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Lura'ash

12 Level (0/120000 XP for level-up) Guild Artisan Background Mothfolk Race / Species / Heritage Chaotic Good Alignment
Weaveshaper
Level 12
Hit Dice: 12/12
1d8+3 Class 1

STR
10
+0
DEX
20
+5
CON
16
+3
INT
20
+5
WIS
12
+1
CHA
12
+1
100
Hit Points
+5
Initiative (DEX)
20
Armor Class (AC)
+4
Prof. Bonus
40/80/40
Speed (walk/run/fly)
0 /
Arcane Strings
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+9 Dexterity
+7 Constitution
+9 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+9 Arcana INT
+0 Athletics STR
+1 Deception CHA
+5 History INT
+5 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+9 Nature INT
+1 Perception WIS
+1 Performance CHA
+5 Persuasion CHA
+5 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Knitting Needles +9 INT 2d4+5 Piercing
 Once per turn when you hit a creature with this threadblade, you can bind it, reducing its movement speed by 10 feet until the end of its next turn
Pin Cushion +9 INT 1d8+5 Piercing
 When you hit a creature with this weapon, you can pull or push the target up to 10 feet. (Range 30ft)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft 1 action 30 feet Instantaneous V, S
Guidance 1 action Touch Concentration, up to 1 minute 1d4 V, S
Mending 1 minute Touch Instantaneous V,S,M

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Detect Evil And Good 1 action Self Concentration, up to 10 minutes V, S
Detect Poison and Disease 1 action Self Concentration, up to 10 minutes V, S, M

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Levitate 1 action 60 feet Concentration, up to 10 minutes V, S, M

Level 3 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Sending 1 action Unlimited 1 round V, S, M

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Arcane Eye 1 action 30 feet Concentration, up to 1 hour V, S, M

Mothfolk


Wings


As a mothkin, you have large, cloak-like wings. You have a flying speed equal to your walking speed, which can't be used to ascend. When you end one of your turns flying in the air, you descend by 5 feet.

Ride the Wind


As an action, you can beat your wings and ascend up to 30 feet. You can't use this action again until you touch the ground. You can't use your wings if you are unable to move, and you can't Ride the Wind if you are wearing heavy armor.

Armed and Dangerous.


Mothfolk have four arms, and each of them can hold an object as normal. You don't benefit from a shield if you're holding a weapon with the two-handed property or more than one weapon. You can interact with a second object or feature of the environment for free during your turn.

Luna


Soothing Appearance.


You have advantage on Animal Handling checks to calm hostile or agitated animals.

Epitome of Grace.


Your broad wingspan means that you are always under the effects of a feather fall spell.


Weaveshaper


Threadblade



Starting at 1st level, you learn to create a unique and iconic magical weapon, known as a threadblade, by instantly spinning it into existence. You can do this when you roll initiative or at the start of your turn. If you summon it a second time, the original vanishes.

Knitting Needles


Your threadblade manifests as a pair of edged melee weapons that deal 2d4 piercing damage. You always attack with them simultaneously, and can’t engage in standard two-weapon fighting using these weapons. Once per turn when you hit a creature with this threadblade, you can bind it, reducing its movement speed by 10 feet until the end of its next turn.

Pin Cushion


Your threadblade manifests as a mass of floating blades that hover in your space. This melee weapon deals 1d8 piercing damage, and you can use it to make ranged weapon attacks targeting creatures within 30 feet of you. When you hit a creature with an attack made using this weapon, you can drag the target up to 10 feet closer to you, or push it up to 10 feet directly away from you.

Infusion


At 1st level, you learn to clothe yourself in magic. While you are not using a shield, you can choose to have your AC equal 10 + your Dexterity modifier + your Intelligence modifier. Also, you can use your action to change the color, fit and style of your clothing or armor while wearing it. It reverts to its ordinary appearance if you stop wearing it.

Clothier’s Cut


Also at 1st level, your infusion allows you to move your weapons at the speed of thought. When you do not take the Attack action or cast a spell that deals damage during your turn, you can use your bonus action make a single attack with your threadblade or an accessory weapon granted by this class. This attack doesn’t add your ability score modifier to the damage roll.

