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Sylvar Sylastra

4 Level (2700/6500 XP for level-up) Background Firbolg Race / Species / Heritage Lawful good Alignment
Wizard
Level 4
Hit Dice: 4/4
1d6+1 Class 1

STR
12
+1
DEX
10
+0
CON
12
+1
INT
20
+5
WIS
14
+2
CHA
10
+0
22
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
INT Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+0 Dexterity
+1 Constitution
+7 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+7 Arcana INT
+1 Athletics STR
+0 Deception CHA
+7 History INT
+2 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+7 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +3 STR 1d6+1+1 Bludgeoning
 Simple, Versatile
Quarterstaff +3 STR 1d8+1+1 Bludgeoning
 Simple, Versatile
Unarmed strike +1 STR 2+1 Bludgeoning
Attacks

Spell Book

Firbolg Magic (VGtM)
You can cast detect magic and disguise self (can seem up to 3 ft. shorter) once per short rest. WIS is your spellcasting ability.

Hidden Step (1 bonus action) (VGtM)
As a bonus action, turn invisible until the start of your next turn, you attack, deal damage, or force a saving throw once per short rest.

Powerful Build(VGtM)
You count as Large to determine your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf (VGtM)
You can communicate with (though not understand) beasts and plants and have advantage on CHA checks to influence them.

Chef (TCoE, pg. 79)
  • You gain a bonus to either Constitution or Wisdom, proficiency with cook’s utensils, and can prepare food that allows creatures to regain additional hit points when taking a short rest as well as gain temporary hit points after a long rest.
  • You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

  • Features & Traits
    Arcane Focus
    Backpack
    Bedroll
    Mess Kit
    Quarterstaff
    Rations (1 day)
    Rope, Hempen (50 feet)
    Spellbook
    Tinderbox
    Torch
    Waterskin
    Herbalism kit
    Cooking utensils

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Intelligence
    Spellcasting
    Common, Elvish, Giant
    Crossbow, Light, Dagger, Dart, Quarterstaff, Sling
    Herbalism kit
    Cooking utensils

    Languages & Proficiencies
    Lies make me uncomfortable, even little ones.

    Personality Traits
    Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)

    Ideals
    I have to return a book from my teacher, a ghost that haunts the wood.

    Bonds
    I can’t keep a secret to save my life, or anyone else’s.

    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

    DnD 5e SRD SRD

    Quarterstaff

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Simple 1d6 / 1d8 Bludgeoning Versatile

    Cost: 2 sp Weight: 4 lb


     

    The statblocks of your class features

    School of Divination

    The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
    hit dice: See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard
    hit points at 1st level: See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard
    hit points at higher levels: See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard
    armor proficiencies: See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard
    weapon proficiencies: See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard
    tools: See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard
    saving throws: See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard
    skills: See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard
    starting equipment:
    See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard.
    spellcasting:
    See [url:

    Paladin

    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier
    armor proficiencies: All Armor Types, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:

    • a martial weapon and a shield or 2 martial weapons

    • five javelins or a simple melee weapon

    • a priest's pack or an explorer's pack

    • chain mail and a holy symbol


    spellcasting:
    See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
    class features:

    Divine Sense

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

    Lay on Hands

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

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty.
    • Defense: While wearing armor, you have a +1 bonus to AC.
    • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Divine Smite

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

    Improved Divine Smite

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

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
    subclass options:
    LEVELFEATURES1ST2ND3RD4TH5TH
    1stDivine Sense, Lay on Hands-----
    2ndFighting Style, Spellcasting, Divine Smite2----
    3rdDivine Health, Sacred Oath3----
    4thAbility Score Improvement or Choose a feat3----
    5thExtra Attack42---
    6thAura of Protection42---
    7thSacred Oath feature43---
    8thAbility Score Improvement or Choose a feat43---
    9th-432--
    10thAura of Courage432--
    11thImproved Divine Smite433--
    12thAbility Score Improvement or Choose a feat433--
    13th-4331-
    14thCleansing Touch4331-
    15thSacred Oath Feature4332-
    16thAbility Score Improvement or Choose a feat4332-
    17th-43331
    18thAura Improvements43331
    19thAbility Score Improvement or Choose a feat43332
    20thSacred Oath feature43332
    Wizard.
    class features:

    Divination Savant

    Beginning at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.  

    Portent

    Starting at 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll 2 d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these, foretelling rolls. You must choose to do so before the roll, and you can replace a roll this way only once per turn.
    Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.  

    Expert Divination

    Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.  

    The Third Eye

    Starting at 10th level, 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.
    • Darkvision. You gain darkvision out to a range of 60'.
    • Ethereal Sight. You can see into the Ethereal Plane within 60' of you.
    • Greater Comprehension. You can read any language.
    • See Invisibility. You can see invisible creatures and objects within 10' of you that are within line of sight.
     

