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Artemis Perlis

20 Level (0/355000 XP for level-up) Perlisian Background Human Race / Species / Heritage Alignment
Disciple of Nyissa
Level 20
Hit Dice: 20/20
1d8+2 Class 1

STR
11
+0
DEX
12
+1
CON
14
+2
INT
14
+2
WIS
20
+5
CHA
20
+5
129
Hit Points
+6
Initiative (DEX)
10
Armor Class (AC)
+6
Prof. Bonus
30/60/-
Speed (walk/run/fly)
100 / 100
Lay on Hands
Spellcasting ...
+11 Attack mod
WIS Ability
+5 Abi Mod
19 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+3 Jack of all Trades
+0 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
+11 Wisdom
+11 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+5 Deception CHA
+2 History INT
+11 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+11 Medicine WIS
+2 Nature INT
+11 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +7 DEX 1d4+1 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +11 1 action Touch Concentration, up to 1 minute VS
Insight of Fear +11 1 minute 10 ft Instantaneous VS
Lullaby +11 1 action 120 ft Concentration, up to 1 minute VS
Minor Illusion +11 1 action 30 ft 1 minute SM
Spare the Dying +11 1 action Touch Instantaneous VS

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Clear Thought +11 1 action Touch 1 hour VSM
Cure Wounds +11 1 action Touch 1 action VS
Fog Cloud +11 1 action 120 ft Concentration, up to 1 hour VS
Healing Mist +11 1 action 15 ft Instantaneous VS
Create Air +11 1 action 90 ft Instantaneous VSM
Sleep +11 1 action 90 ft 1 minute VSM

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +11 1 action Touch 1 action VS
Fog Cloud +11 1 action 120 ft Concentration, up to 1 hour VS
Healing Mist +11 1 action 15 ft Instantaneous VS
Create Air +11 1 action 90 ft Instantaneous VSM
Sleep +11 1 action 90 ft 1 minute VSM
Calm Emotions +11 1 action 60 ft Concentration, up to 1 minute VS
Misty Step +11 1 bonus action Self Instantaneous V
Prayer of Healing +11 10 minutes 30 ft Instantaneous V

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +11 1 action Touch 1 action VS
Fog Cloud +11 1 action 120 ft Concentration, up to 1 hour VS
Healing Mist +11 1 action 15 ft Instantaneous VS
Create Air +11 1 action 90 ft Instantaneous VSM
Sleep +11 1 action 90 ft 1 minute VSM
Prayer of Healing +11 10 minutes 30 ft Instantaneous V
Aura of Vitality +11 1 action Self (30 ft radius) Concentration, up to 1 minute V
Slow +11 1 action 120 ft Concentration, up to 1 minute VSM

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +11 1 action Touch 1 action VS
Fog Cloud +11 1 action 120 ft Concentration, up to 1 hour VS
Healing Mist +11 1 action 15 ft Instantaneous VS
Create Air +11 1 action 90 ft Instantaneous VSM
Sleep +11 1 action 90 ft 1 minute VSM
Prayer of Healing +11 10 minutes 30 ft Instantaneous V
Control Water +11 1 action 300 ft Concentration, up to 10 minutes VSM
Death Ward +11 1 action Touch 8 hours VS
Positive Energy Aura +11 1 action Self Concentration, up to 1 minute VS

Level 5 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +11 1 action Touch 1 action VS
Fog Cloud +11 1 action 120 ft Concentration, up to 1 hour VS
Healing Mist +11 1 action 15 ft Instantaneous VS
Create Air +11 1 action 90 ft Instantaneous VSM
Sleep +11 1 action 90 ft 1 minute VSM
Prayer of Healing +11 10 minutes 30 ft Instantaneous V
Positive Energy Aura +11 1 action Self Concentration, up to 1 minute VS
Commune +11 1 minute Self 1 minute VSM
Dream +11 1 minute Special 8 hours VSM
Hold Monster +11 1 action 90 ft Concentration, up to 1 minute VSM
Mass Cure Wounds +11 1 action 60 ft Instantaneous VS
Mislead +11 1 action Self Concentration, up to 1 hour S

