Hi guys.. I'm here. I've had a tough few weeks..
Don't want to get into details but had to fly out of town to look in on my mother who is quite old and suffering from dementia.
I just haven't had the mental capacity to deal with posting.. but I'm still checking in and don't want to hold up the game.
I'll be posting more in the future for sure. I spoke with Nic and it makes sense for my char to go off and practice sailing but still want to rejoin the main group if it makes sense.
Understandble Ganesh.
I've also passed through some personal issues these last 10 days, and posting was the last thing on my mind. They have been resolved for now, and I would like to apologize for just ghosting during that time.
The Silver Flame is force of light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the Flame.
Every mortal soul can find the light. Inspire and guide others to virtuous behavior; force is a last resort.
Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame.
The Silver Flame is force of light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the Flame.
Every mortal soul can find the light. Inspire and guide others to virtuous behavior; force is a last resort.
Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame.
[ +- ] The Traveler
Revealing one's true self is weakness. Instead, followers should cover themselves in disguise and deception, until not even they know the truth of themselves.
Nothing is permanent. Thus, followers should make sure that change helps them and hinders their rivals.
Cunning plans and intricate deceptions are the most effective weapons, for mortal minds can be predicted easily manipulated. With such manipulations, foes may be thrown into chaos before one strikes.
Change strengthens people and chaos pushes evolution. That is, change is certain and leads to necessity, which breeds invention and transformation, so one must be adaptable. However, this change is not due to the random chance of Olladra, but due to continual personal growth and transformation.
Revealing one's true self is weakness. Instead, followers should cover themselves in disguise and deception, until not even they know the truth of themselves.
Nothing is permanent. Thus, followers should make sure that change helps them and hinders their rivals.
Cunning plans and intricate deceptions are the most effective weapons, for mortal minds can be predicted easily manipulated. With such manipulations, foes may be thrown into chaos before one strikes.
Change strengthens people and chaos pushes evolution. That is, change is certain and leads to necessity, which breeds invention and transformation, so one must be adaptable. However, this change is not due to the random chance of Olladra, but due to continual personal growth and transformation.
...You recognize you are in the presence of Aureon. "Tell me, Little One. When you pray for my guidance. Is it merely for your benefit? Or to prevent atrocities such as these." and he gestures to the ruins beyond. link
The great blue dragon reflects on your question. "You are wise to have concern for Cyre. She was created as a weapon of death and destruction. Sadly, the kingdoms will see her as nothing more than this.", Aureon pauses in silent contemplation. Finally continuing after several moments.
"However, as with many of the constructs of d’Cannith, I sense that is not her desire. Cyre’s soul is child-like and naive, she has only known control. She does not yet know she has a say in her fate. If you truly wish to help her, then she must to be given the freedom to choose her own destiny. Otherwise, she will be a dove of peace, helplessly trapped in a sword of war. Farewell until we meet again, Little One."link
...You recognize you are in the presence of Aureon.
[img]https://i.imgur.com/ETOP5lw.jpg[/img]
[f=font-fell large color:navy italic bold]"Tell me, Little One. When you pray for my guidance. Is it merely for your benefit? Or to prevent atrocities such as these."[/f] and he gestures to the ruins beyond. [url=https://gamersplane.com/forums/thread/28196/?p=1444416#p1444416]link[/url]
The great blue dragon reflects on your question. [f=font-fell large color:navy italic bold]"You are wise to have concern for Cyre. She was created as a weapon of death and destruction. Sadly, the kingdoms will see her as nothing more than this."[/f], Aureon pauses in silent contemplation. Finally continuing after several moments.
[f=font-fell large color:navy italic bold]"However, as with many of the constructs of d’Cannith, I sense that is not her desire. Cyre’s soul is child-like and naive, she has only known control. She does not yet know she has a say in her fate. If you truly wish to help her, then she must to be given the freedom to choose her own destiny. Otherwise, she will be a dove of peace, helplessly trapped in a sword of war. Farewell until we meet again, Little One."[/f] [url=https://gamersplane.com/forums/thread/28196/?p=1445310#p1445310]link[/url]
[snippet=Rumors] [url=https://gamersplane.com/forums/thread/28196/?p=1380648#p1380648]overheard[/url]
[/snippet]
[snippet=Silver Flame]
The Silver Flame is force of light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the Flame.
Every mortal soul can find the light. Inspire and guide others to virtuous behavior; force is a last resort.
Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame.
[/snippet]
[snippet=The Traveler]
Revealing one's true self is weakness. Instead, followers should cover themselves in disguise and deception, until not even they know the truth of themselves.
Nothing is permanent. Thus, followers should make sure that change helps them and hinders their rivals.
Cunning plans and intricate deceptions are the most effective weapons, for mortal minds can be predicted easily manipulated. With such manipulations, foes may be thrown into chaos before one strikes.
Change strengthens people and chaos pushes evolution. That is, change is certain and leads to necessity, which breeds invention and transformation, so one must be adaptable. However, this change is not due to the random chance of Olladra, but due to continual personal growth and transformation.
[/snippet]
[snippet=Vision]
...You recognize you are in the presence of Aureon.
[img]https://i.imgur.com/ETOP5lw.jpg[/img]
[f=font-fell large color:navy italic bold]"Tell me, Little One. When you pray for my guidance. Is it merely for your benefit? Or to prevent atrocities such as these."[/f] and he gestures to the ruins beyond. [url=https://gamersplane.com/forums/thread/28196/?p=1444416#p1444416]link[/url]
The great blue dragon reflects on your question. [f=font-fell large color:navy italic bold]"You are wise to have concern for Cyre. She was created as a weapon of death and destruction. Sadly, the kingdoms will see her as nothing more than this."[/f], Aureon pauses in silent contemplation. Finally continuing after several moments.
[f=font-fell large color:navy italic bold]"However, as with many of the constructs of d’Cannith, I sense that is not her desire. Cyre’s soul is child-like and naive, she has only known control. She does not yet know she has a say in her fate. If you truly wish to help her, then she must to be given the freedom to choose her own destiny. Otherwise, she will be a dove of peace, helplessly trapped in a sword of war. Farewell until we meet again, Little One."[/f] [url=https://gamersplane.com/forums/thread/28196/?p=1445310#p1445310]link[/url]
[/snippet]
You send a shock through one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 lightning damage and fall prone.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You send a shock through one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 lightning damage and fall prone.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You call forth a flaming hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with a flaming touch. On a hit, the target takes 1d8 fire 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.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You call forth a flaming hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with a flaming touch. On a hit, the target takes 1d8 fire 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.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Transmutation cantrip
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.
Transmutation cantrip
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.
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.
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.
1st Comprehend Languages (Div+1act@Slf=1hr*VSM) Notes
Divination, +1 Action R, @Self, =1 hour, *VSM
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Divination, +1 Action R, @Self, =1 hour, *VSM
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Illusion, +1 Minute R, @Touch, =10 days, *SM
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Illusion, +1 Minute R, @Touch, =10 days, *SM
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Details: Divination, +1 Action R,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use 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.
Details: Divination, +1 Action R,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use 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.
Details: Evoke, +1 Action,@120 feet,=Instant, *VS
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.
Details: Evoke, +1 Action,@120 feet,=Instant, *VS
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.
