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Beef

14 Level (103400/165000 XP for level-up) Outlander Background Dragonborn Race / Species / Heritage Neutral Good Alignment
Barbarian
Level 8
Hit Dice: 8/8
1d12+3 Class 1
Bard
Level 6
Hit Dice: 6/6
1d8+3 Class 2

STR
18
+4
DEX
9
-1
CON
16
+3
INT
10
+0
WIS
14
+2
CHA
14
+2
116
Hit Points
-1
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
40ft
Speed (walk/run/fly)
2 / 4
Rages (+2)
2 / 2
Bardic Inspiration
5 / 5
Well Connected
10 / 10
WoW
Spellcasting ...
+7 Attack mod
CHA Ability
+2 Abi Mod
15 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+2 Jack of all Trades
+9 Strength
-1 Dexterity
+8 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+7 Animal Handling WIS
+2 Arcana INT
+14 Athletics STR
+4 Deception CHA
+2 History INT
+7 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+7 Medicine WIS
+2 Nature INT
+12 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Indomitable Greataxe +12 STR 1d12+3+4 Slashing
 Martial Melee, Magical, Heavy, 2-handed, Immune to Fear, Temp HP 3 x LVL
Shield of Hurling +9 STR 1d6+4 Bludgeoning
 Simple Melee, Thrown (20/60ft)
Javelin +9 STR 1d6+4 Piercing
 Simple Melee, Thrown (30/120ft)
Dagger +9 STR 1d4+4 Piercing
 Simple Melee, Finesse, Light, Thrown (20/60ft)
Attacks

Spell Book

Background

Wanderer


You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Class [Barbarian]

Rage


  • BA to enter rage
  • Adv on STR checks and saves
  • Res to bludgeoning, piercing and slashing DMG
  • 1 minute/10 rounds
  • 4 uses; +2 DMG
  • Refresh at LRest
  • Unarmored Defense


  • AC = 12 [10 + DEX + CON]
  • Cannot be wearing armor to use
  • Danger Sense


  • Adv on DEX saves VS. seen effects (traps, spells)
  • Cannot be Blinded, Deafened or Incapacitated to use
  • Reckless Attack


  • Opt-in
  • Adv on all melee ATK rolls this turn
  • Adv for all creatures against you until your next turn
  • Extra Attack + Fast Movement


  • Two attacks when taking the Attack action
  • +10ft of movement
  • Feral Instinct


  • Adv on initiative rolls
  • If surprised, can act normally if you rage
  • Instinctive Pounce


  • Move up to 20ft when entering rage
  • Subclass

    Spirit Seeker


  • Beast Sense + Speak with Animals as rituals
  • Totem Spirit


  • Res to all DMG EXCEPT psychic
  • Aspect of the Beast


  • Adv on STR checks made to push, pull, lift or break objects
  • Class [Bard]

    Bardic Inspiration


  • BA
  • Target must be someone else
  • Can roll Bard Die and add it to an ability check, ATK roll or save
  • Uses = 2 [CHA mod]
  • Regain on LRest
  • 60ft (Seen Creature)
  • Jack of All Trades


  • Add PB halved [RD] to non-prof. skills
  • Song of Rest [d6]


  • Short Rest option
  • If anyone burns hit die to regain HP, SoR adds a d6 to the healing
  • Expertise


  • Choose 2 skill profs.
  • PB is doubled for skills chosen
  • Countercharm


  • Action
  • Lasts until the end of your next turn
  • 30ft range (Including self)
  • Adv for saves VS. Frightened and Charmed
  • Creature must be able to hear you
  • Ends when incapacitated, silenced, or voluntarily (no action required)
  • Subclass

    Guiding Whispers


  • Free Guidance cantrip
  • Range of 60ft
  • Spiritual Focus


  • Can use necklace as a spellcasting focus
  • When used to cast a spell that deals damage or restores HP, add 1d6 to the roll
  • Tales From Beyond


  • BA to burn a Bardic Inspiration
  • Roll bard die to determine tale (Reference Journal/5e.tools)
  • Action to target one creature within 30ft (including self)
  • May only hold one tale at a time
  • Resets on rest
  • Rerolling immediately ends previous tale's effects
  • Spirit Session


  • 1 hour
  • Can be done during SRest/LRest
  • Can be done w/a number of willing creatures = to PB
  • Spell must be of a level lower or equal to the number of creatures participating
  • Choose a spell from any class
  • Spell must be Divination or Necromancy
  • Spell lasts until next LRest
  • Race