    Greater Portent

    Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll 3 d20s for your Portent feature, rather than two.
    subclass options:

    Wizard

    hit dice: 1d6
    hit points at 1st level: 6 + Constitution modifier
    hit points at higher levels: 1d6 (4) + Constitution modifier
    armor proficiencies: None
    weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
    tools: None
    saving throws: Intelligence, Wisdom
    skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
    starting equipment:

    • a quarterstaff or a dagger

    • a component pouch or an arcane focus

    • a scholar's pack or an explorer's pack

    • a spellbook


    spellcasting:
    See table for spell slots available per level.
    You regain all expended spell slots when you finish a long rest.
    You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level.
    You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
    Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
    class features:

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.  

    Arcane Tradition

    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy  

    Spell Mastery

    At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you hvae them prepared.
    By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

    Signature Spells

    When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a sort or long rest.
    subclass options:
    LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
    1stSpellcasting, Arcane Recovery32--------
    2ndArcane Tradition33--------
    3rd-342-------
    4thAbility Score Improvement or Choose a feat443-------
    5th-4432------
    6thArcane Tradition feature4433------
    7th-44331-----
    8thAbility Score Improvement or Choose a feat44332-----
    9th-443331----
    10thArcane Tradition feature543332----
    11th-5433321---
    12thAbility Score Improvement or Choose a feat5433321---
    13th-54333211--
    14thArcane Tradition Feature54333211--
    15th-543332111-
    16thAbility Score Improvement or Choose a feat543332111-
    17th-5433321111
    18thSpell Mastery5433331111
    19thAbility Score Improvement or Choose a feat5433332111
    20thSignature Spell5433332211

    Chef

    Source: Tasha's Cauldron of Everything Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

    • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
    • You gain proficiency with cook’s utensils if you don’t already have it.
    • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
    • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

     

    Statblocks for your familiars, mounts etc.

    SRD

    Weasel

    Tiny b, unaligned
    Armor Class 13
    Hit Points 1 1d4-1
    Speed 30ft

    STR
    3 -4
    DEX
    16 +3
    CON
    8 -1
    INT
    2 -4
    WIS
    12 +1
    CHA
    3 -4

    Skills Perception +3 , Stealth +5
    Senses passive Perception 13
    Languages -
    Challenge 0 (10 XP)


    Keen Hearing and Smell: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.


    Actions

    Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.


     

    Statblocks for race/species of the character.

    Firbolg

    Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

    Humble Guardians

    Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life. In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime. In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?
    by Volo's Guide to Monsters pg. 107
    ability score increase: +2 Wisdom, +1 Strength
    age: As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
    alignment: As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
    Size: Medium
    speed: 30
    Languages: Common, Elvish, Giant
    race features:
    Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.   Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.   Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

    Natural Druids

    Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic. Firbolgs who became druids serve as stronghold leaders. With every action the tribe takers, the druids weigh not only the groups' needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.   Hidden Shepherds As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try io dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest. Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better. If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.  

    Outcast Adventurers

    As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category. Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home. Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world. A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.   The Firbolg Adventurers table can serve as inspiration for determining why a fibolg character leaves home. Firbolg Adventurers: d8 Reason for Adventuring 1 Outcast for murder 2 Outcast for severely damaging home territory 3 Clan slain by invading humaniods 4 Clan slain by a dragon or demon 5 Separated from the tribe and lost 6 Homeland destroyed by natural disater 7 Personal quest ordained by omens 8 Dispatched on a quest by tribe leaders  

    Firbolg Names

    Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits and other actions. By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home". Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.   (Volo's Guide pg. 106)

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V, S
    Duration: Instantaneous
    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment.
    The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4dl2).
    Available for: Cleric, Warlock, Wizard

    Basic Rules

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time: 1 Action
    Range/Area: 10ft
    Components: Verbal, Somatic
    Duration: 1 Hour
    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
       
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
      If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

    PHB

    Mage Hand

    0-level (Cantrip) Conjuration

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

    Elemental Evil Player's Companion

    Shape Water

    0-level (Cantrip) Transmutation

    Casting Time: 1 Action
    Range/Area: 30ft (5ft Cube)
    Components: Somatic
    Duration: Instantaneous
    You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways
      :
    • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
    • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
    • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
    • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
      If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Druid, Sorcerer, Wizard, Genie (Marid) Patron

    Level 1 Spells

    Player's Handbook

    Chromatic Orb

    1-level Evocation

    Casting Time: 1 Action
    Range/Area: 90ft
    Components: Verbal, Somatic, Material
    Materials: A diamond worth at least 50 GP
    Duration: Instantaneous
    You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
    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.
    Available for: Sorcerer, Wizard

    Basic Rules

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Action
    Range/Area: Self (30ft Sphere)
    Components: Verbal, Somatic
    Duration: Concentration, 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.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Arcana Domain, Oath of the Watchers

    Basic Rules

    Disguise Self

    1-level Illusion

    Casting Time: 1 Action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: 1 Hour
    You make yourself--including your clothing, armor, 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.
    Available for: Artificer, Bard, Sorcerer, Wizard, Gloom Stalker, Trickery Domain

    Basic Rules

    Feather Fall

    1-level Transmutation

    Casting Time: 1 Reaction- (Which you take when you or a creature within 60ft of you falls)
    Range/Area: 60 ft
    Components: Verbal, Material
    Materials: A small feather or piece of down
    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.
    Available for: Artificer, Bard, Sorcerer, Wizard