Illusion, +1 Minute Ri, @30 feet, =Until dispelled, *VSM
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Illusion, +1 Minute Ri, @30 feet, =Until dispelled, *VSM
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Enchant, +1 Action R, @30 Feet, =24 hours, *VSM
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Enchant, +1 Action R, @30 Feet, =24 hours, *VSM
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
[b]At Higher Levels[/b]: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Illusion, +1 Action R, @120 feet, =Concentrate, up to 10 minutes, *VS
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Illusion, +1 Action R, @120 feet, =Concentrate, up to 10 minutes, *VS
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Details: Transmute, +1 Bonus Action,@Touch,=Concentrate, up to 1 hour, *VS
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Details: Transmute, +1 Bonus Action,@Touch,=Concentrate, up to 1 hour, *VS
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Details: Illusion, +1 Action,@Touch,=24 hours, *VSM
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask
You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's class Feature Divine Sense|Paladin|PHB|1 or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Details: Illusion, +1 Action,@Touch,=24 hours, *VSM
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
[b]False Aura[/b]
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
[b]Mask[/b]
You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's class Feature Divine Sense|Paladin|PHB|1 or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Details: Enchant, +1 Action,@30 feet,=Concentrate, up to 1 minute, *VSM
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from 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.
Details: Enchant, +1 Action,@30 feet,=Concentrate, up to 1 minute, *VSM
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from 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.
Details: Enchant, +1 Action,@30 feet,=Concentrate, up to 1 minute, *VSM
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.
Details: Enchant, +1 Action,@30 feet,=Concentrate, up to 1 minute, *VSM
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.
Details: Evoke, +1 Action R,@Touch,=Instant, *VSM
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement
You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water
You touch one vial of water and cause it to become Holy Water (flask). Coming of Age
You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication
You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite
You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding
You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Details: Evoke, +1 Action R,@Touch,=Instant, *VSM
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
[b]Atonement[/b]
You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
[b]Bless Water[/b]
You touch one vial of water and cause it to become Holy Water (flask).
[b]Coming of Age[/b]
You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
[b]Dedication[/b]
You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
[b]Funeral Rite[/b]
You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
[b]Wedding[/b]
You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Details: Enchant, +1 Action,@60 feet,=1 round, *V
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. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. 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 falls prone and then ends its turn. Halt
The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Details: Enchant, +1 Action,@60 feet,=1 round, *V
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. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
[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 falls prone and then ends its turn.
[b]Halt[/b]
The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Create or Destroy Water (Trn+1act@30'=Inst*VSM) Notes
Details: Transmute, +1 Action,@30 feet,=Instant, *VSM
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.
Details: Transmute, +1 Action,@30 feet,=Instant, *VSM
You either create or destroy water.
[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 in the area.
[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.
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.
Details: Evoke, +1 Action,@Touch,=Instant, *VS
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.
Details: Evoke, +1 Action,@Touch,=Instant, *VS
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.
Detect Evil and Good (Div+1act@Slf=10min*VS) Notes
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
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.
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
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.
Details: Divination, +1 Action R,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use 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.
Details: Divination, +1 Action R,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use 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.
Detect Poison and Disease (Div+1act@Slf=10min*VSM) Notes
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VSM
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. 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.
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VSM
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. 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.
Details: Evoke, +1 Action,@120 feet,=1 round, *VS
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.
Details: Evoke, +1 Action,@120 feet,=1 round, *VS
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.
Details: Evoke, +1 Bonus Action,@60 feet,=Instant, *V
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Details: Evoke, +1 Bonus Action,@60 feet,=Instant, *V
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Details: Enchant, +1 Action,@Touch,=Concentrate, up to 1 minute, *VS
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
Details: Enchant, +1 Action,@Touch,=Concentrate, up to 1 minute, *VS
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
Details: Necrotic, +1 Action,@Touch,=Instant, *VS
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Details: Necrotic, +1 Action,@Touch,=Instant, *VS
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Protection from Evil and Good (Abj+1act@Tch=10min*VSM) Notes
Details: Abjure, +1 Action,@Touch,=Concentrate, up to 10 minutes, *VSM
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At Higher Levels:
Details: Abjure, +1 Action,@Touch,=Concentrate, up to 10 minutes, *VSM
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At Higher Levels:
Purify Food and Drink (Trn+1act@10'=Instant*VS) Notes
Details: Transmute, +1 Action R,@10 feet,=Instant, *VS
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
At Higher Levels:
Details: Transmute, +1 Action R,@10 feet,=Instant, *VS
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
At Higher Levels:
Details: Abjure, +1 Bonus Action,@30 feet,=1 minute, *VSM
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
At Higher Levels:
Details: Abjure, +1 Bonus Action,@30 feet,=1 minute, *VSM
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
At Higher Levels:
Details: Abjure, +1 Bonus Action,@60 feet,=Concentrate, up to 1 minute, *VSM
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
At Higher Levels:
Details: Abjure, +1 Bonus Action,@60 feet,=Concentrate, up to 1 minute, *VSM
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
At Higher Levels:
Details: Abjure, +1 Action,@30 Feet,=8 hours, *VSM
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Details: Abjure, +1 Action,@30 Feet,=8 hours, *VSM
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Details: Divination, +1 Minute R,@Self,=Instant, *VSM
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Details: Divination, +1 Minute R,@Self,=Instant, *VSM
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Details: Necrotic, +1 Action,@30 Feet,=1 minute, *V
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.
Details: Necrotic, +1 Action,@30 Feet,=1 minute, *V
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.
Details: Divination, +1 Action,@Self,=1 hour, *VSM
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Details: Divination, +1 Action,@Self,=1 hour, *VSM
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Details: Enchant, +1 Action,@60 feet,=Concentrate, up to 1 minute, *VS
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Details: Enchant, +1 Action,@60 feet,=Concentrate, up to 1 minute, *VS
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Details: Evoke, +1 Action,@Touch,=Until dispelled, *VSM
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Details: Evoke, +1 Action,@Touch,=Until dispelled, *VSM
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Details: Transmute, +1 Action,@Touch,=Concentrate, up to 1 hour, *VSM
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength.
The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace.
The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor.
The target has advantage on Charisma checks. Fox's Cunning.
The target has advantage on Intelligence checks. Owl's Wisdom.
The target has advantage on Wisdom checks.
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.
Details: Transmute, +1 Action,@Touch,=Concentrate, up to 1 hour, *VSM
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
[b]Bear's Endurance.
[/b]The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
[b]Bull's Strength.[/b]
The target has advantage on Strength checks, and his or her carrying capacity doubles.
[b]Cat's Grace.[/b]
The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
[b]Eagle's Splendor.[/b]
The target has advantage on Charisma checks.
[b]Fox's Cunning.[/b]
The target has advantage on Intelligence checks.
[b]Owl's Wisdom.[/b]
The target has advantage on Wisdom checks.
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.
Details: Divination, +1 Action,@120 feet,=Instant, *VS
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Details: Divination, +1 Action,@120 feet,=Instant, *VS
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Details: Necrotic, +1 Action R,@Touch,=10 days, *VSM
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.
Details: Necrotic, +1 Action R,@Touch,=10 days, *VSM
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.