Weave Finishers(Bonus Action)


Each time you make an attack with your threadblade or an accessory weapon, you spin an arcane string. Your collected arcane strings disappear after 1 minute and when you roll initiative.You can perform a Weave Finisher by spending arcane strings when you take the Attack action during your turn. Your Weave Tier is 4.

Restitch


1 Arcane String - (always known)
You repair and strengthen your infusion, granting you temporary hit points equal to your weaveshaper level + your Weave Tier, which last until you roll initiative.

Ribbon Lash


2 Arcane Strings
Make a melee attack with your threadblade or an accessory weapon granted by this class targeting a creature with a reach of 30 feet. If you hit, your target takes an extra 2d4 slashing damage and must make a Strength saving throw. If it fails, it is thrown 10 feet horizontally in a direction of your choosing.
Higher Tiers: The extra slashing damage increases by 1d4 and the target is thrown another 5 feet if it fails its saving throw per Weave Tier you possess above 1. (5d4 slashing damage/25 feet)

Flicker Strike


2 Arcane Strings
You teleport up to 15 feet to an unoccupied location you can see and make a melee spell attack targeting a creature within your reach. If you hit, your target takes 1d8 radiant damage and must make a Wisdom saving throw. If it fails, it is blinded until the start of your next turn.
Higher Tiers: The force damage increases by 1d8 and the distance you can teleport increases by 15 feet per Weave Tier you possess above 1. (4d8 radiant damage/60 feet)

Vindicator Slash


2 Arcane Strings
You tear at the arcana around you, cutting the air. Choose a creature you can see within 30 feet of you. The target must make a Dexterity saving throw. If it fails, it takes 1d10 slashing damage and is knocked prone.
Higher Tiers: The slashing damage increases by 1d10 per Weave Tier you possess above 1. (4d10 slashing damage)

Dueling Ascent


3 Arcane Strings - prerequisite: 6th level
Make a melee spell attack targeting a creature within your threadblade’s reach. If you hit, you launch it 20 feet straight into the air. You can immediately choose to follow it into the air and make one melee attack with your threadblade. If your target hits a ceiling, it takes falling damage as though it had fallen the remaining distance, then falls to the ground.
Higher Tiers: The target is hurled another 10 feet higher per Weave Tier you possess above 2. (40 feet)

Sky Slayer


3 Arcane Strings - prerequisite: 6th level
You teleport up to 30 feet into the air above a point within 15 feet of you, then unleash a lightning-infused slash at the ground below. Creatures within 5 feet of the point must make a Dexterity saving throw. If they fail, they take 3d10 lightning damage, or half as much damage on a success.
Higher Tiers: The lightning damage increases by 1d10 per Weave Tier you possess above 2. (5d10 lightning damage)

Reaping Wind


3 Arcane Strings - prerequisite: 6th level
You launch yourself up to 30 feet in a direction of your choosing. Each hostile creature within 5 feet of your path must make a Dexterity saving throw. If a creature fails, it takes 3d8 slashing damage, or half as much damage on a success.
Higher Tiers: The slashing damage increases by 1d8 per Weave Tier you possess above 2. (5d8 slashing damage)

Phoenix Wings


3 Arcane Strings - prerequisite: 6th level
You unleash a blast of fire in a 10-foot sphere centered on you, then fly up to 30 feet. Unattended objects and hostile creatures within this sphere take 2d4 fire damage, and you gain temporary hit points equal to your Weave Tier.
Higher Tiers: The fire damage increases by 1d4 per Weave Tier you possess above 2. (4d4 fire damage/4 temporary hitpoints)

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Ribbon Cutter


Starting at 2nd level, during your first turn in combat after you roll initiative, if you take the Attack action and attack with your threadblade or an accessory weapon granted by this class and hit, you unleash a spiral of razor thread. Your target takes slashing damage equal to twice your Weave Tier and must make a Dexterity saving throw. If it fails, its movement speed is halved until the end of its next turn.