Level 6 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +11 1 action Touch 1 action VS
Fog Cloud +11 1 action 120 ft Concentration, up to 1 hour VS
Healing Mist +11 1 action 15 ft Instantaneous VS
Create Air +11 1 action 90 ft Instantaneous VSM
Sleep +11 1 action 90 ft 1 minute VSM
Prayer of Healing +11 10 minutes 30 ft Instantaneous V
Positive Energy Aura +11 1 action Self Concentration, up to 1 minute VS
Hold Monster +11 1 action 90 ft Concentration, up to 1 minute VSM
Mass Cure Wounds +11 1 action 60 ft Instantaneous VS
Astral Projection +11 1 hour 10 ft Special VSM
Word of Recall +11 1 action 5 ft Instantaneous V

Level 7 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +11 1 action Touch 1 action VS
Fog Cloud +11 1 action 120 ft Concentration, up to 1 hour VS
Healing Mist +11 1 action 15 ft Instantaneous VS
Create Air +11 1 action 90 ft Instantaneous VSM
Sleep +11 1 action 90 ft 1 minute VSM
Prayer of Healing +11 10 minutes 30 ft Instantaneous V
Positive Energy Aura +11 1 action Self Concentration, up to 1 minute VS
Hold Monster +11 1 action 90 ft Concentration, up to 1 minute VSM
Mass Cure Wounds +11 1 action 60 ft Instantaneous VS
Etherealness +11 1 action Self Up to 8 hours VS
Regenerate +11 1 minute Touch 1 hour VSM

Level 8 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +11 1 action Touch 1 action VS
Fog Cloud +11 1 action 120 ft Concentration, up to 1 hour VS
Healing Mist +11 1 action 15 ft Instantaneous VS
Create Air +11 1 action 90 ft Instantaneous VSM
Sleep +11 1 action 90 ft 1 minute VSM
Prayer of Healing +11 10 minutes 30 ft Instantaneous V
Positive Energy Aura +11 1 action Self Concentration, up to 1 minute VS
Hold Monster +11 1 action 90 ft Concentration, up to 1 minute VSM
Mass Cure Wounds +11 1 action 60 ft Instantaneous VS
Etherealness +11 1 action Self Up to 8 hours VS
Tsunami +11 1 minute Sight Concentration, up to 6 rounds VS

Level 9 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +11 1 action Touch 1 action VS
Fog Cloud +11 1 action 120 ft Concentration, up to 1 hour VS
Healing Mist +11 1 action 15 ft Instantaneous VS
Create Air +11 1 action 90 ft Instantaneous VSM
Sleep +11 1 action 90 ft 1 minute VSM
Prayer of Healing +11 10 minutes 30 ft Instantaneous V
Positive Energy Aura +11 1 action Self Concentration, up to 1 minute VS
Hold Monster +11 1 action 90 ft Concentration, up to 1 minute VSM
Mass Cure Wounds +11 1 action 60 ft Instantaneous VS
Etherealness +11 1 action Self Up to 8 hours VS
Time Stop +11 1 action Self Instantaneous V

Human


Brave
Brave

You have advantage on saving throws against being frightened.



Disciple of Nyissa


Song of Rest
Song of Rest

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d12 hit points.



Shifting Tides
Shifting Tides

You can use your bonus action to unleash a current of water capable of moving other creatures. Choose another creature you can see within 30 feet that is on the ground or in a body of water. You may pull it 5 feet closer to you or push it 5 feet away from you. An unwilling creature can succeed on a Strength saving throw against your spell save DC to resist the effect.


You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.



Divine Intervention
Divine Intervention

You can call on Nyissa to intervene on your behalf when your need is great.


Imploring your deity's aid requires you to use your action. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your cleric level, Nyissa intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell would be appropriate.


If Nyissa intervenes, you can't use this feature again for a long moon. Otherwise, you can use it again after you finish a long rest.



Subclass Options


Lay on Hands
Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that can replenish when you take a long rest. With that pool, you can restore a total number of hit points equal to your cleric level x5.


As an action, you can touch a creature and draw power from the pool to restore a total 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 neutralise one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points seperately for each one.


This feature has no effect on undead and constructs.



Disciple of Life
Disciple of Life

Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.



Undrownable
Undrownable

You can cast water walk on yourself at will, without expending a spell slot or using any material components.



Aura of Protection
Aura of Protection

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 Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.



Cleansing Waters
Cleansing Waters

When you restore hit points to an ally with a spell of 1st level or higher, you may also cure it of one disease or one effect causing it to be poisoned, blinded, deafened or paralysed.



Ultimate Protection
Ultimate Protection

You can choose one ally to be under your protection. Whenever the protected ally takes damage, you can use your reaction to transfer that damage to yourself.



Cleansing Touch
Cleansing Touch

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 Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.



Tranquility
Tranquility

You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal).