    Breath Weapon


  • Action to exhale energy
  • Once per LRest/SRest
  • Acid DMG; 5 by 30ft line [DEX save]
  • DC = 16 [8 + CON + PB]
  • 4d6 DMG on fail, halved on success
  • Damage Resistance


  • RES to Acid DMG
  • Feats

    Well Connected


  • Can cast Sending/Message at will
  • Regains on SRest/LRest
  • Song of the Barbarian


  • Comes w/ Rage
  • 10ft range
  • One ally gains all of your Totem features
  • Once per LRest

  • Features & Traits
    Armor
  • Shield of Hurling [+3 AC]

  • Weapons
  • Indomitable Greataxe ⁕
  • Dagger
  • Javelin [3]
  • Quarterstaff that I always use mhm mhm

  • Items
  • Hunting Trap
  • Insignia of Claws ⁕?
  • Pocketwatch "Steve" Wizard ⁕
  • Nightgoggles ⁕
  • Hammered Copper Ring [+1 AC]
  • Wand of Wonder ⁕
  • Tree Stride Spell Potion
  • Two cloaks sewn together to fit the big boy [Green]
  • Bone necklace [Boar Rib]
  • Lyre

  • Equipment Copper: 8, Silver: 46, Electrum: 0, Gold: 2500, Platinum: 81 Money
    Cantrips
  • Cure Wounds [347651]
  • Mage Hand [478720]
  • Prestidigitation [479811]
  • Friends [478716]
  • Guidance [479799]

  • 1st LVL Spells
  • Feather Fall [479855]
  • Sleep [227402]
  • Animal Friendship [296695]
  • Command [479839]
  • Color Spray [479838]

  • 2nd LVL Spells
  • Hold Person [479925]
  • Aid [479897]

  • 3rd LVL Spells
  • Major Image [1039047]
  • Mass Healing Word [1039048]

  • Rituals
  • Speak with Animals [479885]
  • Beast Sense [184182]

  • Well Connected
  • Message [479807]
  • Sending [1192035]
  • Spellcasting
    Languages
    Common, Draconic

    Proficiencies
    Weapons: Simple weapons, Martial weapons
    Armor: Light Armor, Medium Armor, Shields
    Tools: Lyre and Lute

    Languages & Proficiencies
    Beef's upbringing has given him many unique traits, among which are...
  • Beef, no matter the circumstances, will always refuse to harm boars. Unless the situation is dire, he will refuse any product made by harming boars, and, by extension, pigs.

  • Personality Traits
    Beef has two ideals, which are working for the greater good and treating everyone with respect. Beef believes in the good of people, and he strives to help those he can, while he can.

    Ideals
    To most dragonborns, familial ties, whether through blood or word, are extremely important; Beef is no different. He keeps his home clan in high regard, as clear in the tone of his voice each time he regales the stories of his people. Beef's trust, once earned, can bond you to him for life.

    ... or so it was. Until his clan chose to attack his friend's home, and that naive loyalty shattered into a million tiny pieces, punting Beef into a panicked self-reflective episode that may or may not be resolved sometime in the future. Because we know Beef's M.O. when dealing with problems by now (:

    Bonds
    No one is perfect, including Beef, and among his flaws are...
  • Beef is quite clumsy, often bumping into objects unexpectedly. I mean, he is a big beefy boy. I hope you didn't expect him to be graceful.
  • Beef is often intentionally naive. Unless someone attacks him/someone he cares for outright, he's usually very trusting of others and willing to help them.
  • Beef has a deep respect for people or groups with authority/power. After all, they got that position for a reason, right? They wouldn't intentionally abuse that power in any way... right?
  • Beef has a pretty strong martyr complex. It's ride or die with him, and he would sacrifice himself without hesitation if he believed it was to save someone or if it was for the greater good.

  • 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

    Greataxe

    Weapon

    Common

    Heavy, 2-handed

    Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Martial Melee 1d12 Slashing

    Cost: 30 gp
    Weight: 7 lbs

    Dagger

    Weapon

    Common

    Finesse, light, thrown-range


    Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.


    Scratches trace along the jagged edges. The blade is yellowed, appearing and feeling like bone.