Renaissance Regular


At 3rd level, you learn the mending cantrip. You can use your action to call and shape your arcane thread into useful objects, tools, and other ordinary devices that weigh less than 10 lbs. and cost less than 10 gp. Some things may be beyond your talents, depending on their complexity, and all items created with this feature are visibly magical.
You can also weave arcane thread in the form of a 100-foot silk rope with grappling hook, a 10-foot ladder, a spyglass, or a table with chairs. These items fade if you summon one again or after one minute if you stop touching them. Additionally, you gain proficiency in three sets of tools, and can you can create any tool sets you are proficient with using this feature.
At 7th level, you can create a bridge or stairway of arcane thread using this feature. The bridge or stairway can’t stretch farther than 30 feet, is large enough to be usable by Medium or smaller creatures with ease, has AC 10, and can hold up to 10,000 lbs at a time. If a bridge or stairway takes damage, you can choose to either take the damage in its place, or allow it to vanish.

Shear Cut


Starting at 5th level, you can use your Clothier’s Cut feature when you take the Attack action. If you didn’t take the Attack action, you can attack twice with your Clothier’s Cut, instead of once.

Cycle Weave


Beginning at 9th level, you can have your infusion recapture the excess arcane energy you release. Whenever you perform a Weave Finisher, you gain advantage on your first saving throw before the start of your next turn.

Cunning Blade


At 11th level, your threadblade and tapestry accessory attacks gain a bonus to damage rolls equal to your Intelligence modifier. This applies to your Clothier’s Cut attacks as well.

Mortal Couturier


Couturier Arts


When you choose this tapestry, you also learn certain spells. You can cast each of these spells once, and you regain the ability to cast them when you finish a long rest.

Mortal Couturier Spells
Level Spells
  • 3rd: Detect Evil and Good
  • 4th: Levitate
  • 7th: Sending
  • 10th: Arcane Eye
  • 13th: Teleportation Circle
  • Tome of Blades


    At 2nd level, your tapestry stores your threadblade research. You gain access to a second threadblade form, chosen from the threadblade list. You can change both your threadblade forms when you finish a short or long rest. You can summon either threadblade immediately before making an attack. Choose one or more of your threadblade forms each time you select them. These threadblades use your Intelligence ability score modifier for attack and damage rolls, instead of your Strength or Dexterity.

    Shards of Light


    At 6th level, your tapestry allows you to fragment your form into illusions. When you take the Dodge action, you create false figments of your form that move alongside you until the start of your next turn. The first time you are targeted by a creature’s attack during this time, it must first make an Intelligence saving throw. If it fails, the attack automatically misses.

    Illusory Evasion


    At 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
    You can have your Renaissance Regular feature’s stairway or bridge be illusory, or illusory to all creatures except you.

    Features & Traits
    Scholar’s pack
    A set of fine clothes
    Lyre
    Weaver’s tools
    Woodcarver’s tools
    Jeweler’s tools
    Leatherworker’s tools
    Herbalism kit

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Armor Proficiencies. –
    Weapon Proficiencies. Simple Weapons, Martial Weapons
    Tool Proficiencies. Lyre, Woodcarver’s tools, Jeweler’s tools, Leatherworker’s tools, Herbalism kit, Weaver’s tools
    Languages. Elvish

    Feat:
    Naturalist
    Your extensive study of nature rewards you with the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20

    • You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

    • You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.


    Resilient (Constitution)
    Your Constitution increases by 1.
    You gain proficiency with Constitution saving throws.

