)
# [_=0/1] 0. Minor Illusion
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft (5 ft *)
[b]Components[/b] | S, M *
[b]Duration[/b] | 1 Minute
[b]School[/b] | Illusion
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Control
[/table]
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
[b]Sound.[/b] If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
[b]Image.[/b] If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
* - (a bit of fleece)
# [_=0/1] 0. Poison Spray
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 30 ft
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Necromancy
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Poison
[/table]
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
[b]Cantrip Upgrade.[/b] The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
# [_=0/1] 0. Prestidigitation
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 10 ft
[b]Components[/b] | V, S
[b]Duration[/b] | 1 Hour
[b]School[/b] | Transmutation
[b]Attack/Save[/b] | None
[b]Damage/Effect[/b] | Utility
[/table]
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
[b]Sensory Effect.[/b] You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
[b]Fire Play.[/b] You instantaneously light or snuff out a candle, a torch, or a small campfire.
[b]Clean or Soil.[/b] You instantaneously clean or soil an object no larger than 1 cubic foot.
[b]Minor Sensation.[/b] You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
[b]Magic Mark.[/b] You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
[b]Minor Creation.[/b] You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
# [_=0/1] 0. Ray of Frost
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | 60 ft
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Ranged
[b]Damage/Effect[/b] | Cold
[/table]
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
[b]Cantrip Upgrade.[/b] The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
# [_=0/1] 0. Shocking Grasp
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Touch
[b]Components[/b] | V, S
[b]Duration[/b] | Instantaneous
[b]School[/b] | Evocation
[b]Attack/Save[/b] | Melee
[b]Damage/Effect[/b] | Lightning
[/table]
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.
[b]Cantrip Upgrade.[/b] The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
# [_=0/1] 0. True Strike
[table="compact"]
[b]Level[/b] | Cantrip
[b]Casting Time[/b] | 1 Action
[b]Range/Area[/b] | Self
[b]Components[/b] | S, M *
[b]Duration[/b] | Instantaneous
[b]School[/b] | Divination
[b]Attack/Save[/b] | Melee
[b]Damage/Effect[/b] | Radiant
[/table]
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
[b]Cantrip Upgrade.[/b] Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
* - (a weapon with which you have proficiency and that is worth 1+ CP)
[/abilities]
[/col]
[/2column]
[abilities=Background and notes]
[/abilities]