Details: Enchant, +1 Action,@60 feet,=Concentrate, up to 1 minute, *VSM
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Details: Enchant, +1 Action,@60 feet,=Concentrate, up to 1 minute, *VSM
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Details: Abjure, +1 Action,@Touch,=Instant, *VS
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Details: Abjure, +1 Action,@Touch,=Instant, *VS
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VSM
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VSM
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Prayer of Healing (Evk+10min@Tch,=Instant*V) Notes
Details: Evoke, +10 Minutes,@Touch,=Instant, *V
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Details: Evoke, +10 Minutes,@Touch,=Instant, *V
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Protection from Poison (Abj+1act@Tch,=1hr*VS) Notes
Details: Abjure, +1 Action,@Touch,=1 hour, *VS
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Details: Abjure, +1 Action,@Touch,=1 hour, *VS
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Details: Illusion, +1 Action R,@120 feet,=Concentrate, up to 10 minutes, *VS
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Details: Illusion, +1 Action R,@120 feet,=Concentrate, up to 10 minutes, *VS
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Details: Evoke, +1 Bonus Action,@60 feet,=1 minute, *VS
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Details: Evoke, +1 Bonus Action,@60 feet,=1 minute, *VS
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Details: Abjure, +1 Action,@Touch,=1 hour, *VSM
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Details: Abjure, +1 Action,@Touch,=1 hour, *VSM
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Details: Enchant, +1 Action,@60 feet,=10 minutes, *VS
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Details: Enchant, +1 Action,@60 feet,=10 minutes, *VS
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
adventuring gear (arms)
(Requires attunement)
+1 to AC Bracer Bash
Melee Weapon Attack. Reach 5ft., one target. On a hit, deals 2d4 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
adventuring gear (arms)
(Requires attunement)
+1 to AC
[b]Bracer Bash[/b]
Melee Weapon Attack. Reach 5ft., one target. On a hit, deals 2d4 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Spear melee weapon (simple, spear)
Damage: 1d6
Damage Type: Piercing
Item Rarity: Standard
Properties: Range, Thrown, Versatile (1d8)
Range: 20/60
Weight: 1
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Spear melee weapon (simple, spear)
Damage: 1d6
Damage Type: Piercing
Item Rarity: Standard
Properties: Range, Thrown, Versatile (1d8)
Range: 20/60
Weight: 1
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
[img]https://i.imgur.com/R9PYDU5.jpg[/img]
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
+ Increase your Intelligence score by 1, to a maximum of 20.
+ You always know which way is north.
+ You always know the number of hours left before the next sunrise or sunset.
+ You can accurately recall anything you have seen or heard within the past month.
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
+ Increase your [b]Intelligence[/b] score by 1, to a maximum of 20.
+ You always know which way is north.
+ You always know the number of hours left before the next sunrise or sunset.
+ You can accurately recall anything you have seen or heard within the past month.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
Accustomed to life underground, 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 life underground, 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.
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
[ +- ] Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
[ +- ] Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
As a conduit for divine power, you can cast cleric spells.
[b]Cantrips[/b]
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
[b]Spell Slots[/b]
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
[b]Spellcasting Ability[/b]
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
[b]Ritual Casting[/b]
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
[b]Spellcasting Focus[/b]
You can use a holy symbol as a spellcasting focus for your cleric spells.
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Arcane Banishment
Cleric Level Banishes Creatures of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
[b]Arcana Domain Spells[/b]
Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystul's Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund's Secret Chest
9th Planar Binding, Teleportation Circle
[b]Arcane Initiate[/b]
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
[b]Channel Divinity: Arcane Abjuration[/b]
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
[b]Arcane Banishment[/b]
Cleric Level Banishes Creatures of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
[b]Spell Breaker[/b]
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
[b]Potent Spellcasting[/b]
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
[b]Arcane Mastery[/b]
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
[ +- ] Background & Race
[ +- ] Knight of the Order
Skill Proficiencies: Insight, History
Tool Proficiencies: Cartographer's, Calligrapher's
Skill Proficiencies: Insight, History
Tool Proficiencies: Cartographer's, Calligrapher's
Race: Gnome, Mark of Scribing]Gnome (Mark of Scribing)
[ +- ] Gnome
Size: Small
Speed: 25 feet
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Darkvision. Accustomed to life underground, 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Size: Small
Speed: 25 feet
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Darkvision. Accustomed to life underground, 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
[ +- ] Gifted Scribe
When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
[ +- ] Scribe's Insight
You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.
You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.
[ +- ] Spells of the Mark
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class. Mark of Scribing Spells
1st Level - Comprehend languages, illusory script
2nd Level - Animal messenger, silence
3rd Level - Sending, tongues
4th Level - Arcane eye, confusion
5th Level - Dream
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.
[b]Mark of Scribing Spells[/b]
1st Level - Comprehend languages, illusory script
2nd Level - Animal messenger, silence
3rd Level - Sending, tongues
4th Level - Arcane eye, confusion
5th Level - Dream
[ +- ] Character Details
Appearance
Height:
3'7"
Weight:
47 lbs
Skin:
light tan
Eye:
grey
Hair:
blond
Personality
Alignment:
Lawful Neutral
Trait:
I'm full of inspiring and cautionary tales from my churches history and personal experience relevant to almost every magical situation.
Ideal:
Responsibility. I do what I must and obey just authority.
Bond:
I'll never forget the Day of Mourning and its affects on my homeland and people and strive to learn the cause that it will never happen again.ho dealt it.
Flaw:
My family has gone missing in the aftermath of the collapse of Cyre. I and haunted by their possible loss.
Gizmix was born in the Kingdom of Cyre but joined the clergy for Aureon at a young age. He joined the militant branch of the church of Aureon, serving as a scholarly knights assistant. Though a part of the Knight Order he functioned as a supplementary role and rarely was involved directly in combat.
Gzizmix was abroad on a mission for the church on the Day of Mourning. Loosing all contact with his immediate family he has desperately sought after any acquaintances while assisting in uncovering the mystery of the grey mist and what truly happened on that fateful day. Since that time he has been studying in preparation of his return
Gizmix was born in the [u]Kingdom of Cyre[/u] but joined the clergy for Aureon at a young age. He joined the militant branch of the church of Aureon, serving as a scholarly knights assistant. Though a part of the Knight Order he functioned as a supplementary role and rarely was involved directly in combat.
Gzizmix was abroad on a mission for the church on the [b]Day of Mourning[/b]. Loosing all contact with his immediate family he has desperately sought after any acquaintances while assisting in uncovering the mystery of the grey mist and what truly happened on that fateful day. Since that time he has been studying in preparation of his return
[spoiler=Class : Cleric] [url=http://dnd5e.wikidot.com/cleric]Wikidot[/url]
[snippet=Hit Points]
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
[/snippet]
[snippet=Proficiencies]
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
[/snippet]
[snippet=Spellcasting]
As a conduit for divine power, you can cast cleric spells.
[b]Cantrips[/b]
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
[b]Spell Slots[/b]
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
[b]Spellcasting Ability[/b]
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
[b]Ritual Casting[/b]
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
[b]Spellcasting Focus[/b]
You can use a holy symbol as a spellcasting focus for your cleric spells.
[/snippet]
[b]Arcane Initiate[/b]
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
[b]Channel Divinity: Arcane Abjuration[/b]
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
[b]Arcane Banishment[/b]
Cleric Level Banishes Creatures of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
[b]Spell Breaker[/b]
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
[b]Potent Spellcasting[/b]
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
[b]Arcane Mastery[/b]
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
[/snippet]
[/spoiler]
[spoiler=Background & Race]
[snippet=Knight of the Order]
Skill Proficiencies: Insight, History
Tool Proficiencies: Cartographer's, Calligrapher's
[/snippet]
[f=h2]Race: Gnome, Mark of Scribing]Gnome (Mark of Scribing)[/f]
[snippet=Gnome]Size: Small
Speed: 25 feet
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Darkvision. Accustomed to life underground, 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.[/snippet]
[snippet=Gifted Scribe]When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.[/snippet]
[snippet=Scribe's Insight]You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.[/snippet]
[snippet=Spells of the Mark]If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.