    Ability Score Improvement
    +2 Dexterity

    Languages & Proficiencies


    ™ & © 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

    PHB

    Scholar's Pack

    Adventuring Gear

    Varies

    Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

    Cost: 40 gp
    Weight: 10lb

    SRD

    Fine Clothes

    Adventuring Gear

    Common

    Cost: 15gp
    Weight: 6lb

    The statblocks of your class features

    Weaveshaper

    hit dice: 1d8 per weaveshaper level
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per weaveshaper level after 1st
    armor proficiencies: None
    weapon proficiencies: Simple weapons, martial weapons
    tools: Weaver’s tools and one stringed musical instrument
    saving throws: Dexterity and Intelligence
    skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, and Sleight of Hand
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a scholar’s pack or (b) an explorer’s pack

    • a set of fine clothes

    • a set of weaver’s tools

    spellcasting:
    class features:

    Threadblade

    Starting at 1st level, you learn to create a unique and iconic magical weapon, known as a threadblade, by instantly spinning it into existence. You can do this when you roll initiative or at the start of your turn. If you summon it a second time, the original vanishes.   You are proficient in your threadblade and you can use your Dexterity modifier in place of your Strength modifier for attack and damage rolls with your threadblade. You can’t wield another weapon or equip a shield while wielding your threadblade. Threadblades do not have the ordinary properties of other weapons, despite their appearances, but are considered martial weapons.   Your threadblade is a unique weapon with an appearance of your own design, but it falls into one of several categories. When you gain this feature, choose one of the threadblade types listed in the following section. You can change your threadblade type whenever you gain a level in this class.

    Loombreaker

    Your threadblade manifests as a massive, impossible melee weapon that deals 1d12 slashing damage. While you are wielding this weapon, your attacks with it during your turn have a reach of 10 feet, and your melee attacks targeting prone creatures ignore all sources of disadvantage.

    Scissorblade

    Your threadblade manifests as a singular melee weapon that deals 1d10 slashing damage. After making an attack with this weapon targeting a creature, you move to any space of your choosing within 5 feet of the target without provoking opportunity attacks.

    Knitting Needles

    Your threadblade manifests as a pair of edged melee weapons that deal 2d4 piercing damage. You always attack with them simultaneously, and can’t engage in standard two-weapon fighting using these weapons. Once per turn when you hit a creature with this threadblade, you can bind it, reducing its movement speed by 10 feet until the end of its next turn.

    Pin Cushion

    Your threadblade manifests as a mass of floating blades that hover in your space. This melee weapon deals 1d8 piercing damage, and you can use it to make ranged weapon attacks targeting creatures within 30 feet of you. When you hit a creature with an attack made using this weapon, you can drag the target up to 10 feet closer to you, or push it up to 10 feet directly away from you.

    Steelweave Strikers

    Your threadblade manifests as bladed gauntlets and sabatons that deal 1d10 piercing damage. These melee weapons can’t be used to make unarmed strikes. After making an attack with this threadblade, you can exchange places with your target if there is sufficient space for each of you. This movement does not provoke opportunity attacks.

    Infusion

    At 1st level, you learn to clothe yourself in magic. While you are not using a shield, you can choose to have your AC equal 10 + your Dexterity modifier + your Intelligence modifier. Also, you can use your action to change the color, fit and style of your clothing or armor while wearing it. It reverts to its ordinary appearance if you stop wearing it.

    Clothier’s Cut

    Also at 1st level, your infusion allows you to move your weapons at the speed of thought. When you do not take the Attack action or cast a spell that deals damage during your turn, you can use your bonus action make a single attack with your threadblade or an accessory weapon granted by this class. This attack doesn’t add your ability score modifier to the damage roll.

    Weave Finishers

    At 2nd level, you learn to perform Weave Finishers: deadly finishing moves fueled by your arcane power. Each time you make an attack with your threadblade or an accessory weapon granted by this class, you spin a fraction of that attack’s power into an arcane string, which hovers around your threadblade as a ribbon of light. Your collected arcane strings disappear after 1 minute and when you roll initiative.   You can perform a Weave Finisher by spending the listed number of arcane strings stated in each Finisher’s description by using your bonus action when you take the Attack action during your turn. Your Weave Tier represents the power of your Weave Finishers, and is listed in the Weaveshaper table.