Watery Defence
Watery Defence

You gain the ability to defend yourself by momentarily assuming a water-based form. As a reaction when you are hit by an attack and take fire, force, bludgeoning, piercing, or slashing damage from it, you can negate the damage taken.


Once you do so, you can't do it again until you finish a short or long rest.



Curative Wave
Curative Wave

You can unleash your healing properties in a wave of positive energy. You can cast the spell mass heal once, without spending a spell slot.


Once you do so, you can't do it again until you finish a long rest.



Feats


Healer

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

 
  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.


Alert

Alert

Always on the lookout for danger, you gain the following benefits:

 
  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen.

 


Inspiring Leader

Inspiring Leader

Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.


Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages


Common, Elvish, Perlisian, Kealan



Weapon Proficiencies


Daggers, Tridents



Tool Proficiencies


Alchemist's Supplies, Handpan


Languages & Proficiencies
Warm and Nurturing Presence

Artemis exudes a comforting and motherly aura, making her a source of solace and support for those in need.



Optimistic Outlook

Regardless of challenges, Artemis maintains a positive perspective, inspiring hope and resilience in the community.



Musically Inclined

Artemis's love for the handpan reflects her appreciation for the arts, and she often incorporates music into her rituals and community events.



Curious Adventurer

Despite settling down, Artemis retains a sense of curiosity about the world, fostering an open-minded and exploratory approach to new ideas.



Compassionate Healer

Whether through her music or nurturing presence, Artemis is a healer at heart, attending to both physical and emotional well-being within the community.


Personality Traits
Compassionate Service

Artemis believes in serving others with a compassionate heart, offering aid to those in need without judgment or expectation.



Harmony in Diversity

Embracing the diversity of the community, Artemis values unity and cooperation among people of different backgrounds, fostering a harmonious environment.



Joyful Living

Artemis strives to bring joy and laughter into the lives of others, finding happiness in the simple pleasures shared within the community.



Wanderer's Wisdom

Embracing the lessons learned during her travels, Artemis encourages a continuous pursuit of knowledge and wisdom, valuing the experiences gained through exploration.



Healing Through Connection

Artemis believes in the power of human connection to heal wounds, both physical and emotional, fostering a sense of community and support.


Ideals
Community Ties

Artemis has deep bonds with the local community of Greenleaf Grove, where she has spent a significant part of her life, offering guidance and support to its residents.



Disciples of Nyissa

Connected by their shared faith, Artemis forms bonds with fellow followers of Nyissa, welcoming them warmly and sharing her wisdom with those who come seeking guidance.



Memories of Love

Despite the passing of her Tiefling wife, Artemis cherishes the memories of their love, and these memories continue to be a source of strength and inspiration for her.



Wanderlust Connections

Artemis maintains a connection with other wanderers and travelers she met during her own explorations, occasionally receiving visits from those she helped in the past.



Orphanage Roots

Artemis holds a bond with the Disciple of Nyissa who found and raised her in the orphanage, carrying the teachings and values she learned during her early years.


Bonds
Overly Idealistic

Artemis's unwavering belief in the inherent goodness of people might lead her to overlook potential risks or deception, sometimes putting herself or the community in vulnerable situations.



Tendency to Overextend

Artemis's strong desire to help everyone might lead her to take on more responsibilities than she can handle, risking burnout and neglecting her own well-being.



Fear of Abandonment

Stemming from her own childhood experiences, Artemis might have an underlying fear of being abandoned, influencing her decisions and relationships in ways that avoid potential loss.


Flaws


™ & © 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

Disciples of Nyissa

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per disciple level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, tridents
tools: Alchemist's supplies
saving throws: Charisma, Wisdom
skills: Choose two from Arcana, Insight, Medicine, Perception, Religion and Survival
starting equipment:
spellcasting:

You know three cantrips of your choice from the disciples of Nyissa spell list. You learn additional disciples of Nyissa cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Disciples of Nyissa table.

The Disciple of Nyissa table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these cleric spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the disciples of Nyissa spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd level cleric, you have four 1st level and two 2nd level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier:

your proficiency bonus + your Wisdom modifier


class features:

Level 2

Song of Rest

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

 

Shifting Tides

You can use your bonus action to unleash a current of water capable of moving other creatures. Choose another creature you can see within 30 feet that is on the ground or in a body of water. You may pull it 5 feet closer to you or push it 5 feet away from you. An unwilling creature can succeed on a Strength saving throw against your spell save DC to resist the effect.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 10

Divine Intervention

You can call on Nyissa to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your cleric level, Nyissa intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell would be appropriate.

