-1 | Strength |
+5 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+9 | Charisma |
+6 | Acrobatics |
+3 | Animal Handling |
+2 | Arcana |
+1 | Athletics |
+9 | Deception |
+2 | History |
+5 | Insight |
+9 | Intimidation |
+2 | Investigation |
+3 | Medicine |
+2 | Nature |
+5 | Perception |
+14 | Performance |
+14 | Persuasion |
+2 | Religion |
+6 | Sleight of Hands |
+6 | Stealth |
+4 | Survival |
Weapon | Attack | Damage |
---|---|---|
Eldritch Blast | 1d20+7 | 1d10 |
Toll the Dead | Save DC:15 | 2d10 2d12 |
Viscous Mockery | 1d20+7 | 2d4 and Disadvantage on next attack |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Instrument Magical Varies (this item requires attunement)
A weathered acoustic guitar
While attuned you gain proficiency with the guitar and recieve the following benefits:When you perform with this instrument ephemeral instruments back your performance filling in for missing performers
As an action you can begin playing 1 of 3 parts listed below to maintain the part you must spend a bonus action. Each part has a different affect depending on the key (major or minor) when you begin playing a part you may choose the starting key
Weight: 5lbs
Adventuring Gear Uncommon
These strange grafts look like eyeballs mounted on five foot long stalks. The stalk is actually a flesh covered, flexible spine. The base of the stalk has three tiny, clawed tendrils. The base of the stalk secretes a powerful adhesive and can be secured to almost any part of the body. The eye beams images directly to the host’s brain using a form of telepathy At the same time, the stalk secretes a powerful anesthetic, putting the host into a deep, dreamless sleep. For the next day, while the eyestalk merges with the host’s system, the host is kept asleep. When retracted, the eyestalk is indistinguishable from a normal eye, except that it has a yellow iris. The stalk lies coiled behind the eyeball. The host can make the eyestalk extend out up to five feet in any direction. It can peer around corners, look around behind the host, or even extend into small openings. The eyestalk must point in the same direction as the host’s eyes, or else the host suffers from dizziness and disorientation. The host must a DC 14 Constitution Save Throw else be paralyzed for 1d4 rounds, repeating the save at the end of each turn.
Cost: 250gp
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
Adventuring Gear Uncommon
This silver statuette can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
World of Ormurgard
Wondrous Item Magical Common [Illusion]
This long, delicate wooden pipe features a bowl made from smooth coral. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The bearer may attempt to alter the events slightly to paint themselves in a better light by attempting a DC 14 deception check. On a fail the pipe portrays you in a slightly worse light. The pipe can't be used this way again until the next dawn.
Mark of the Eagle: A small circle of petrified wood, about 3 inches in diameter and half an inch thick with an image of the head of an eagle carved into the center. The owner can hold this circle to their chest and cause spectral wings to sprout from their back and grant flight for a limited time. The circle stays affixed to the user’s chest until the effect wears off.
Grants the user a fly speed equal to the user’s movement speed plus 15 feet for one minute. Usable once per day, action to use.
Wondrous Item Rare (this item requires attunement)
This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains ld4 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Instrument Requires attunement by a Bard Uncommon (this item requires attunement)
An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. The Fochlucan Bandore can cast the following spells:
Cost: 1000gp Weight: 5lbs
Poison Varies
A slimy green fluid fills the vial. When a creature is hit by a weapon coated in the poison or the creature consumes the poison the creature must make a DC 14 Con save or fall under the effects of the poison for 1 minute. Creatures under the effects of the poison feel their body slow, mind race, and head ache. For the duration the effected creature suffers the following:
Poison Varies
A viscous blue liquid fills the vial. When a creature is hit with a weapon coated in the poison or consumes it they must make a DC 14 Con save or fall under its effects for 1 minute. Creature's posioned this way can feel their hands shake, muscles itch, and the world slow. For the duration the creature suffers the following effects:
Potion Rare
When you take a hit the order swirls with color and mirth. You gain 4d4+4 temporary hit points and gain the insatiable desire to eat for 3 hours. 4 oz equals one hit.