[b]Mark of Scribing Spells[/b]
1st Level - Comprehend languages, illusory script
2nd Level - Animal messenger, silence
3rd Level - Sending, tongues
4th Level - Arcane eye, confusion
5th Level - Dream[/snippet]
[/spoiler]
[spoiler="Character Details"][table=ht]Appearance|
[b]Height:[/b] | [_=3'7"]
[b]Weight:[/b] | [_=47] lbs
[b]Skin:[/b] | [_=light tan]
[b]Eye:[/b] | [_=grey]
[b]Hair:[/b] | [_=blond] [/table][table=ht]Personality|
Alignment: | [b][_=Lawful Neutral][/b]
Trait: | [_=I'm full of inspiring and cautionary tales from my churches history and personal experience relevant to almost every magical situation.]
Ideal: | [_=Responsibility. I do what I must and obey just authority.]
Bond: | [_=I'll never forget the Day of Mourning and its affects on my homeland and people and strive to learn the cause that it will never happen again.ho dealt it.]
Flaw: | [_=My family has gone missing in the aftermath of the collapse of Cyre. I and haunted by their possible loss.]
[/table][b]Homeland[/b]: [_=Kingdom of Cyre]
[b]Patron[/b] Aureon [url=https://eberron.fandom.com/wiki/Aureon]+a+[/url] [url=https://static.wikia.nocookie.net/eberron/images/3/3c/Aureon.jpg/revision/latest?cb=20220301153354]-b-[/url]
[snippet=History]Gizmix was born in the [u]Kingdom of Cyre[/u] but joined the clergy for Aureon at a young age. He joined the militant branch of the church of Aureon, serving as a scholarly knights assistant. Though a part of the Knight Order he functioned as a supplementary role and rarely was involved directly in combat.
Gzizmix was abroad on a mission for the church on the [b]Day of Mourning[/b]. Loosing all contact with his immediate family he has desperately sought after any acquaintances while assisting in uncovering the mystery of the grey mist and what truly happened on that fateful day. Since that time he has been studying in preparation of his return [/snippet]
[/spoiler]
[table=center] [b][_=Gnome, Mark of Scribing] [/b] | [b][_=Cleric] : [_level=4][/b] | [b][_=Knight of Aureon][/b]
Race | Class:Level | Background[/table]
[2column][col]
[f=color:yellow background-color:grey bold centre] - - Inspiration : [_=1/1] - - [/f][spoiler="Char Skill ST"]Proficiency: [b][_prof$=+floor(((level-1)/4)+2)][/b]
[_jack=0/1] Jack of all trades
[linebreak]
[table=ht zebra]Atrib| Base | Bonus | Total | Mod | Prof | ST
[b]Str[/b] | [_atr=10] | [_bns=0] | [_Astr$=atr+bns] | [_str$=d20bonus(Astr)] | [_Sstr=0/1]| [_strs$=+str+(Sstr*prof)]
[b]Dex[/b] | [_atr=14] | [_bns=0] | [_Adex$=atr+bns] | [_dex$=d20bonus(Adex)] | [_Sdex=0/1]| [_dexs$=+dex+(Sstr*prof)]
[b]Con[/b] | [_atr=14] | [_bns=0] | [_Acon$=atr+bns] | [_con$=d20bonus(Acon)] | [_Scon=0/1]| [_cons$=+con+(Scon*prof)]
[b]Int[/b] | [_atr=14] | [_bns=0] | [_Aint$=atr+bns] | [_int$=d20bonus(Aint)] | [_Sint=0/1]| [_ints$=+int+(Sint*prof)]
[b]Wis[/b] | [_atr=16] | [_bns=0] | [_Awis$=atr+bns] | [_wis$=d20bonus(Awis)] | [_Swis=1/1]| [_wiss$=+wis+(Swis*prof)]
[b]Cha[/b] | [_atr=10] | [_bns=0] | [_Acha$=atr+bns] | [_cha$=d20bonus(Acha)] | [_Scha=1/1]| [_chas$=+cha+(Scha*prof)]
[/table]
[linebreak]
[snippet=Skills][table="center zebra"]
Skill | mod | Prf | Exp | + | Total
[b]Acrobatics[/b]|dex|[_p=0/1]|[_e=0/1]|[_misc=0]|[_Acro$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]AnimalHandling[/b]|wis|[_p=0/1]|[_e=0/1]|[_misc=0]|[_AnHa$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Arcana[/b]|int|[_p=1/1]|[_e=0/1]|[_misc=0]|[_Arca$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Athletics[/b]|str|[_p=0/1]|[_e=0/1]| [_misc=0]|[_Athl$=+str+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Deception[/b]|cha|[_p=0/1]|[_e=0/1]|[_misc=0]|[_Dece$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]History[/b]|int|[_p=1/1]|[_e=0/1]| [_misc=0]|[_Hist$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Insight[/b]|wis|[_p=1/1]|[_e=0/1]| [_misc=0]|[_Insi$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Intimidation[/b]|cha|[_p=0/1]|[_e=0/1]| [_misc=0]|[_Inti$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]|
[b]Investigation[/b]|int|[_p=0/1]|[_e=0/1]| [_misc=0]|[_Inve$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]|
[b]Medicine[/b]|wis|[_p=1/1]|[_e=0/1]| [_misc=0]|[_Medi$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Nature[/b]|int|[_p=0/1]|[_e=0/1]| [_misc=0]|[_Natu$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Perception[/b]|wis|[_p=0/1]|[_e=0/1]| [_misc=0]|[_Perc$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Performance[/b]|cha|[_p=0/1]|[_e=0/1]|[_misc=0]| [_Perf$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Persuasion[/b]|cha|[_p=0/1]|[_e=0/1]| [_misc=0]|[_Pers$=+cha+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Religion[/b]|int|[_p=1/1]|[_e=0/1]| [_misc=0]|[_Reli$=+int+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]SleightOfHand[/b]|dex|[_p=0/1]|[_e=0/1]| [_misc=0]|[_SlHa$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Stealth[/b]|dex|[_p=0/1]|[_e=0/1]| [_misc=0]|[_Stea$=+dex+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b]Survival[/b]|wis|[_p=0/1]|[_e=0/1]| [_misc=0]|[_Surv$=+wis+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b][_SklN1=Cartogrophy][/b]|[_SklA1=int/dex]|[_p=1/1]|[_e=0/1]| [_misc=1]|[_SklB1$=+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b][_SklN2=Caligraphy][/b]|[_SklA2=dex]|[_p=1/1]|[_e=0/1]| [_misc=2]|[_SklB2$=+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[b][_SklN3=Land Vehicles][/b]|[_SklA3=wis]|[_p=0/1]|[_e=0/1]| [_misc=0]|[_SklB3$=+max(max(p*prof,2*e*prof,),floor((jack*prof)/2))+misc]
[/table][/snippet] [snippet=Calculations]Cantrip Leveling Calculator:cantripd=[_cantripd$=floor((level+1)/6)+1]
Martial Arts Dice Calculator:martiald=[_martiald$=(floor((level+1)/6)*2)+4]
Bardic Inspiration Die:bardinsp=[_bardinsp$=min(floor(level/5)*2+6,12)]
Song of Rest:songrst=[_songrst$=lookupBonus(level,1,1,'-', 2,8,'1d6', 9,12,'1d8', 13,16,'1d10', 17,20,'1d12')]
Sneak Attack:sneakdmg=[_sneakdmg$=floor((level+1)/2)]
Rages:ragenum=[_ragenum$=lookupBonus(level,1,2,'2', 3,5,'3', 6,11,'4', 12,16,'5', 17,19,'6', 20,20,'unlimited')]
Rage Damage:ragedmg=[_ragedmg$=lookupBonus(level,1,8,'+2', 9,15,'+3', 16,20,'+4')]
[/snippet][f=color:white background-color:black]Edit the sheet to set the spellcastingability and spellabilitymod variables for your character[/f]
[abilities="spellcastingability "] [b] [_spellcastingability=WIS] / spellabilitymod = [_spellabilitymod$=wis] [/b] [/abilities]
[/spoiler]