If Nyissa intervenes, you can't use this feature again for a long moon. Otherwise, you can use it again after you finish a long rest.

subclass options:

Level 1

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Disciple of Life

Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

 

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that can replenish when you take a long rest. With that pool, you can restore a total number of hit points equal to your cleric level x5.

As an action, you can touch a creature and draw power from the pool to restore a total 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 neutralise one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points seperately for each one.

This feature has no effect on undead and constructs.

 

Blessings of Knowledge

You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

 

Level 2

You gain 1 class point.

 

Optional Abilities

Magical Sight

You can cast detect magic at will, without expending a spell slot.

 

Level 5

You gain 1 class point.

 

Optional Abilities

Undrownable

You can cast water walk on yourself at will, without expending a spell slot or using any material components.

 

Revealing Touch

You can use your action to touch one invisible creature, whose location is known to you. An invisible creature targeted by this feature becomes visible for 1 minute.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses of this feature after a short or long rest.

 

Level 6

You gain 2 class points.

 

Optional Abilities

Aura of Protection

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 Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

 

Awakened Mind

Your magical knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

 

Cleansing Waters

When you restore hit points to an ally with a spell of 1st level or higher, you may also cure it of one disease or one effect causing it to be poisoned, blinded, deafened or paralysed.

 

Level 8

You gain 1 class point.

 

Optional Abilities

Aura of Devotion

You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

 

Optional Abilities

Ultimate Protection

You can choose one ally to be under your protection. Whenever the protected ally takes damage, you can use your reaction to transfer that damage to yourself.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Tranquility

You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal).

 

Thousand Forms

You have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

 

Cleansing Touch

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 Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

 

The Third Eye

You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

 

Illusory Reality

You have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Supreme Healing

When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Watery Defence

You gain the ability to defend yourself by momentarily assuming a water-based form. As a reaction when you are hit by an attack and take fire, force, bludgeoning, piercing, or slashing damage from it, you can negate the damage taken.

Once you do so, you can't do it again until you finish a short or long rest.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Divine Intervention

Your call for intervention succeeds automatically, no roll required.

 

Curative Wave

You can unleash your healing properties in a wave of positive energy. You can cast the spell mass heal once, without spending a spell slot.

Once you do so, you can't do it again until you finish a long rest.

 

Disciple of Nyissa Table

LevelClass PointsAbilitiesOptional AbilitiesCantrips Known1st2nd3rd4th5th6th7th8th9th
11SpellcastingDisciple of Life, Lay on Hands, Blessings of Knowledge32------------------------
22Song of RestMagical Sight, Shifting Tides33------------------------
32------342---------------------
42Ability Score Improvement---443---------------------
53---Undrownable, Awakened Mind4432------------------
65---Aura of Protection, Cleansing Waters, Revealing Touch4433------------------
75------44331---------------
86Ability Score ImprovementAura of Devotion, Ultimate Protection44332---------------
96Song of Rest Improvement---443331------------
106Divine Intervention---543332------------
116------5433321---------
126Ability Score Improvement---5433321---------
136Song of Rest Improvement---54333211------
147---Tranquility, Thousand Forms, Cleansing Touch, The Third Eye, Illusory Reality54333211------
157------543332111---
167Ability Score Improvement---543332111---
178Song of Rest ImprovementSupreme Healing5433321111
189---Watery Defence5433331111
199Ability Score Improvement---5433332111
2010---Divine Intervention Improvement, Curative Wave5433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Humans

ability score increase: Two ability scores of your choice increase by 1
age: Baby/Toddler: 0-11, Child: 12-29, Teen: 30-45, Young Adult: 46-67, Adult: 68-157, Elder: 158+, Average Lifespan: 225 years
Size: Medium
speed: 30ft
Languages: Common
race features:

Jack of All Trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

 

Brave

You have advantage on saving throws against being frightened.

 

Feat

You can choose one feat.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 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.

Insight of Fear

0-level (Cantrip) Divination

Casting Time: 1 minute
Range/Area: 10ft
Components: V, S
Materials: tbd
Duration: Instantaneous
Attack/Save: Wisdom saving throw

By focusing all of your energy on this spell for 1 minute, you can attempt to gleam an insight into a creature's greatest fears. One humanoid of your choice within range must succeed on a Wisdom saving throw, else you may search their brain and know their deepest fears.