Cost: 550gp
Armor Rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 13 + (1) + Dex modifier (max 2) |
Adventuring Gear Varies
once per day you may whisper the command word at the chair. One of two affects may be applied based on the users choice. 1. When any creature but the user sits in the chair, they suffer 1D8 piercing damage and must succeed on a DC 12 strength save or the chair is stuck to them, which will continue to deal 1d6 piercing damage per turn until it is removed. 2. The chair becomes invisible for 10 minutes. And speaks the following in deep speech repeating. “I have 4 legs, but cannot walk, I have a back and cannot talk”
Adventuring Gear Varies
One use item. When the goo is entirely dumped onto a hand held weapon it will become a completely identical copy of the weapon. If the weapon requires attunement the goo has no affect on it.
Adventuring Gear Varies
A long cloak that clings to the bearer if black and billows out if white. Shifting between black and white through out the day at noon it is pure white and at night it is void black. No matter the time of day it provides +1 to AC. Depending on the time of day the benefits change. Bahati's blessing: from sunrise to sunset you gain advantage to performance checks and up to 2 times a day before making an attack or saving throw you may roll a dice and call highs or lows. If you successfully call the the roll you gain advantage on the attack or saving throw. If you fail to call the roll you gain disadvantage on the attack or saving throw Heppni's blessing: from sunset to sunrise you gain advantage on stealth checks and up to 2 times a day before an you can see enemy makes an attack or saving throw you may roll a dice and call highs or lows. If you successfully call the the roll they gain disadvantage on the attack or saving throw. If you fail to call the roll they gain advantage on the attack or saving throw. This item does not require attunement but you are they only one able to use it.
Weight: 5lbs
The statblocks of your class features
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and, using this feat, can cast it at its lowest level. Once you cast it in this way, you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you choose from either the cleric or warlock spell lists, you are imbuing yourself with the power of the gods or patron (respectively). Your character will be encouraged to follow one of the tenets of the gods or the contract points of a patron. If you are choosing from the cleric list, contact Sean (jester-117#7277) to set up your tenet. If you are choosing from the warlock list, contact Micah (Cthulhu_Number2 #8929) to set up your contract point.
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
Dice 1d8 | Personality Traits |
---|---|
1 | I always have a plan for what to do when things go wrong. |
2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
3 | The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden. |
4 | I would rather make a new friend than a new enemy. |
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
6 | I don't pay attention to the risks in a situation. Never tell me the odds. |
7 | The best way to get me to do something is to tell me I can't do it. |
8 | I blow up at the slightest insult. |
Dice 1d6 | Ideals |
---|---|
1 | Honor: I don't steal from others in the trade. (Lawful) |
2 | Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic) |
3 | Charity: I steal from the wealthy so that I can help people in need. (Good) |
4 | Greed: I will do whatever it takes to become wealthy. (Evil) |
5 | People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
6 | Redemption: There's a spark of good in everyone. (Good) |
Dice 1d6 | Bonds |
---|---|
1 | I'm trying to pay off an old debt I owe to a generous benefactor. |
2 | My ill-gotten gains go to support my family. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | I will become the greatest thief that ever lived. |
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
Dice 1d6 | Flaws |
---|---|
1 | When I see something valuable, I can't think about anything but how to steal it. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. |
4 | I have a "tell" that reveals when I'm lying. |
5 | I turn tail and run when things look bad. |
6 | An innocent person is in prison for a crime that I committed. I'm okay with that. |
Level | Prof. Bonus | Features | Cantrips | Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Magical Secrets, Bard College feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
You may pick either (a) or (b):
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spell casting and chapter 11 for the bard spell list.
Statblocks for your familiars, mounts etc.
Adventuring Gear Magical Varies
A saddle made of seaweed and coral ordained with sea shells of fabulous colors.
While this saddle is harnessed to a mount and you are on said mount you gain the ability to breathe under waterWeight: 10lbs
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.
Another experiment of the Transmutation expert Lorwyn Gorwick. A mixture of Crab and Rat. This creature is being sold at the local mount store.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 bludgeoning damage.
Statblocks for race/species of the character.
Languages. Common and Celestial
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
0-level (Cantrip) Transmutation
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.
0-level (Cantrip) Necromancy
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).
0-level (Cantrip) Enchantment
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
1-level Enchantment
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.
1-level Evocation
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.
1-level Enchantment
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1-level Conjuration
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
1-level Evocation
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.
1-level Enchantment
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 levels: 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.
1-level Abjuration
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.
2-level Enchantment
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2-level Illusion
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
3-level Illusion
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3-level Evocation
As you call out words of restoration, up to six creatures of your choice that you can see within range regain 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
4-level Conjuration
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Statblocks for your Trinkets, businesses, building, castles, empires.