    Learning Weave Finishers

    At 2nd level, you learn four Weave Finishers: Restitch, and three of your choosing from the Weave Finisher list at the end of this class description. You learn two new Weave Finishers at 6th, 9th, and 15th level. You can exchange one of your Weave Finishers for a new one for which you meet the prerequisites when you gain a level in this class. You can’t exchange Restitch for another Weave Finisher.

    Spellcasting Ability

    Intelligence is your spellcasting ability for your weaveshaper spells and Weave Finishers, since your control over magic comes from careful study and practice. You use your Intelligence whenever a spell or Weave Finisher refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a weaveshaper spell you cast, when a weaveshaper feature you use requires the target make a saving throw, and when making a spell attack roll from casting a weaveshaper spell or using a weaveshaper feature.  
    Spell & Weave Finisher save DC = 8 + your proficiency
    bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your
    Intelligence modifier

    Ribbon Cutter

    Starting at 2nd level, during your first turn in combat after you roll initiative, if you take the Attack action and attack with your threadblade or an accessory weapon granted by this class and hit, you unleash a spiral of razor thread. Your target takes slashing damage equal to twice your Weave Tier and must make a Dexterity saving throw. If it fails, its movement speed is halved until the end of its next turn.

    Weaveshaper Tapestry

    At 3rd level, you create a powerful magical accessory that allows you to channel your arcane power with greater ease. Choose from the list of available tapestries. Your tapestry grants you features at 2nd level, and again at 6th, 10th, and 14th level.

    Renaissance Regular

    At 3rd level, you learn the mending cantrip. You can use your action to call and shape your arcane thread into useful objects, tools, and other ordinary devices that weigh less than 10 lbs. and cost less than 10 gp. Some things may be beyond your talents, depending on their complexity, and all items created with this feature are visibly magical.   You can also weave arcane thread in the form of a 100-foot silk rope with grappling hook, a 10-foot ladder, a spyglass, or a table with chairs. These items fade if you summon one again or after one minute if you stop touching them.   Additionally, you gain proficiency in three sets of tools, and can you can create any tool sets you are proficient with using this feature.   At 7th level, you can create a bridge or stairway of arcane thread using this feature. The bridge or stairway can’t stretch farther than 30 feet, is large enough to be usable by Medium or smaller creatures with ease, has AC 10, and can hold up to 10,000 lbs at a time. If a bridge or stairway takes damage, you can choose to either take the damage in its place, or allow it to vanish.

    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.

    Shear Cut

    Starting at 5th level, you can use your Clothier’s Cut feature when you take the Attack action. If you didn’t take the Attack action, you can attack twice with your Clothier’s Cut, instead of once.

    Shuttle Step

    At 7th level, your martial studies grant you speed and power. While you are wearing no armor, your walking speed increases by 10 feet, and moving through a space you’ve already traversed this turn costs only half as much movement.

    Cycle Weave

    Beginning at 9th level, you can have your infusion recapture the excess arcane energy you release. Whenever you perform a Weave Finisher, you gain advantage on your first saving throw before the start of your next turn.

    Cunning Blade

    At 11th level, your threadblade and tapestry accessory attacks gain a bonus to damage rolls equal to your Intelligence modifier. This applies to your Clothier’s Cut attacks as well.

    Indivisible

    At 13th level, your infusion fully binds your body and soul into one harmonious whole. You gain proficiency in Strength and Charisma saving throws.

    Ribbon Shears

    At 15th level, your infusion spreads around you, allowing you to see through magical deceptions more easily. You gain advantage on ability checks and saving throws made to see through illusions, detect invisible creatures, or determine the true forms of shapeshifters.

    Perfect Pattern

    At 17th level, your infusion perfects your body and mind. You can ignore all sources of disadvantage on any of your attack rolls, ability checks, or saving throws. Also, you no longer age, and you can’t be magically aged.

    Woven Soul

    At 18th level, you learn to weave fragments of arcana into your soul. Choose one Weave Finisher. You can perform that Weave Finisher by expending only 1 of your collected arcane strings.   Whenever you finish a short rest, you can replace your chosen Weave Finisher with a different one.