Lullaby

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

Your lullaby makes a targeted creature within range become drowsy. The creature must make a Wisdom saving throw or become tired and delirious. While drowsy the creature has disadvantage on concentration saving throws, and on Intelligence and Wisdom checks. The creature knows you are affecting it. If the target takes damage, it snaps from its dazed state, and this spell ends.

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: S, M
Materials: tbd
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

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

Level 1 Spells

Clear Thought

1-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

You touch a creature to bestow it pristine thought. The target has advantage on Intelligence checks for the duration of this spell. This spell ends prematurely if the target becomes distracted with a taxing mental or physical activity, such as casting a spell or engaging in combat.

Comprehend Languages

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: tbd
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Create Air

1-level Conjuration

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

Create fresh air around target and up to 2 other creatures.

When this spell is cast it creates a bubble of clean air around the target. This drives out foul or stale air and turns it to fresh air. It is used most often to create the air bubble around a person who has fallen overboard and has drifted out of the air envelope of the ship. This air bubble lasts for 5 rounds then the vacuum of space takes over.

If the target is affected by a spell or an event like the cloudkill spell, it will shield them from the effects by creating a vacuum around them, separating them from the harmful air, before the effect of the spell/event begins again.

At higher levels:

When using a spell slot of 2nd level or higher the air bubble lasts an additional 5 rounds per spell slot above 1st.

Create or Destroy Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30 foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30 foot cube within range.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 action

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.

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
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 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.

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: tbd
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.

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.

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour

You make yourself - including your clothing, armour, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft
Components: V, M
Materials: tbd
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centred on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Healing Mist

1-level Conjuration

Casting Time: 1 action
Range/Area: 15ft
Components: V, S
Duration: Instantaneous

You create a mist of magical essence around a target creature that heals the target. The mist can be any color and can have a mystical aura to it of your design, such as shimmering, glowing, or electricity, for the purposes of visual flair.

The creature regains hit points equal to 1d6 plus your spellcasting modifier.

At higher levels:

When you expend a spell slot of a level above 1st, the healing increases by 1d6 per spell slot level above 1st.

Available for: Disciples of Nyissa

Healing Wind

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: V, M
Materials: tbd
Duration: Instantaneous

You speak a word of power, and gentle wind envelops a number of creatures of your choice up to your spellcasting ability modifier that you can see within range. Each target regains 1d6 hit points. This spell has no effect on constructs or undead.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

Available for: Disciples of Nyissa

Lesser Confusion

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: 1 round
Attack/Save: Wisdom saving throw

This spell assaults and twists a creature's mind, spawning delusions and provoking uncontrolled action. One creature of your choice within range must succeed on a Wisdom saving throw when you cast this spell or be affected by this spell.

An affected target can't take reactions and must roll a d10 at the start of its turn to determine its behaviour for that turn.

 
d10Behaviour
1The creature uses all its movement to move in a random direction, as determined by a d8 roll, with 1 being north, 2 being northeast, continuing clockwise around the compass, with 8 being northwest. The creature doesn't take an action this turn.
2–6The creature doesn't move or take actions this turn, and only babbles incoherently.
7–8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10The creature can act and move normally.

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: Instantaneous

All nonmagical food and drink within a 5 foot radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 1 minute
Attack/Save: Wisdom saving throw

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Silent Image

1-level Illusion

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

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cube)
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Level 2 Spells

Alter Self

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, colouration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Charisma saving throw

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20 foot radius sphere centred on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Enthrall

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 1 minute
Attack/Save: Wisdom saving throw

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.

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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 above 2nd.

Impart Knowledge

2-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: S
Duration: Instantaneous

A way to quickly and silently communicate complex ideas, this spell allows you to communicate complex thoughts (such as maps, diagrams, explanatory images – which may move in a sequence to show a procedure – and the like) silently to a willing recipient upon touch. Uses for this spell include showing the target a creature's likeness to aid in recognition or a clear route to an unfamiliar place. If the recipient is not willing, this spell automatically fails.

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

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.

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

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

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Moonbeam

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: radiant

A silvery beam of pale light shines down in a 5 foot radius, 40 foot high cylinder centred on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Pass Without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your com panions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Phantasmal Force

2-level Illusion

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

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.

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30ft
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.

Protection from Poison

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

See Invisibility

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Silence

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centred on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Warding Bond

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
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.

