+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+1 | Strength | |
+5 | Dexterity | |
+8 | Constitution | |
+3 | Intelligence | |
+1 | Wisdom | |
+2 | Charisma |
+1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+7 | Arcana | INT | |
+1 | Athletics | STR | |
+6 | Deception | CHA | |
+3 | History | INT | |
+1 | Insight | WIS | |
+2 | Intimidation | CHA | |
+3 | Investigation | INT |
+1 | Medicine | WIS | |
+7 | Nature | INT | |
+1 | Perception | WIS | |
+2 | Performance | CHA | |
+6 | Persuasion | CHA | |
+3 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+1 | Survival | WIS |
Name | Roll | Attr | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Coven | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Witch's Blood | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Blessings of Libra | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Coven Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Blessings of Libra | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Coven Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Blessings of Libra | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Coven Feature | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Coven Elder | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
HP Cost | Recover Slot | Maximize Magic | Overcast |
---|---|---|---|
3 | - | Cantrip's Maximum Damage | As if Critical Hit |
5 | Level 1 | Level 1 Spell’s Maximum Damage | Cast as a Level 2 Slot |
8 | Level 2 | Level 2 Spell’s Maximum Damage | Cast as a Level 3 Slot |
12 | Level 3 | Level 3 Spell’s Maximum Damage | Cast as a Level 4 Slot |
17 | Level 4 | Level 4 Spell’s Maximum Damage | Cast as a Level 5 Slot |
23 | Level 5 | Level 5 Spell’s Maximum Damage | Cast as a Level 6 Slot |
30 | Level 6 | Level 6 Spell’s Maximum Damage | Cast as a Level 7 Slot |
38 | Level 7 | Level 7 Spell’s Maximum Damage | Cast as a Level 8 Slot |
47 | Level 8 | Level 8 Spell’s Maximum Damage | Cast as a Level 9 Slot |
57 | Level 9 | Level 9 Spell’s Maximum Damage | Unique Effect or Critical Hit |
CR of Creature | Spell Slot Restored |
---|---|
0-1 | - |
2-3 | 1 |
4-5 | 2 |
6-9 | 3 |
10-13 | 4 |
14-16 | 5 |
17-20 | 6 |
21-25 | 7 |
25-29 | 8 |
30+ | 9 |
Spell Level | Spells |
---|---|
1st Level | Ceremony, Sanctuary |
2nd Level | Suggestion, Zone of Truth |
3rd Level | Plant Growth, Speak with Plants |
4th Level | Compulsion, Grasping Vine |
5th Level | Modify Memory, Raise Dead |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase.Your ability scores each increase by 1.
Age.Humans reach adulthood in their late teens and live less than a century.
Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed.Your base walking speed is 30 feet.
Languages.You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Name | Mold Earth | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | 30 feet |
Casting Time | 1 Action | Duration | Instantaneous or 1 hour |
Components | S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You choose a portion of dirt or stone that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of the
following ways:
• If you target an area of loose earth, you can instantaneously
excavate it, move it along the ground, and deposit it up to 5 feet
away. This movement doesn’t have enough force to cause damage. • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. |
Name | Druidcraft | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | 30 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
Whispering to the spirits of nature, you create one of the following
effects within range:
• You create a tiny, harmless sensory effect that predicts what the
weather will be at your location for the next 24 hours. The effect
might manifest as a golden orb for clear skies, a cloud for rain,
falling snowflakes for snow, and so on. This effect persists for 1
round. • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. • You instantly light or snuff out a candle, a torch, or a small campfire. |
Name | Shillelagh | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | Touch |
Casting Time | 1 Bonus Action | Duration | 1 minute |
Components | V, S, M | Materials | mistletoe, a shamrock leaf, and a club or quarterstaff |
Ritual | No | Concentration | No |
Description | |||
The wood of a club or quarterstaff you are holding is imbued with
nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon |
Name | Magic Stone | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | Touch |
Casting Time | 1 Bonus Action | Duration | 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting. |
Name | Guidance | School | Divination |
---|---|---|---|
Spell Level | 0 | Range | Touch |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
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. |
Name | Ceremony | School | Abjuration |
---|---|---|---|
Spell Level | 1 | Range | Touch |
Casting Time | 1 Hour | Duration | Instantaneous |
Components | V, S, M | Materials | 25 gp worth of powdered silver, which the spell consumes |
Ritual | Yes | Concentration | No |
Description | |||
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. 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. |
Name | Sanctuary | School | Abjuration |
---|---|---|---|
Spell Level | 1 | Range | 30 feet |
Casting Time | 1 Bonus Action | Duration | 1 minute |
Components | V, S, M | Materials | a small silver mirror |
Ritual | No | Concentration | No |
Description | |||
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 or casts a spell that affects an enemy creature, this spell ends. |
Name | Speak with Animals | School | Divination |
---|---|---|---|
Spell Level | 1 | Range | Self |
Casting Time | 1 Action | Duration | 10 minutes |
Components | V, S | Materials | None |
Ritual | Yes | Concentration | No |
Description | |||
You gain the ability to comprehend and verbally communicate with
beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. |
Name | Find Familiar | School | Conjuration |
---|---|---|---|
Spell Level | 1 | Range | 10 feet |
Casting Time | 1 Hour | Duration | Instantaneous |
Components | V, S, M | Materials | 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier |
Ritual | Yes | Concentration | No |
Description | |||
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. |
Name | Hex | School | Enchantment |
---|---|---|---|
Spell Level | 1 | Range | 90 feet |
Casting Time | 1 Bonus Action | Duration | Up to 1 hour |
Components | V, S, M | Materials | the petrified eye of a newt |