[table="rolls d20 dnd5e zebra"] Attribute | # |Check | Save
[size="150"][b]Str[/b][/size] | [_$=Astr] | [size="150"]+[_str$=d20bonus(Astr)][/size]|[_strs$=+str+(Sstr*prof)]
[size="150"][b]Dex[/b][/size] | [_$=Adex] | [size="150"]+[_dex$=d20bonus(Adex)][/size]|[_dexs$=+dex+(Sstr*prof)]
[size="150"][b]Con[/b][/size] | [_$=Acon] | [size="150"]+[_con$=d20bonus(Acon)][/size]|[_cons$=+con+(Scon*prof)]
[size="150"][b]Int[/b][/size] | [_$=Aint] | [size="150"]+[_int$=d20bonus(Aint)][/size]|[_ints$=+int+(Sint*prof)]
[size="150"][b]Wis[/b][/size] | [_$=Awis] | [size="150"]+[_wis$=d20bonus(Awis)][/size]|[_wiss$=+wis+(Swis*prof)]
[size="150"][b]Cha[/b][/size] | [_$=Acha] | [size="150"]+[_cha$=d20bonus(Acha)][/size]|[_chas$=+cha+(Scha*prof)]
[/table] [f=h2][b]Speed[/b] : [_=25][/f]
[/col] [col]
[f=h2][b]Senses[/b]: [_=Darkvision 60'][/f][table=ht]|||[/table][table=d20 dnd5e compact][f=color:green bold]Initiative[/f] = Dex([_$=dex]) + Mod( [_mod=0] ) =| +[_Init$=dex+mod][/table][table=ht]|||[/table][table=center compact] [f=color:blue small] Armor:{[_armor=17]} [/f] | [f=color:blue small] Shield[_acshld=1/1] +AC:{[_acmod=0]}[/f] | [f=small] Max HP:([_hpm=31]) [/f]
[f=color:white background-color:navy large bold border] [_ac$=armor+acshld*2+acmod] [/f] | [f=color:white background-color:red large bold border] [_hp=31] [/f] | [f=large background-color:lime border]+[_hpt=0] [/f]
[f=color:blue bold font-fell]AC[/f] | [f=color:red bold font-fell]HP[/f] | [color="green"]Temp[/color] [/table][table=rolls d20 dnd5e ht][b]Death ST[/b] [f=background-color:lime color:black bold]P[_=0/3][/f]/[f=color:white background-color:maroon]F[_=0/2][/f] | +[_=0]
[b]Recovery HD[/b] Used: [_=1]/[_$=level] | [_=1]d10
[/table][f=h2][b]Conditions[/b] :[_=None][/f]
[spoiler="Notes"][table=compact][_=AAA] |[_=Can the entire plan be laid out at once instead of baby stepping through it? Since the rest of us are not going up.]
[_=BBB]|[_=BBB]
[_=CCC]|[_=CCC][/table][abilities=Notepad]
[snippet=Rumors] [url=https://gamersplane.com/forums/thread/28196/?p=1380648#p1380648]overheard[/url]
[/snippet]
[snippet=Silver Flame]
The Silver Flame is force of light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the Flame.
Every mortal soul can find the light. Inspire and guide others to virtuous behavior; force is a last resort.
Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame.
[/snippet]
[snippet=The Traveler]
Revealing one's true self is weakness. Instead, followers should cover themselves in disguise and deception, until not even they know the truth of themselves.
Nothing is permanent. Thus, followers should make sure that change helps them and hinders their rivals.
Cunning plans and intricate deceptions are the most effective weapons, for mortal minds can be predicted easily manipulated. With such manipulations, foes may be thrown into chaos before one strikes.
Change strengthens people and chaos pushes evolution. That is, change is certain and leads to necessity, which breeds invention and transformation, so one must be adaptable. However, this change is not due to the random chance of Olladra, but due to continual personal growth and transformation.
[/snippet]
[snippet=party][table=ht zebra] [u]PLAYER[/u] | [u]RACE[/u] | [u]BACKGROUND[/u] | [u]CLASS[/u]
Psybermagi | gnome | Knight | cleric
MaJunior | warforged | house agent | artificers
HueHueBr | half orc | house agent | ranger gloom
Ganesh | half elf | | sorcerer aberrant
Morlaf | ? | ? | ?
[/table][/snippet]
[snippet=Vision]
...You recognize you are in the presence of Aureon.
[img]https://i.imgur.com/ETOP5lw.jpg[/img]
[f=font-fell large color:navy italic bold]"Tell me, Little One. When you pray for my guidance. Is it merely for your benefit? Or to prevent atrocities such as these."[/f] and he gestures to the ruins beyond. [url=https://gamersplane.com/forums/thread/28196/?p=1444416#p1444416]link[/url]
The great blue dragon reflects on your question. [f=font-fell large color:navy italic bold]"You are wise to have concern for Cyre. She was created as a weapon of death and destruction. Sadly, the kingdoms will see her as nothing more than this."[/f], Aureon pauses in silent contemplation. Finally continuing after several moments.
[f=font-fell large color:navy italic bold]"However, as with many of the constructs of d’Cannith, I sense that is not her desire. Cyre’s soul is child-like and naive, she has only known control. She does not yet know she has a say in her fate. If you truly wish to help her, then she must to be given the freedom to choose her own destiny. Otherwise, she will be a dove of peace, helplessly trapped in a sword of war. Farewell until we meet again, Little One."[/f] [url=https://gamersplane.com/forums/thread/28196/?p=1445310#p1445310]link[/url]
[/snippet][/abilities]
[/spoiler]
[/col][/2column]
[2column][col]
[abilities=Attacks][table="zebra center"] Spellcasting : [b][_$=spellcastingability][/b]=[_$=spellabilitymod] | Attack : [_spell_hit$=+prof+spellabilitymod] | DC : [_spell_dc$=8+prof+spellabilitymod]
[/table][table="rolls d20 dnd5e zebra"]Weapon | Mod | Hit | Dmg
Bracer Bash | [_mod=0] | +[_$=mod+dex+prof] | 2d4
Spear o/warning | [_mod=1] | +[_$=mod+dex+prof] | 1d6[_$=+dex+mod]
Dagger | [_mod=0] | +[_$=mod+dex+prof] | 1d4[_$=+dex+mod]
Sling | [_mod=0] | +[_$=mod+dex+prof] | 1d4[_$=+dex+mod]
Mace | [_mod=0] | +[_$=mod+str+prof] | 1d6[_$=+str+mod]
Unarmed | - | +[_$=str+prof] | 1d1[_$=+str]
Jolting Sting Con DC [_$=spell_dc] | - | - | [_$=cantripd]d4
Scorching Hand | - | [_$=+spell_hit] | [_$=cantripd]d8
Radiant Word Con DC [_$=spell_dc] | - | - | [_$=cantripd]d6
[/table][/abilities][f=h2][b]Spell Slots : 1st [_=4/4] / 2nd [_=3/3][/b][/f]
[spoiler="Known Spells"][abilities=Cantrips]
# Jolting Sting
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You send a shock through one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 lightning damage and fall prone.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
# Searing Touch
Conjuration cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You call forth a flaming hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with a flaming touch. On a hit, the target takes 1d8 fire 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.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
# Radiant Word
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
# Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
# Thaumaturgy
Transmutation cantrip
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.