Level 3 Spells

Aura of Vitality

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: V
Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centred on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Call Lightning

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 10 minutes
Attack/Save: Dexterity saving throw
Damage/Effect: lightning

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centred on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

At higher levels:

When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Create Food and Water

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Feign Death

3-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

Major Image

3-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or som e other visible phenomenon that is no larger than a 20 foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an im age of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Mass Healing Word

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V
Duration: Instantaneous

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.

Nondetection

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

Plant Growth

3-level Transmutation

Casting Time: 1 action or 8 hours
Range/Area: 150ft
Components: V, S
Duration: Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100 foot radius centred on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centred on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Quench

3-level Transmutation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: cold

You extinguish all fires in a 30 foot cube centred on a point you choose within range. Any nonmagical fire is put out automatically, as are magical flames created by a spell of 3rd level or lower. For each spell of 4th level or higher which is creating flame within this area, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell that created the fire ends.

Fire created by a magical item is also doused, and the item becomes unable to produce fire for 1d4 hours. Artifacts are immune to this effect.

Fire-based creatures in the spell's area, such as fire elementals, must make a Constitution saving throw, taking 8d6 cold damage on a failed save or half as much on a success.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the cube's size increases by 5 feet for each slot level above 3rd.

Remove Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Revivify

3-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Sending

3-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: V, S, M
Materials: tbd
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.

Sleet Storm

3-level Conjuration

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: prone

Until the spell ends, freezing rain and sleet fall in a 20 foot tall cylinder with a 40 foot radius centred on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Slow

3-level Transmutation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

You alter time around up to six creatures of your choice in a 40 foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: tbd
Duration: 1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Water Breathing

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 24 hours

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Water Walk

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 1 hour

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Level 4 Spells

Confusion

4-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centred on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 
  • 1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
  • 2-6 - The creature doesn’t move or take actions this turn.
  • 7-8 - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • 9-10 - The creature can act and move normally.
 

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Control Water

4-level Transmutation

Casting Time: 1 action
Range/Area: 300ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

 

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20 foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area m oves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Death Ward

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Divination

4-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Instantaneous

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Freedom of Movement

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

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 paralysed 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.

Greater Invisibility

4-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You or 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.

Hallucinatory Terrain

4-level Illusion

Casting Time: 10 minutes
Range/Area: 300ft
Components: V, S, M
Materials: tbd
Duration: 24 hours

You make natural terrain in a 150 foot cube in range look, sound, and smell like som e other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Illumination

4-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 10 minutes

A creature or object you touch begins to shed bright, pure light out to a radius of 60 feet, and dim light out to a radius of 120 feet. This light is moonlight. Several effects occur within the bright light created by this spell:

 
  • Anything within the bright light faintly glows, and the sound of its movement echoes. Every creature gains a +5 bonus to its passive Perception and advantage on Wisdom (Perception) checks to notice anything touched by the light.
  • Any invisible creature within this bright light appears as a shadowy figure resembling its concealed form, negating the effect of being invisible to creatures that can see the figure.
  • Any creature or object that is magically altered to change its form (or apparent form) appears as a stark black version of itself while it remains within the bright light.
  • If any of this bright light overlaps with an illusion or an area of darkness created by a spell cast at a lower level, the spell that created the darkness or illusion is dispelled.
At higher levels:

When you cast this spell using a spell slot of 6th or 7th level, its duration increases to 1 hour. When you cast this spell using a spell slot of 8th or 9th level, its duration increases to 8 hours.

Positive Energy Aura

4-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute

You project an aura of positive energy that makes healing more effective.

For the duration, if a creature within 30 feet of you regains hit points, they gain an additional hit points equal to 1d8 + your spellcasting ability modifier. The regained hit points must have been the result of an instantaneous effect (such as a spell, potion or regeneration; but not a long or short rest).

At higher levels:

When you cast this spell using a spell slot of 5th or higher, the healing increases by 1d8 for each slot level above 4th.

Level 5 Spells

Astromancy

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: V
Duration: Instantaneous

By studying the patterns of the stars, you are granted cosmic insight and gain knowledge of the locale and its people. The spell gives you local knowledge of the area within 3 miles of you. To employ this spell, you must have an unobstructed view of the night sky. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

 
  • prevalent peoples, as well as important individuals, spellcasters, and leaders
  • major religions and established cults
  • major factions currently or very recently active
  • influence from other planes of existence
  • buildings and communities
  • magical sites and mystically significant locations

Commune

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Dream

5-level Illusion

Casting Time: 1 minute
Range/Area: Special
Components: V, S, M
Materials: tbd
Duration: 8 hours
Attack/Save: Wisdom saving throw
Damage/Effect: psychic

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a m essenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

Greater Restoration

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

 
  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum

Hold Monster

5-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: paralysed

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Mass Cure Wounds

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30 foot radius sphere centred on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Mislead

5-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: S
Duration: Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Moonblast

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: cold, radiant, blinded

You conjure a pillar of moonlight to strike your foes with lunar power. Each creature in a 10 foot radius, 40 foot high cylinder of moonlight centred on a point within range must make a Constitution saving throw. On a failed save, a creature takes 3d6 cold damage and 3d6 radiant damage on a failed save and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.

