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GobGob

5 Level (6500/14000 XP for level-up) Acolyte Background Goblin Race / Species / Heritage Lawful Good Alignment
Rogue
Level 1
Hit Dice: 0/1
1d8+2 Class 1
Cleric
Level 4
Hit Dice: 4/4
1d8+2 Class 2

STR
8
-1
DEX
16
+3
CON
15
+2
INT
7
-2
WIS
16
+3
CHA
14
+2
37
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16 / 20
Crossbow Bolts
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+3 Dexterity
+2 Constitution
-2 Intelligence
+6 Wisdom
+5 Charisma
saving throws
+6 Acrobatics DEX
+3 Animal Handling WIS
-2 Arcana INT
-1 Athletics STR
+2 Deception CHA
-2 History INT
+6 Insight WIS
+2 Intimidation CHA
-2 Investigation INT
skills
+3 Medicine WIS
-2 Nature INT
+6 Perception WIS
+2 Performance CHA
+8 Persuasion CHA
-2 Religion INT
+9 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +2 STR 1d6-1 bludgeoning
Light crossbow +6 DEX 1d8+3 piercing
 Ammunition (range 80/320), loading, two-handed
Rusty Knife +6 DEX 1d4+3 piercing
 Finesse, light, thrown (range 20/60)
Rapier +6 DEX 1d8+3 piercing
 Finesse
Attacks

Spell Book

Shelter of the Faithful


As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Sneak Attack


Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Darkvision. 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.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Features & Traits

  • a mace
  • a rapier
  • leather armor
  • a light crossbow
  • Black Can with bat wings
  • Spell Slot restorer
  • a priest's pack
  • a shield
  • a golden necklace with the symbol of a stone fireplace
  • a prayerbook
  • vestments
  • a set of common clothes

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 14, Platinum: 0 Money
    Cantrips known: 4
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • Sacred Flame

  • Domain Spells
  • Bless
  • Cure Wounds
  • Lesser Restoration
  • Spiritual Weapon

  • Spells known: WIS mod (3) + Cleric LVL (4) = 7
    1st LVL
  • Inflict Wounds
  • Shield of Faith
  • Command
  • Guiding Bolt

  • 2nd LVL
  • Calm Emotions
  • Prayer of Healing
  • Zone of Truth
  • Spellcasting

    Languages


  • Common
  • Goblin
  • Thieves' Cant
  • Proficiencies


    Weapons: All simple weapons, longswords, rapiers, shortswords
    Armor: Light armor, medium armor, heavy armor, shields
    Tools: Thieves' tools

    Languages & Proficiencies

  • I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
  • Nothing can shake my optimistic attitude.

  • Personality Traits

  • Charity. I always try to help those in need, no matter what the personal cost. (Good)
  • Redemption. There's a spark of good in everyone. (Good)
  • Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)

  • Ideals

  • I will do anything to protect the temple where I served.
  • I owe my life to the priest who took me in when I left my only family behind.

  • Bonds

  • I put too much trust in those who wield power within my temple's hierarchy.
  • My piety sometimes leads me to blindly trust those that profess faith in my god.

  • Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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    The statblocks of your Weapons, armor and other important/magical equipment

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    Cleric - Life Domain


    Hit Points

    Hit Dice: d8 per Cleric - Life Domain level
    Hit Points at first Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st

    Proficiences

    Armor: light armor, medium armor, shields, heavy armour
    Weapons: simple weapons
    Tools: none
    Saving Throws: Wisdom, Charisma
    Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.

    Class Features

    Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   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.   Destroy Undead (CR 1/2) Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Channel Divinity (2/rest) Beginning at 6th level, you can use your Channel Divinity twice between rests.   Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Destroy Undead (CR 1) Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.   Destroy Undead (CR 2) Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Destroy Undead (CR 3) Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Destroy Undead (CR 4) Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Channel Divinity (3/rest) Beginning at 18th level, you can use your Channel Divinity three times between rests.   Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Divine Intervention Improvement At 20th level, your call for intervention succeeds automatically, no roll required.


    Starting Equipment

    You start with the following items, plus anything provided by your background.

    • (a) a mace or (b) a warhammer (if proficient)
    • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a priest's pack or (b) an explorer's pack
    • A shield and a holy symbol
    Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.