# 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.
# Mending[/abilities]
[abilities=Persistant Spells]
#1st Comprehend Languages (Div+1act@Slf=1hr*VSM)[_=1/1]
Divination, +1 Action R, @Self, =1 hour, *VSM
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
#1st Illusory Script (ill+1Min@Tch=10day*SM )
Illusion, +1 Minute R, @Touch, =10 days, *SM
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
# 1st Detect Magic (Div+R1act@Slf=10min*VS)
Details: Divination, +1 Action R,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use 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.
# 1st Magic Missile (Evk+1act@120'=Instant*VS)
Details: Evoke, +1 Action,@120 feet,=Instant, *VS
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.
# 2nd Magic Mouth (ill+1Min@30'=perm*VSM)[_=1/1]
Illusion, +1 Minute Ri, @30 feet, =Until dispelled, *VSM
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
# 2nd Animal Messenger (Enc+1act@30'=24hr*VSM)
Enchant, +1 Action R, @30 Feet, =24 hours, *VSM
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
[b]At Higher Levels[/b]: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
# 2nd Silence (ill+R1act@120'=C10min*VS)
Illusion, +1 Action R, @120 feet, =Concentrate, up to 10 minutes, *VS
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
# 2nd Magic Weapon (Trn+1ba@Tch=1hr*VS)Notes
Details: Transmute, +1 Bonus Action,@Touch,=Concentrate, up to 1 hour, *VS
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
# 2nd Nystul's Magic Aura (ill+1act@Tch,=24hrs*VSM)Notes
Details: Illusion, +1 Action,@Touch,=24 hours, *VSM
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
[b]False Aura[/b]
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
[b]Mask[/b]
You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's class Feature Divine Sense|Paladin|PHB|1 or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.[/abilities]
Max # Prepared = [_$=level+wis]
[abilities=Prepared Spells]
# Cure Wound (Evk+1act@Tch,=Inst*VS)
# [b]Detect Evil and Good[/b] (Div+1act@Slf=10min*VS)
# [b]Detect Magic[/b] (Div+1act@Slf=10min*VS)
# Enhance Ability (Trn+1act@Tch=1hr*VSM)
# Prayer of Healing (Evk+10min@Tch,=Instant*V)
# Spiritual Weapon (Evk+1ba@60'=1min*VS)
[/abilities][/spoiler]
[spoiler="Available Spells"] [url=https://gamersplane.com/characters/custom/23602/]Master List[/url]
[abilities=1st Level Spell List]
# [b]Bane[/b] (Enc+1act@30'=1min*VSM)
Details: Enchant, +1 Action,@30 feet,=Concentrate, up to 1 minute, *VSM
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from 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.
# [b]Bless[/b] (Enc+1act@30'=1min*VSM)
Details: Enchant, +1 Action,@30 feet,=Concentrate, up to 1 minute, *VSM
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.
# [b]Ceremony[/b] (Evk+1act@Tch,=Inst*VSM)
Details: Evoke, +1 Action R,@Touch,=Instant, *VSM
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
[b]Atonement[/b]
You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
[b]Bless Water[/b]
You touch one vial of water and cause it to become Holy Water (flask).
[b]Coming of Age[/b]
You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
[b]Dedication[/b]
You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
[b]Funeral Rite[/b]
You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
[b]Wedding[/b]
You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
# [b]Command[/b] (Enc+1act@60'=1rnd*V)
Details: Enchant, +1 Action,@60 feet,=1 round, *V
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. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
[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 falls prone and then ends its turn.
[b]Halt[/b]
The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
# [b]Create or Destroy Water[/b] (Trn+1act@30'=Inst*VSM)
Details: Transmute, +1 Action,@30 feet,=Instant, *VSM
You either create or destroy water.
[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 in the area.
[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.
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.
# [b]Cure Wounds[/b] (Evk+1act@Tch,=Inst*VS)
Details: Evoke, +1 Action,@Touch,=Instant, *VS
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.
# [b]Detect Evil and Good[/b] (Div+1act@Slf=10min*VS)
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
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.
# [b]Detect Magic[/b] (Div+1act@Slf=10min*VS)
Details: Divination, +1 Action R,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use 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.
# [b]Detect Poison and Disease[/b] (Div+1act@Slf=10min*VSM)
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VSM
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. 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.
# [b]Guiding Bolt[/b] (Evk+1act@120'=1rnd*VS)
Details: Evoke, +1 Action,@120 feet,=1 round, *VS
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.
# [b]Healing Word[/b] (Evk+1ba@60'=Inst*V)
Details: Evoke, +1 Bonus Action,@60 feet,=Instant, *V
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
# [b]Heroism[/b] (Enc+1act@Tch=1min*VS)
Details: Enchant, +1 Action,@Touch,=Concentrate, up to 1 minute, *VS
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
# [b]Inflict Wounds[/b] (Ncr+1act@Tch,=Instant*VS)
Details: Necrotic, +1 Action,@Touch,=Instant, *VS
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
# [b]Protection from Evil and Good[/b] (Abj+1act@Tch=10min*VSM)
Details: Abjure, +1 Action,@Touch,=Concentrate, up to 10 minutes, *VSM
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At Higher Levels:
# [b]Purify Food and Drink[/b] (Trn+1act@10'=Instant*VS)
Details: Transmute, +1 Action R,@10 feet,=Instant, *VS
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
At Higher Levels:
# [b]Sanctuary[/b] (Abj+1ba@30'=1min*VSM)
Details: Abjure, +1 Bonus Action,@30 feet,=1 minute, *VSM
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
At Higher Levels:
# [b]Shield of Faith[/b] (Abj+1ba@60'=1min*VSM)
Details: Abjure, +1 Bonus Action,@60 feet,=Concentrate, up to 1 minute, *VSM
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
At Higher Levels:
[/abilities][abilities=2nd Level Spell List]
# [b]Aid[/b] (Abj+1act@30'=8hrs*VSM)
Details: Abjure, +1 Action,@30 Feet,=8 hours, *VSM
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
# [b]Augury[/b] (Div+1 minR,@Slf=Inst*VSM)
Details: Divination, +1 Minute R,@Self,=Instant, *VSM
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
# [b]Blindness/Deafness[/b] (Ncr+1act@30'=1min*V)
Details: Necrotic, +1 Action,@30 Feet,=1 minute, *V
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.
# [b]Borrowed Knowledge[/b] (Div+1act@Slf=1hr*VSM)
Details: Divination, +1 Action,@Self,=1 hour, *VSM
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
# [b]Calm Emotions[/b] (Enc+1act@60'=1min*VS)
Details: Enchant, +1 Action,@60 feet,=Concentrate, up to 1 minute, *VS
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
# [b]Continual Flame[/b] (Evk+1act@Tch,=perm*VSM)
Details: Evoke, +1 Action,@Touch,=Until dispelled, *VSM
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
# [b]Enhance Ability[/b] (Trn+1act@Tch=1hr*VSM)
Details: Transmute, +1 Action,@Touch,=Concentrate, up to 1 hour, *VSM
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
[b]Bear's Endurance.