Illusions cast using a lower level spell slot than this spell in the spell's area are dispelled.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the cold damage or the radiant damage (your choice) increases by 1d6 for each level above 5th.

Rary's Telepathic Bond

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Reincarnate

5-level Transmutation

Casting Time: 1 hour
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

If the creature is a member of a nonmagical race and becomes a member of a magical race, they may begin earning points in the appropriate sorcerer class.

If the creature has levels in the sorcerer class and becomes a member of a nonmagical race, their class abilities and spells are suppressed, and cannot be used/cast through means of wild magic.

If the creature has levels in the sorcerer class and becomes a member of a magical race of which they have not been before, then they must rechoose their sorcerer spells and abilities accordingly.

If the creature has levels in the sorcerer class and becomes a member of a magical race of which they have been previously, the spell and class point abilities are restored to those chosen at the last point in the creature's personal timeline that it was of the race in question. If the creature has gained levels in the sorcerer class since then, they may select their level up options as appropriate.

 
d100Race
01-01Half-Dragon, Black
02-02Half-Dragon, Blue
03-03Half-Dragon, Brass
04-04Half-Dragon, Bronze
05-05Half-Dragon, Copper
06-06Half-Dragon, Faerie
07-07Half-Dragon, Gold
08-08Half-Dragon, Green
09-09Half-Dragon, Red
10-10Half-Dragon, Silver
11-11Half-Dragon, White
12-15Dwarf, Mountain
16-20Dwarf, Hill
21-23Dwarf, Desert
24-24Dwarf, Frostbeard Clan
25-25Dwarf, Duergar
26-27Elf, Moon
28-29Elf, Sun (Day Realm)
30-30Elf, Sun (Night Realm)
31-34Elf, Wood
35-40Tiefling
41-48Aasimar
49-55Centaur
56-66Gnome
67-81Human
82-85Mermaid
86-92Tabaxi
93-00Hobbit

Level 6 Spells

Arcane Gate

6-level Conjuration

Casting Time: 1 action
Range/Area: 500ft
Components: V, S
Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Astral Projection

9-level Necromancy

Casting Time: 1 hour
Range/Area: 10ft
Components: V, S, M
Materials: tbd
Duration: Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Find the Path

6-level Divination

Casting Time: 1 minute
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Globe of Invulnerability

6-level Abjuration

Casting Time: 1 action
Range/Area: Self (10ft radius)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

An immobile, faintly shimmering barrier springs into existence in a 10 foot radius around you and rem ains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At higher levels:

When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Heal

6-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At higher levels:

When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Planar Ally

6-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 60ft
Components: V, S

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Programmed Illusion

6-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Until dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30 foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

True Seeing

6-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Water Sucker

6-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: necrotic

Drain water from a creature or object you can touch. As the water drains out of the creature or object, it must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a success. Plant creatures and water-based elementals have disadvantage on this save. A nonmagical plant takes maximum damage from this spell.

Available for: Disciples of Nyissa

Wind Walk

6-level Transmutation

Casting Time: 1 minute
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 8 hours

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its norm al form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

Word of Recall

6-level Conjuration

Casting Time: 1 action
Range/Area: 5ft
Components: V
Duration: Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.

Level 7 Spells

Conjure Celestial

7-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft
Components: V, S
Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

The DM has the celestial’s statistics.

At higher levels:

When you cast this spell using a 9th level spell slot, you summon a celestial of challenge rating 5 or lower.

Etherealness

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

At higher levels:

When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Plane Shift

7-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Charisma saving throw

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Regenerate

7-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Teleport

7-level Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V
Duration: Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10 foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

 
Familiarity

“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

 
Success

“On target” means you and your group (or the target object) appear where you want to.