Ritual | No | Concentration | Yes |
Description | |||
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At higher level When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. |
Name | Suggestion | School | Enchantment |
---|---|---|---|
Spell Level | 2 | Range | 30 feet |
Casting Time | 1 Action | Duration | Up to 8 hours |
Components | V, M | Materials | a snake’s tongue and either a bit of honeycomb or a drop of sweet oil |
Ritual | No | Concentration | Yes |
Description | |||
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed. If you or any of your companions damage the target, the spell ends. |
Name | Zone of Truth | School | Enchantment |
---|---|---|---|
Spell Level | 2 | Range | 60 feet |
Casting Time | 1 Action | Duration | 10 minutes |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
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. |
Name | Barkskin | School | Transmutation |
---|---|---|---|
Spell Level | 2 | Range | Touch |
Casting Time | 1 Action | Duration | Up to 1 hour |
Components | V, S, M | Materials | a handful of oak bark |
Ritual | No | Concentration | Yes |
Description | |||
You touch a willing creature. Until the spellends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing. |
Name | Alter Self | School | Transmutation |
---|---|---|---|
Spell Level | 2 | Range | Self |
Casting Time | 1 Action | Duration | Up to 1 hour |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. |
Name | Misty Step | School | Conjuration |
---|---|---|---|
Spell Level | 2 | Range | Self |
Casting Time | 1 Bonus Action | Duration | Instantaneous |
Components | V | Materials | None |
Ritual | No | Concentration | No |
Description | |||
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. |
Name | Plant Growth | School | Transmutation |
---|---|---|---|
Spell Level | 3 | Range | 150 feet |
Casting Time | Special | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. |
Name | Speak with Plants | School | Transmutation |
---|---|---|---|
Spell Level | 3 | Range | Self (30-foot radius) |
Casting Time | 1 Action | Duration | 10 minutes |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature. |
Name | Remove Curse | School | Abjuration |
---|---|---|---|
Spell Level | 3 | Range | Touch |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. |
Name | Erupting Earth | School | Transmutation |
---|---|---|---|
Spell Level | 3 | Range | 120 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | A piece of obsidian |
Ritual | No | Concentration | No |
Description | |||
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At higher level When you cast this spell using a spell slot of 4rd level or higher, the damage increases by 1d12 for each slot level above 3rd. |
Name | Bestow Curse | School | Necromancy |
---|---|---|---|
Spell Level | 3 | Range | Touch |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
You touch a creature, and that creature must succeed on a Wisdom
saving throw or become cursed for the duration of the spell. When
you cast this spell, choose the nature of the curse from the
following options:
* Choose one ability score. While cursed, the target has
disadvantage on ability checks and saving throws made with that
ability score. * While cursed, the target has disadvantage on attack rolls against you. * While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. * While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect. At higher level If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. |
Name | Compulsion | School | Enchantment |
---|---|---|---|
Spell Level | 4 | Range | 30 feet |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction. |
Name | Grasping Vine | School | Conjuration |
---|---|---|---|
Spell Level | 4 | Range | 30 feet |
Casting Time | 1 Bonus Action | Duration | Up to 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. |
Name | Divination | School | Divination |
---|---|---|---|
Spell Level | 4 | Range | Self |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes |
Ritual | Yes | Concentration | No |
Description | |||
Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. 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 this spell two or more times before finishing 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. |
Name | Wall of Fire | School | Evocation |
---|---|---|---|
Spell Level | 4 | Range | 120 feet |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S, M | Materials | A small piece of phosphorus |
Ritual | No | Concentration | Yes |
Description | |||
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At higher level When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. |
Name | Modify Memory | School | Enchantment |
---|---|---|---|
Spell Level | 5 | Range | 30 feet |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory. At higher level If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level). |
Name | Raise Dead | School | Necromancy |
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Spell Level | 5 | Range | Touch |
Casting Time | 1 Hour | Duration | Instantaneous |
Components | V, S, M | Materials | A diamond worth at least 500 gp, which the spell consumes |
Ritual | No | Concentration | No |
Description | |||
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. |
Name | Animate Objects | School | Transmutation |
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Spell Level | 5 | Range | 120 feet |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18 Small – HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14 Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12 Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10 Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. At higher level If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. |
Name | Commune with Nature | School | Divination |
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Spell Level | 5 | Range | Self |
Casting Time | 1 minute | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | Yes | Concentration | No |
Description | |||
You briefly become one with nature and gain knowledge of the
surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: • terrain and bodies of water • prevalent plants, minerals, animals, or peoples • powerful celestials, fey, fiends, elementals, or undead • influence from other planes of existence • buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. |
Statblocks for your Trinkets, businesses, building, castles, empires.