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Elmyra Yvann Ilicaryn

13 Level (0/140000 XP for level-up) Acolyte Background High Elf Race / Species / Heritage Lawful Good Alignment
Paladin
Level 13
Hit Dice: 13/13
1d10+1 Class 1

STR
10
+0
DEX
18
+4
CON
12
+1
INT
8
-1
WIS
14
+2
CHA
18
+4
98
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+5
Prof. Bonus
30ft
Speed (walk/run/fly)
65 / 65
Lay on Hands
5 / 5
Javelins
Spellcasting ...
+9 Attack mod
CHA Ability
+4 Abi Mod
17 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+9 Dexterity
+1 Constitution
-1 Intelligence
+7 Wisdom
+9 Charisma
saving throws
+9 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+0 Athletics STR
+4 Deception CHA
-1 History INT
+2 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+7 Medicine WIS
-1 Nature INT
+7 Perception WIS
+4 Performance CHA
+9 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +9 DEX 1d8+4 Piercing
 Finesse
Javelin +5 STR 1d6 Piercing
 Thrown (30/120)
Attacks

Spell Book

RESILIENT
Choose one ability score. You gain the following benefits:
  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

  • PROTECTION
    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Features & Traits
    Armor
  • Studded Leather Armor
  • Shield

  • Weapons
  • Flail
  • Javelin

  • Items
  • Priest's Pack
  • Holy Symbol [A copper pendant that features the curled talons of a bird's claw, crossed with the downy feathers of a snow white wing.]
  • Prayer book
  • 5 sticks of incense
  • Vestments
  • A set of common clothes

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    High Elf Cantrip
  • Mage Hand

  • Prepared spells: CHA mod (4) + LVL halved RD (6) = 10
    1st LVL spells
  • Command
  • Shield of Faith
  • Detect Magic
  • Thunderous Smite

  • 2nd LVL spells
  • Prayer of Healing
  • Warding Bond

  • 3rd LVL spells
  • Crusader's Mantle
  • Dispel Magic
  • Magic Circle

  • 4th LVL spells
  • Find Greater Steed

  • Oath of Devotion spells
    3rd - Protection from Evil and Good, Sanctuary
    5th - Lesser Restoration, Zone of Truth
    9th - Beacon of Hope, Dispel Magic
    13th - Freedom of Movement, Guardian of Faith
    17th - Commune, Flame Strike
    Spellcasting
    Languages
  • Common
  • Elvish
  • Dwarvish
  • Gnomish
  • Celestial

  • Proficiencies
    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None

    Languages & Proficiencies
    I am tolerant of other faiths and respect the worship of other gods.
    I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

    Personality Traits
    Charity. I always try to help those in need, no matter what the personal cost. (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 my home and my people.

    Bonds
    I am a terrible liar, and my deceptions are easily seen through.
    I am dogmatic in my faith and will always follow my moral code.

    Flaws
    adlevo

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Paladin

    Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.   You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.
    hit dice: 1d10
    hit points at 1st level: 10 + Constitution Modifier
    hit points at higher levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
    armor proficiencies: All armor, shields
    weapon proficiencies: Simple weapons, martial weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background.
  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) five javelins or (b) any simple melee weapon

  • (a) a priest's pack or (b) an explorer's pack

  • Chain mail and a holy symbol

  • spellcasting:
    Paladins have the Ability to Cast Spells as Detailed Below.
    class features:
    The Paladin Spell Slots Per Spell Level
    Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
    1st +2 Divine Sense, Lay on Hands - - - - -
    2nd +2 Fighting Style, Spellcasting, Divine Smite 2 - - - -
    3rd +2 Divine Health, Sacred Oath, Harness Divine Power (Optional) 3 - - - -
    4th +2 Ability Score Improvement, Martial Versatility (Optional) 3 - - - -
    5th +3 Extra Attack 4 2 - - -
    6th +3 Aura of Protection 4 2 - - -
    7th +3 Sacred Oath feature 4 3 - - -
    8th +3 Ability Score Improvement, Martial Versatility (Optional) 4 3 - - -
    9th +4 4 3 2 - -
    10th +4 Aura of Courage 4 3 2 - -
    11th +4 Improved Divine Smite 4 3 3 - -
    12th +4 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 - -
    13th +5 4 3 3 1 -
    14th +5 Cleansing touch 4 3 3 1 -
    15th +5 Sacred Oath Feature 4 3 3 2 -
    16th +5 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 2 -
    17th +6 4 3 3 3 1
    18th +6 Aura improvements 4 3 3 3 1
    19th +6 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 3 2
    20th +6 Sacred Oath feature 4 3 3 3 2

    Divine Sense

    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

    Lay on Hands

    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   This feature has no effect on undead and constructs.  

    Fighting Style

    Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.  
    • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
    • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    • Defense. While you are wearing armor, you gain a +1 bonus to AC.
    • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
    • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
    • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
    • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
    • Thrown Weapon Fighting (UA). You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
    • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
    • Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

    Spellcasting

    By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.  

    Preparing and Casting Spells

    The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, 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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four 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 a 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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

    Spellcasting Ability

    Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

    Spellcasting Focus

    You can use a holy symbol as a spellcasting focus for your paladin spells.

    Divine Smite

    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

    Divine Health

    By 3rd level, the divine magic flowing through you makes you immune to disease.  