    Finishing Touch

    At 20th level, you learn to unlock the final limits on your arcane power. You can use your action to spin a fraction of your soul into arcane thread. For 1 minute, your attacks with your threadblade and tapestry accessory weapon can’t miss.   Once you use this feature, you can’t do so again until you finish a long rest.
    subclass options:

    Weaveshaper Tapestries

    A weaveshaper pursues martial perfection through arcane scholarship, treating clothing as a weapon and tool of war. However, no outfit is complete without the perfect accessory. Thus, weaveshapers traditionally pursue the creation of these accessories, called tapestries, to channel the latent arcane power within their infusions.

    Crimson Couturier

    Your tapestry manifests as an eye of living thread and arcane intelligence, bound to your infusion. It is sentient and can speak with you, though it is merely a reflection of your own subconscious knowledge. You pour your own blood into this tapestry as you fight, and it grants you speed, strength, and endless determination. Fight as one, and find your way.

    Mortal Couturier

    You are different from other weaveshapers. You view your threadblade as the ultimate accessory, so you seek to master every form it can take. You store your research in a floating, illusory tome that follows at your shoulder, holding your infinite array of threadblades within. Your struggle is an endless one, for to wear weapons of war is to become war itself. Glory to mortality, for everything that lives is designed to end.

    Starspiral Couturier

    Your tapestry is woven from the light of the stars themselves, forming an armor around your body. It is strangely mechanical, yet smooth and comforting. Powered by your will and your brilliant arcane energy while moving in tandem with your body, this suit acts as an extension of your infusion, allowing you to stride across the battlefield as a massive harbinger of hope and destruction. Listen to the stars, and pierce the heavens.

    Shadowsilk Couturier

    Your tapestry is far closer to its namesake than most others, manifesting as a cloak embroidered with razor-sharp blades and imbued with potent illusion magic. It moves at your command, twitching, grasping, and cutting at your leisure. You aren’t entirely sure if it obeys your conscious thoughts or your subconscious mind, but either way, it is always watching your back. Raise your hood, or raise your blades.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB, pg. 236

    Druidcraft

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    Whispering to the spirits of nature, you create one of the following effects within range:   You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
    Available for: Druid

    PHB

    Guidance

    0-level (Cantrip) Divination

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: 1 minute
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    Available for: Artificer, Cleric, Druid, Bard (Spirits), Druid (Stars), Sorcerer (Divine Soul)

    PHB

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: Touch
    Components: V, S, M
    Materials: two lodestones
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

    Level 1 Spells

    Detect Evil And Good

    1-level Divination

    Casting Time: 1 action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: Concentration, Up to 10 minutes
    For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Cleric, Paladin

    Detect Poison and Disease

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Action
    Range/Area: Self
    Components: V, S, M
    Materials: A Yew Leaf
    Duration: Concentration, up to 10 minutes
    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case if you are familiar with it.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Cleric, Druid, Paladin, Ranger

    Level 2 Spells

    Levitate

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V, S, M
    Materials: tbd
    Duration: Concentration, up to 10 minutes
    Attack/Save: Constitution saving throw

    One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

    When the spell ends, the target floats gently to the ground if it is still aloft.

    Level 3 Spells

    Player's Handbook

    Sending

    3-level Evocation

    Casting Time: 1 action
    Range/Area: Unlimited
    Components: V, S, M
    Materials: A short piece of fine copper wire
    Duration: 1 round
    You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.   You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
    Available for: Bard, Cleric, Wizard

    Level 4 Spells

    PHB

    Arcane Eye

    4-level Divination

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: Verbal, Somatic, Material
    Materials: a bit of bat fur
    Duration: Concentration, up to 1 hour
    You create an invisible, magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
    Available for: Artificer, Wizard, Arcana Cleric, Arcane Trickster Rogue, Swarm Druid, Eldritch Knight Fighter, Knowledge Cleric, Swarmkeeper Ranger, Gnome (Mark of Scribing), Half-Elf (Variant; Mark of Detection), Dimir Operative, Lorehold Student

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