[/b]The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
[b]Bull's Strength.[/b]
The target has advantage on Strength checks, and his or her carrying capacity doubles.
[b]Cat's Grace.[/b]
The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
[b]Eagle's Splendor.[/b]
The target has advantage on Charisma checks.
[b]Fox's Cunning.[/b]
The target has advantage on Intelligence checks.
[b]Owl's Wisdom.[/b]
The target has advantage on Wisdom checks.
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.
# [b]Find Traps[/b] (Div+1act@120'=Instant*VS)
Details: Divination, +1 Action,@120 feet,=Instant, *VS
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
# [b]Gentle Repose[/b] (Ncr+1act@Tch,=10days*VSM)
Details: Necrotic, +1 Action R,@Touch,=10 days, *VSM
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.
# [b]Hold Person[/b] (Enc+1act@60'=1min*VSM)
Details: Enchant, +1 Action,@60 feet,=Concentrate, up to 1 minute, *VSM
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
# [b]Lesser Restoration[/b] (Abj+1act@Tch,=Instant*VS)
Details: Abjure, +1 Action,@Touch,=Instant, *VS
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
# [b]Locate Object[/b] (Div+1act@Slf=10min*VSM)
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VSM
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
# [b]Prayer of Healing[/b] (Evk+10min@Tch,=Instant*V)
Details: Evoke, +10 Minutes,@Touch,=Instant, *V
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
# [b]Protection from Poison[/b] (Abj+1act@Tch,=1hr*VS)
Details: Abjure, +1 Action,@Touch,=1 hour, *VS
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
# [b]Silence[/b] (ill+1act@120'=10min*VS)
Details: Illusion, +1 Action R,@120 feet,=Concentrate, up to 10 minutes, *VS
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
# [b]Spiritual Weapon[/b] (Evk+1ba@60'=1min*VS)
Details: Evoke, +1 Bonus Action,@60 feet,=1 minute, *VS
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
# [b]Warding Bond[/b] (Abj+1act@Tch,=1hr*VSM)
Details: Abjure, +1 Action,@Touch,=1 hour, *VSM
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
# [b]Zone of Truth[/b] (Enc+1act@60'=10mins*VS)
Details: Enchant, +1 Action,@60 feet,=10 minutes, *VS
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
[/abilities][/spoiler]
[/col] [col]
[table="rolls d20 dnd5e center zebra"]
Skill | Atr | + | Total
[b]Acrobatics[/b]|dex|[_tmp=0]|+[_$=Acro+tmp]
[b]Animal Handling[/b]|wis|[_tmp=0]|+[_$=AnHa+tmp]
[b]Arcana[/b]|int|[_tmp=0]|+[_$=Arca+tmp]
[b]Athletics[/b]|str|[_tmp=0]|+[_$=Athl+tmp]
[b]Deception[/b]|cha|[_tmp=0]|+[_$=Dece+tmp]
[b]History[/b]|int|[_tmp=0]|+[_$=Hist+tmp]
[b]Insight[/b]|wis|[_tmp=0]|+[_$=Insi+tmp]
[b]Intimidation[/b]|cha|[_tmp=0]|+[_$=Inti+tmp]|
[b]Investigation[/b]|int|[_tmp=0]|+[_$=Inve+tmp]|
[b]Medicine[/b]|wis|[_tmp=0]|+[_$=Medi+tmp]
[b]Nature[/b]|int|[_tmp=0]|+[_$=Natu+tmp]
[b]Perception[/b]|wis|[_tmp=0]|+[_$=Perc+tmp]
[b]Performance[/b]|cha|[_tmp=0]|+[_$=Perf+tmp]
[b]Persuasion[/b]|cha|[_tmp=0]|+[_$=Pers+tmp]
[b]Religion[/b]|int|[_tmp=0]|+[_$=Reli+tmp]
[b]Sleight Of Hand[/b]|dex|[_tmp=0]|+[_$=SlHa+tmp]
[b]Stealth[/b]|dex|[_tmp=0]|+[_$=Stea+tmp]
[b]Survival[/b]|wis|[_tmp=0]|+[_$=Surv+tmp]
[b][_$=SklN1][/b]|[_$=SklA1]|[_tmp=0]|+[_$=SklB1+tmp]
[b][_$=SklN2][/b]|[_$=SklA2]|[_tmp=0]|+[_$=SklB2+tmp]
[b][_$=SklN3][/b]|[_$=SklA3]|[_tmp=0]|+[_$=SklB3+tmp]
[/table]
[/col][/2column]
[2column][col]
[spoiler=Equipment][abilities=Equipment][table=ht] | item [f=color:black][_ecnt=0][_elbs=0][/f] | lbs | # | total
[_act=1/1][_ecnt$=ecnt+act]|[_=Scale Armor] | [_lb=45] | [_nm=1] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=dagger] | [_lb=1] | [_nm=2] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=Aureon Mace] | [_lb=4] | [_nm=1] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=Sling] | [_lb=0.1] | [_nm=1] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=shield] | [_lb=6] | [_nm=1] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=Sling stones] | [_lb=0.05] | [_nm=20] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=Holy Symbol] | [_lb=1] | [_nm=1] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=Travel Clothes] | [_lb=4] | [_nm=1] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=Signet] | [_lb=0] | [_nm=1] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=Spear *] | [_lb=1] | [_nm=1] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=Orb of Direction *] | [_lb=] | [_nm=] | [_elbs$=elbs+lb*nm*act]
[_act=1/1][_ecnt$=ecnt+act]|[_=Scribes Pen *] | [_lb=] | [_nm=] | [_elbs$=elbs+lb*nm*act]
[_act=0/1][_ecnt$=ecnt+act]|[_=] | [_lb=] | [_nm=] | [_elbs$=elbs+lb*nm*act]
[_act=0/1][_ecnt$=ecnt+act]|[_=] | [_lb=] | [_nm=] | [_elbs$=elbs+lb*nm*act]
[/table]
# Thuranni Bracers
adventuring gear (arms)
(Requires attunement)
+1 to AC
[b]Bracer Bash[/b]
Melee Weapon Attack. Reach 5ft., one target. On a hit, deals 2d4 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
# Spear of Warning *
Spear melee weapon (simple, spear)
Damage: 1d6
Damage Type: Piercing
Item Rarity: Standard
Properties: Range, Thrown, Versatile (1d8)
Range: 20/60
Weight: 1
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
[img]https://i.imgur.com/R9PYDU5.jpg[/img][/abilities]
[f=small right]Weight [_$=elbs] / [_$=ecnt] Items[/f]
[/spoiler]
[f=h2] PP:[_=90] GP:[_=37] SP:[_=12] CP:[_=11] [/f]
[/col] [col]
[spoiler=BACKPACK][abilities=BACKPACK][table=ht]| item [f=color:black][_bcnt=0][_blbs=0][/f] | lbs | # | total
[_act=1/1][_bcnt$=bcnt+act]|[_=Rations (1 day)] | [_lb=2] | [_nm=4] | [_blbs$=blbs+lb*nm*act]
[_act=1/1][_bcnt$=bcnt+act]|[_=Waterskin] | [_lb=5] | [_nm=1] | [_blbs$=blbs+lb*nm*act]
[_act=1/1][_bcnt$=bcnt+act]|[_=Censer] | [_lb=1] | [_nm=1] | [_blbs$=blbs+lb*nm*act]
[_act=1/1][_bcnt$=bcnt+act]|[_=Tinderbox] | [_lb=1] | [_nm=1] | [_blbs$=blbs+lb*nm*act]
[_act=1/1][_bcnt$=bcnt+act]|[_=Vestments ] | [_lb=6] | [_nm=1] | [_blbs$=blbs+lb*nm*act]
[_act=1/1][_bcnt$=bcnt+act]|[_=Blanket] | [_lb=0] | [_nm=1] | [_blbs$=blbs+lb*nm*act]
[_act=1/1][_bcnt$=bcnt+act]|[_=candles] | [_lb=0.1] | [_nm=10] | [_blbs$=blbs+lb*nm*act]
[_act=1/1][_bcnt$=bcnt+act]|[_=Incense block] | [_lb=0.5] | [_nm=2] | [_blbs$=blbs+lb*nm*act]
[_act=1/1][_bcnt$=bcnt+act]|[_=Cartography] | [_lb=6] | [_nm=1] | [_blbs$=blbs+lb*nm*act]
[_act=1/1][_bcnt$=bcnt+act]|[_=Navigation Tools] | [_lb=2] | [_nm=1] | [_blbs$=blbs+lb*nm*act]
[_act=0/1][_bcnt$=bcnt+act]|[_=] | [_lb=] | [_nm=] | [_blbs$=blbs+lb*nm*act]
[/table]
[/abilities]
[f=small right]Weight [_$=blbs] / [_$=bcnt] Items[/f]
[/spoiler] [f=small right][b]Total Weight [_$=elbs+blbs] / [_$=Astr*15][/b][/f]
[/col][/2column]
[2column][col]
[abilities=Abilities]
# Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
+ Increase your [b]Intelligence[/b] score by 1, to a maximum of 20.