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
    Oath Description
    Ancients 
    Conquest 
    Crown 
    Devotion 
    Glory 
    Oathbreaker 
    Open Sea 
    Redemption 
    Vengeance 
    Watchers 

    Oath Spells

    Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.   If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.  

    Channel Divinity

    Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.   When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.  

    Harness Divine Power (Optional)

    Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 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.  

    Martial Versatility (Optional)

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.   Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

    Improved Divine Smite

    By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
    subclass options:
    Subclass options detailed in paladin oaths.

    Statblocks for your familiars, mounts etc.

    Monster Manual, page 174

    Griffon CR: 2

    Large monstrosity, unaligned
    Armor Class: 12
    Hit Points: 59 (7d10+21)
    Speed: 30 ft , fly: 80 ft

    STR

    18 +4

    DEX

    15 +2

    CON

    16 +3

    INT

    2 -4

    WIS

    13 +1

    CHA

    8 -1

    Skills: Proficiency Bonus +2, Perception +5
    Senses: Darkvision 60 ft, Passive Perception 15
    Languages: - -
    Challenge Rating: 2

    Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

    Actions

    Multiattack. The griffon makes two attacks: one with its beak and one with its claws.   Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.   Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

    Suggested Environments

    Arctic, Coastal, Grassland, Hill, Mountain

    Statblocks for race/species of the character.

    Player's Handbook p21

    Elf

    ability score increase: +2 Dexterity
    age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
    alignment: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
    Size: Medium
    speed: 30 ft
    Languages: Common, Elvish
    sub races:
    Elf (High Elf)
    race features:
    Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Keen Senses. You have proficiency in the Perception skill.

    Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time: 1 Action
    Range/Area: 30 ft
    Components: V, S
    Duration: 1 minute
    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 ft away from you or if you cast this spell again.
    You can use your action to control the hand, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 ft each time you use it.
    The hand can't attack, activate magic items, or carry more than 10 lbs.
    Available for: Druid, Wizard, Bard, Sorcerer, Warlock

    Level 1 Spells

    Command

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal
    Duration: 1 round
    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 GM 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.
    Available for: Cleric, Paladin

    SRD

    Shield of Faith

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: VSM
    Materials: A small parchment with a bit of holy text written on it, or focus
    Duration: Concentration, up to 10 minutes
    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Cleric, Paladin

    PHB

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Action
    Range/Area: Self (30-foot radius)
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Drow High Magic (Feat)

    SRD

    Thunderous Smite

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: self
    Components: V
    Duration: up to 1 minute
    The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
    Available for: Paladin

    SRD

    Protection from Evil and Good

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: Holy water, or powdered silver and iron, which the spell consumes, or focus
    Duration: Concentration, up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
    Available for: Cleric, Druid, Paladin, Warlock, Wizard

    SRD

    Sanctuary

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 30 feet
    Components: VSM
    Materials: A small silver mirror, or focus
    Duration: 1 minute
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.
    Available for: Artificer, Cleric

    Level 2 Spells

    SRD

    Prayer of Healing

    2-level Evocation

    Casting Time: 10 minutes
    Range/Area: 30 feet
    Components: V
    Duration: instantaneous
    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.
    Available for: Cleric, Paladin

    SRD

    Warding Bond

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
    Duration: 1 hour
    This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
    The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
    Available for: Cleric, Paladin

    SRD

    Lesser Restoration

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    SRD

    Zone of Truth

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VS
    Duration: 10 minutes
    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 a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
    Available for: Bard, Cleric, Paladin

    Level 3 Spells

    SRD

    Crusader's Mantle

    3-level Evocation

    Casting Time: 1 action
    Range/Area: self
    Components: V
    Duration: Concentration, up to 1 minute
    Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
    Available for: Paladin

    PHB

    Dispel Magic

    3-level Abjuration

    Casting Time: 1 Action
    Range/Area: 120 feet
    Components: V, S
    Duration: Instantaneous
    Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Drow High Magic (Feat)

    SRD

    Magic Circle

    3-level Abjuration

    Casting Time: 1 minute
    Range/Area: 10 feet
    Components: VSM
    Materials: Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
    Duration: 1 hour
    You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 hour for each slot level above 3rd.
    Available for: Cleric, Paladin, Warlock, Wizard

    SRD

    Beacon of Hope

    3-level Abjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VS
    Duration: Concentration, up to 1 minute
    This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
    Available for: Cleric

    PHB

    Dispel Magic

    3-level Abjuration

    Casting Time: 1 Action
    Range/Area: 120 feet
    Components: V, S
    Duration: Instantaneous
    Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Drow High Magic (Feat)

    Level 4 Spells

    Find Greater Steed

    4-level Conjuration

    Casting Time 10 Minutes
    Range 30ft
    Duration Instantaneous
    Components V, S

    You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.   You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.   The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.   You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.   Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

    Class(es): Paladin

    Freedom of Movement

    4-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration 1 Hour
    Components V, S, M
    Materials a leather strap, bound around the arm or a similar appendage

    You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.   The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

    Class(es): Artificer, Bard, Cleric, Druid, Ranger, Paladin (Oath of Devotion), Sorcerer (Divine Soul)

    Guardian of Faith

    4-level Conjuration

    Casting Time 1 Action
    Range 30ft
    Duration 8 hours
    Components V

    A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.   Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

    Class(es): Cleric, Paladin (Oath of the Crown), Paladin (Oath of Devotion), Sorcerer (Divine Soul), Warlock (The Celestial)

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