    Basic Rules

    Find Familiar

    1-level Conjuration

    Casting Time: 1 Hour
    Range/Area: 10ft
    Components: Verbal, Somatic, Material
    Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
    Duration: Instantaneous
    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
      When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
      As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
      You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
      Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    Available for: Wizard

    Basic Rules

    Identify

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Minute
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: A pearl worth at least 100 GP and an owl feather
    Duration: Instantaneous
    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
        If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    Available for: Artificer, Bard, Wizard, Forge Domain, Knowledge Domain,

    Basic Rules

    Mage Armor

    1-level Abjuration

    Casting Time: 1 Action
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: A piece of cured leather
    Duration: 8 Hours
    You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
    Available for: Sorcerer, Wizard

    Basic Rules

    Shield

    1-level Abjuration

    Casting Time: Reaction (Which you take when you are hit by an attack or targeted by the magic missile spell)
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: 1 Round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Mage Hand.
    Available for: Sorcerer, Wizard, Artillerist, Battle Smith, Hexblade Patron

    Level 2 Spells

    Basic Rules

    Blindness/Deafness

    2-level Necromancy

    Casting Time: 1 Action
    Range/Area: 30ft
    Components: Verbal
    Duration: 1 Minute
    You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
    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.
    Available for: Bard, Cleric, Sorcerer, Wizard, Circle of Spores, Death Domain

    Player's Handbook

    Cloud of Daggers

    2-level Conjuration

    Casting Time: 1 Action
    Range/Area: 60ft (5ft Cube)
    Components: Verbal, Somatic, Material
    Materials: A sliver of glass
    Duration: Concentration, 1 Minute
    You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Elemental Evil Player's Companion

    Dust Devil

    2-level Conjuration

    Casting Time: 1 Action
    Range/Area: 60ft (5ft Cube)
    Components: Verbal, Somatic, Material
    Materials: A pinch of dust
    Duration: Concentration, 1 Minute
    Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
    Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
      As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
    Available for: Druid, Sorcerer, Wizard

    Basic Rules

    Enlarge/ Reduce

    2-level Transmutation

    Casting Time: 1 Action
    Range/Area: 30ft
    Components: Verbal, Somatic, Material
    Materials: A pinch of powdered Iron
    Duration: Concentration, 1 Minute
    You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
        If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
      Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
      Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
    Available for: Artificer, Bard, Druid, Sorcerer, Wizard, Genie (Djinni) Patron

    Elemental Evil Player's Companion

    Maximillian's Earthen Grasp

    2-level Transmutation

    Casting Time: 1 Action
    Range/Area: 30ft (5ft Cube)
    Components: Verbal, Somatic, Material
    Materials: A miniature hand sculpted from clay
    Duration: Concentration, 1 Minute
    You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
        As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
      To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
      As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
    Available for: Sorcerer, Wizard

    Statblocks for your Trinkets, businesses, building, castles, empires.

    DnD 5e

    Arcane Focus Crystal

    Adventuring Gear Common

    An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.

    Cost: 10gp Weight: 1lb


     

    DnD 5e SRD

    Backpack

    Adventuring Gear Common

    A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

    Cost: 2gp Weight: 5lb


     

    DnD 5e SRD

    Bedroll

    Adventuring Gear Common

    You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

    Cost: 1gp Weight: 7lb


     

    DnD 5e SRD

    Mess Kit

    Adventuring Gear Common

    This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

    Cost: 2sp Weight: 1lb


     

    DnD 5e SRD

    Rations (1 day)

    Adventuring Gear Common

    Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

    Cost: 5sp Weight: 2lb


     

    DnD 5e SRD

    Rope, Hempen

    Adventuring Gear Common

    Rope, has 2 hit points and can be burst with a DC 17 Strength check.

    Cost: 1gp Weight: 10lb


     

    DnD 5e SRD

    Spellbook

    Adventuring Gear Common

    Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

    Cost: 50gp Weight: 3lb


     

    DnD 5e SRD

    Tinderbox

    Adventuring Gear Common

    This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

    Cost: 5sp Weight: 1lb


     

    DnD 5e SRD

    Torch

    Adventuring Gear Common

    A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

    Cost: 1cp Weight: 1lb


     

    DnD 5e SRD

    Waterskin

    Adventuring Gear Common

    A waterskin can hold 4 pints of liquid.

    Cost: 2sp Weight: 5lb


     

    Dnd 5e SRD

    Herbalist Kit

    Tool Common

    This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

    Cost: 5 GP Weight: 3 lb.


     

    DnD 5e XAN

    Cook's Utensils

    Tool Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
    Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
    History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
    Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
    Survival. When foraging for food , you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
    Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
    COOK'S UTENSILS

    Activity DC
    Create a typical meal 10
    Duplicate a meal 10
    Spot poison or impurities in food 15
    Create a gourmet meal 15
    Common

    Cost: 1 gp Weight: 8 lb.


     

    Created by

    zepphira.

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