+ You always know which way is north.
+ You always know the number of hours left before the next sunrise or sunset.
+ You can accurately recall anything you have seen or heard within the past month.
# Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
# Channel Divinity: Arcane Abjuration
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
# Harness Divine Power (Optional)
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
# Knightly Regard
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
# Gifted Scribe
When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
# Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
# Darkvision
Accustomed to life underground, 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.[/abilities]
[spoiler=Proficiencies]
[b]Armor:[/b] [_=Light, Medium, Shield]
[b]Weapons:[/b] [_=All simple weapons]
[b]Tools:[/b] [_=cartogrophers kit, caligraphers kit]
[b]Languages:[/b] [_=Gnome, Common, Celestial]
[/spoiler]
[/col] [col]
[abilities=Details]
[spoiler=Class : Cleric] [url=http://dnd5e.wikidot.com/cleric]Wikidot[/url]
[snippet=Hit Points]
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
[/snippet]
[snippet=Proficiencies]
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
[/snippet]
[snippet=Spellcasting]
As a conduit for divine power, you can cast cleric spells.
[b]Cantrips[/b]
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
[b]Spell Slots[/b]
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
[b]Spellcasting Ability[/b]
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
[b]Ritual Casting[/b]
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
[b]Spellcasting Focus[/b]
You can use a holy symbol as a spellcasting focus for your cleric spells.
[/snippet]
[snippet=Arcana Domain]
[b]Arcana Domain Spells[/b]
Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystul's Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund's Secret Chest
9th Planar Binding, Teleportation Circle
[b]Arcane Initiate[/b]
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
[b]Channel Divinity: Arcane Abjuration[/b]
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
[b]Arcane Banishment[/b]
Cleric Level Banishes Creatures of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
[b]Spell Breaker[/b]
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
[b]Potent Spellcasting[/b]
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
[b]Arcane Mastery[/b]
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
[/snippet]
[/spoiler]
[spoiler=Background & Race]
[snippet=Knight of the Order]
Skill Proficiencies: Insight, History
Tool Proficiencies: Cartographer's, Calligrapher's
[/snippet]
[f=h2]Race: Gnome, Mark of Scribing]Gnome (Mark of Scribing)[/f]
[snippet=Gnome]Size: Small
Speed: 25 feet
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Darkvision. Accustomed to life underground, 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.[/snippet]
[snippet=Gifted Scribe]When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.[/snippet]
[snippet=Scribe's Insight]You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.[/snippet]
[snippet=Spells of the Mark]If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.
[b]Mark of Scribing Spells[/b]
1st Level - Comprehend languages, illusory script
2nd Level - Animal messenger, silence
3rd Level - Sending, tongues
4th Level - Arcane eye, confusion
5th Level - Dream[/snippet]
[/spoiler]
[spoiler="Character Details"][table=ht]Appearance|
[b]Height:[/b] | [_=3'7"]
[b]Weight:[/b] | [_=47] lbs
[b]Skin:[/b] | [_=light tan]
[b]Eye:[/b] | [_=grey]
[b]Hair:[/b] | [_=blond] [/table][table=ht]Personality|
Alignment: | [b][_=Lawful Neutral][/b]
Trait: | [_=I'm full of inspiring and cautionary tales from my churches history and personal experience relevant to almost every magical situation.]
Ideal: | [_=Responsibility. I do what I must and obey just authority.]
Bond: | [_=I'll never forget the Day of Mourning and its affects on my homeland and people and strive to learn the cause that it will never happen again.ho dealt it.]
Flaw: | [_=My family has gone missing in the aftermath of the collapse of Cyre. I and haunted by their possible loss.]
[/table][b]Homeland[/b]: [_=Kingdom of Cyre]
[b]Patron[/b] Aureon [url=https://eberron.fandom.com/wiki/Aureon]+a+[/url] [url=https://static.wikia.nocookie.net/eberron/images/3/3c/Aureon.jpg/revision/latest?cb=20220301153354]-b-[/url]
[snippet=History]Gizmix was born in the [u]Kingdom of Cyre[/u] but joined the clergy for Aureon at a young age. He joined the militant branch of the church of Aureon, serving as a scholarly knights assistant. Though a part of the Knight Order he functioned as a supplementary role and rarely was involved directly in combat.
Gzizmix was abroad on a mission for the church on the [b]Day of Mourning[/b]. Loosing all contact with his immediate family he has desperately sought after any acquaintances while assisting in uncovering the mystery of the grey mist and what truly happened on that fateful day. Since that time he has been studying in preparation of his return [/snippet]
[/spoiler]
Links [b] / [url=https://www.gmbinder.com/share/-Lso8bnbhS2XTzeFHXJu ]-A-[/url] / [url=https://dumpstatadventures.com/the-gm-is-always-right/making-tools-useful-in-5e-calligraphers-supplies]-B-[/url] / [url=https://www.gmbinder.com/share/-LkLs2C5zD7bSiBA-saq]-C-[/url] / [url=https://dumpstatadventures.com/the-gm-is-always-right/making-tools-useful-in-5e-cartographers-tools]-D-[/url] / [/b][/abilities]
[/col][/2column]
[ +- ] Thuranni Bracers
adventuring gear (arms)
(Requires attunement)
+1 to AC
Bracer Bash
Melee Weapon Attack. Reach 5ft., one target. On a hit, deals 2d4 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
If you don't keep him around he will give back the Bracers.
I was talking about switching before, I could change to be more "meaty". At the end of this year / beginning of the new year I'll be gone for a while btw.
Could I please have a summary of the current situation and party (pc race/class(es)/affiliations) so I may think of a worthwhile addition to the party?
Could I please have a summary of the current situation and party (pc race/class(es)/affiliations) so I may think of a worthwhile addition to the party?
oh wow, a summary? We were hired by Earic to try and find a skyship lost in The Mournland. Found it, and it was damaged, and sentient. That's the very short version. Now we are trying to get enough soarwood to fix the ship, then we can work on getting the ship her freedom, and also stopping some spies.