    Spellcasting

    As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of 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.   Preparing and Casting Spells 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.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   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 (found in chapter 5) as a spellcasting focus for your cleric spells.


    Subclass Options

    Life Domain The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). At each indicated cleric level, you add the listed spells to your spells prepared.   Life Domain Spells

    Cleric Level Spells
    1st bless, cure wounds
    3rd lesser restoration, spiritual weapon
    5th beacon of hope, revivify
    7th death ward, guardian of faith
    9th mass cure wounds, raise dead
    Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor.   Disciple of Life Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.   Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.   Blessed Healer Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.   Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Supreme Healing Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.


    LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1st+2Spellcasting,Divine Domain32
    2nd+2Channel Divinity (1/rest),Divine Domain feature33
    3rd+2-342
    4th+2Ability Score Improvement443
    5th+3Destroy Undead (CR 1/2)4432
    6th+3Channel Divinity (2/rest),Divine Domain feature4433
    7th+3-44331
    8th+3Ability Score Improvement,Destroy Undead (CR 1),Divine Domain feature44332
    9th+4-443331
    10th+4Divine Intervention543332
    11th+4Destroy Undead (CR 2)5433321
    12th+4Ability Score Improvement5433321
    13th+5-54333211
    14th+5Destroy Undead (CR 3)54333211
    15th+5-543332111
    16th+5Ability Score Improvement543332111
    17th+6Destroy Undead (CR 4),Divine Domain feature5433321111
    18th+6Channel Divinity (3/rest)5433331111
    19th+6Ability Score Improvement5433332111
    20th+6Divine Intervention Improvement5433332211

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    Level 0 Spells

    PHB

    Spare the Dying

    0-level (Cantrip) Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

    Class(es): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

    PHB

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Up to 1 Minute
    Components V

    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.

    Class(es): Cleric, Sorcerer (Divine Soul)

    PHB

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: The spell's damage increases by one die when you reach 5th level ( 2d8 or 2d12 ), 11th level ( 3d8 or 3d12 ), and 17th level ( 4d8 or 4d12 ).

    Class(es): Cleric, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    PHB

    Sacred Flame

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

    Class(es): Cleric, Sorcerer (Divine Soul)

    Level 1 Spells

    PHB

    Bless

    1-level Enchantment

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a sprinkling of holy water

    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 1d4 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.

    Class(es): Cleric, Paladin, Sorcerer (Divine Soul)

    PHB

    Cure Wounds

    1-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    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.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    PHB

    Inflict Wounds

    1-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    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.

    Class(es): Cleric, Paladin (Oathbreaker), Sorcerer (Divine Soul)

    PHB

    Shield of Faith

    1-level Abjuration

    Casting Time 1 Bonus Action
    Range 60ft
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials a small parchment with a bit of holy text written on it

    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

    Class(es): Cleric, Paladin, Sorcerer (Divine Soul)

    PHB

    Command

    1-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration 1 Round
    Components 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.

    Class(es): Cleric, Paladin, Bard (College of Glamour), Sorcerer (Divine Soul), Warlock (The Fiend)

    PHB

    Guiding Bolt

    1-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration 1 Round
    Components V, S

    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

    Class(es): Cleric, Sorcerer (Divine Soul), Warlock (The Celestial)

    Level 2 Spells

    PHB

    Lesser Restoration

    2-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    PHB

    Spiritual Weapon

    2-level Evocation

    Casting Time 1 Bonus Action
    Range 60ft
    Duration 1 Minute
    Components V, S

    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 Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.

    Class(es): Cleric, Paladin (Oath of Conquest), Sorcerer (Divine Soul), Warlock (The Raven Queen)

    PHB

    Calm Emotions

    2-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S

    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.

    Class(es): Bard, Cleric, Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Archfey)

    PHB

    Prayer of Healing

    2-level Evocation

    Casting Time 10 Minutes
    Range 30ft
    Duration Instantaneous
    Components 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.

    Class(es): Cleric, Sorcerer (Divine Soul)

    PHB

    Zone of Truth

    2-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration 10 Minutes
    Components V, S

    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.

    Class(es): Bard, Cleric, Paladin, Sorcerer (Divine Soul), Ranger (Monster Slayer)

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