“Off target” means you and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

“Similar area” means you and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

“Mishap” means the spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

 
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---------01-100
Associated object---------01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100------

Level 8 Spells

Control Weather

8-level Transmutation

Casting Time: 10 minutes
Range/Area: Self (5 mile radius)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

 
Precipitation
StageCondition
1Clear
2Light clouds
3Overcast or ground fog
4Rain, hail or snow
5Torrential rain, driving hail or blizzard
 
Temperature
StageCondition
1Unbearable heat
2Hot
3Warm
4Cool
5Cold
6Arctic cold
 
Wind
StageCondition
1Calm
2Moderate wind
3Strong wind
4Gale
5Storm

Maze

8-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 10 minutes

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Available for: Disciples of Nyissa

Mind Blank

8-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 24 hours

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

Power Word Stun

8-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: Instantaneous
Attack/Save: Constitution saving throw

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Telepathy

8-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: V, S, M
Materials: tbd
Duration: 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Tornado

8-level Conjuration

Casting Time: 1 action
Range/Area: 100ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Strength saving throw
Damage/Effect: restrained, bludgeoning

You conjure an spiralling cylinder of wind in range, which has a 20 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are Large or smaller are pulled towards the centre. A creature that starts its turn in the cylinder must succeed on a Strength save or be pulled to the centre of the cylinder, and be restrained while it remains in the centre.

All creatures inside the cylinder take damage when this spell is cast, and again at the start of each of your turns. The damage inflicted depends on how many objects and creatures are in the cylinder itself.

 
Cumulative Damage
SizeDamage
Small or Medium+1d6 bludgeoning
Large+2d6 bludgeoning
Huge+3d6 bludgeoning
Unattended Weapons or Ammunition+1d6 of it's respective damage
 

A DM may determine that some creatures or objects inflict other forms of damage. A fire elemental for example may inflict fire damage instead of bludgeoning damage. Regardless of how many objects are in the cylinder, the damage a creature takes at one time from this spell cannot exceed 12d6.

While an affected target is able to take actions, it can attempt to escape the centre of the cylinder and thus remove its restrained condition. Any action that doesn't require movement but moves the creature, such as the misty step spell, automatically succeeds in removing the target. A creature can attempt a more mundane escape by succeeding on a Strength saving throw at any point during its turn.

At higher levels:

When you cast this spell using a 9th level spell slot, it affects creatures Huge creatures and objects.

Tsunami

8-level Conjuration

Casting Time: 1 minute
Range/Area: Sight
Components: V, S
Duration: Concentration, up to 6 rounds
Attack/Save: Strength saving throw
Damage/Effect: bludgeoning

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

Level 9 Spells

Hayzenbyrg’s Superposition

9-level Transmutation

Casting Time: 1 action
Range/Area: Special
Components: V, S, M
Materials: a tbd lodestone with your true name carved upon it
Duration: 10 minutes

You call upon the limits of arcane possibility to split yourself into verious probable versions of yourself within a sphere of a radius of 10 feet times 1d6 + your spellcasting ability modifier, centred on you. Within this sphere, you can be in multiple places at once.

Each turn you can choose to create and/or destroy a copy of you within the sphere. You can have up to your spellcasting ability modifier of copies simultaneously. Such copies are not duplicates; they are all simultaneously you. If one copy takes damage, they all take damage. If one copy expends a spell slot or use from a magic item, all copies lose the same slot or charge. The copies all act on your initiative and can make only a move action on the turn they are created. After that, they may act normally. The copies do not share concentration; whilst they are all part of the same being, they are different possibilities, and each possesses its own autonomy.

You can continue to exist within the sphere, even when no copy is in existence, simply remaining as an uncollapsed probability cloud. Whilst in this form, you are immune to all damage and have blindsight within the spell's area. Even when copies are present, you still maintain these benefits – the ‘original’ you still exists in the cloud.

The spell ends when the duration runs out, you are reduced to 0 hit points or one of the copies leaves the area, either by leaving the sphere or entering an area of antimagic, such as that created by the antimagic field spell. When the spell ends, you can choose one of your copies. If the spell ended due to a copy leaving the area, you must choose that copy. All other copies wink out of existence as the probability cloud collapses back into one person.

If the spell ends when you have no copies in existence, you coalesce back into existence next to the lodestone which is the material focus for this spell, and which remains behind when you cast the spell, forming a copy which becomes you. If the lodestone is no longer within the spell’s area, you simply wink out of existence and you cannot be raised by anything less than a wish spell, as even your soul no longer exists.

Mass Heal

9-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Power Word Heal

9-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralysed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Time Stop

9-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place m ore than 1,000 feet from the location where you cast it.

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