    Type Damage Damage Range
    Simple Melee 1d4 Piercing 20/60 ft

    Cost: 1 sp
    Weight: 1 lbs

    Javelin

    Weapon

    Common

    Thrown-range

    Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Melee 1d6 Piercing 30/120 ft

    Cost: 5 sp
    Weight: 2 lbs

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    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


     

    DnD 5e SRD

    Hunting Trap

    Adventuring Gear Common

    When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

    Cost: 5gp Weight: 25lbs


     

    The Zephyr Effect

    Pocket Watch Wizard

    Wondrous Item

    Very Rare

    As an action, you can activate this pocket watch and for 60 seconds, a disheveled looking wizard named Steve in a Spirit of Halloween costume will appear within 10 ft of the user. Steve goes after the user's intuitive count. Steve can make one attack on his turn (+5 to hit, DC 14). Steve has an AC of 12, 22 HP and a movement speed of 30ft. Steve has the following spells prepared  
    Cantrip Firebolt
    Level 1(4 slots) Magic Missile, Disguise Self, Feather Fall
    Level 2 (2 slots) Scorching Ray, Darkness
    Level 3 (1 slot) Fireball
        Once this property has been used, you can't use it again until the next dawn. If Steve is reduced to 0 HP, they will disappear and not return for 1d6 days


    The statblocks of your class features

    Barbarian

    While Beef had never been told what 'class' he'd been trained in exactly, his mentor had thought him the ways of the Barbarian. By summoning the well of anger which stirs deep, deep inside of him, Beef is able to enter the classic state of rage most barbarians are known for.
    hit dice: 1d12 per barbarian LVL
    hit points at 1st level: 12 + CON mod
    hit points at higher levels: 1d12 (or 7) + CON mod per barbarian LVL after 1st
    armor proficiencies: Light armor, medium armor, shields
    weapon proficiencies: Simple weapons, martial weapons
    tools: None
    saving throws: STR, CON
    skills: Animal Handling, Perception
    starting equipment:
    Beef carries a silver greataxe, handed to him by his mentor. A small dagger made of bone is also sheathed in his belt, and an explorer's pack is slung over his chest.
    spellcasting:
    class features:

    Rage

    In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

    While raging, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can’t cast them or concentrate on them while raging.

    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

    Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

    Unarmored Defense

    While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

    Reckless Attack

    Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

    Danger Sense

    At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

    You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

    Primal Path

    At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

    Extra Attack

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

    Fast Movement

    Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

    Feral Instinct

    By 7th level, your instincts are so honed that you have advantage on initiative rolls.

    Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

    Brutal Critical

    Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

    This increases to two additional dice at 13th level and three additional dice at 17th level.

    Relentless Rage

    Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

    Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

    Brutal Critical

    At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

    This increases to three additional dice at 17th level.

    Persistent Rage

    Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

    Brutal Critical

    At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

    Indomitable Might

    Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

    Primal Champion

    At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

    subclass options:

    Path of the Totem Warrior


    The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

    Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

    SPIRIT SEEKER

    Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.

    TOTEM SPIRIT

    At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

    Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

    Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

    Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

    Elk. While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

    Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

    Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

    ASPECT OF THE BEAST

    At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

    Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

    Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

    Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.

    Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

    Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).

    SPIRIT WALKER

    At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

    TOTEMIC ATTUNEMENT

    At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

    Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

    Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

    Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

    Tiger. While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

    Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

    LVLProf. BonusFeaturesRagesRage DMG
    1+2Rage, Unarmed Defense2+2
    2+2Reckless Attack, Danger Sense2+2
    3+2Primal Path3+2
    4+2Ability Score Improvement3+2
    5+3Extra Attack, Fast Movement3+2
    6+3Path Feature4+2
    7+3Feral Instinct4+2
    8+3Ability Score Improvement4+2
    9+4Brutal Critical (1d)4+3
    10+4Path Feature4+3
    11+4Relentless Rage4+3
    12+4Ability Score Improvement5+3
    13+5Brutal Critical (2d)5+3
    14+5Path Feature5+3
    15+5Persistent Rage5+3
    16+5Ability Score Improvement5+4
    17+6Brutal Critical (3d)6+4
    18+6Indomitable Might6+4
    19+6Ability Score Improvement6+4
    20+6Primal ChampionUnlimited+4

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Dragonborn

    Beef is a dragonborn, as shown clearly by the four horns that protrude from either side of his head, the copper sheen of his scales and the sharp teeth which show each time he talks. However, unlike some of his fellow dragonborn, Beef does not seem all that fussed about being unusual or dangerous-looking.
    ability score increase: STR +2, CHA +1
    age: 19
    alignment: Neutral Good
    Size: Medium
    speed: Walking 30ft
    Languages: Common, Draconic
    race features:

    Draconic Ancestry

    Of the Copper Dragon line, Beef's scales hide a metallic sheen- that is, until the sun hits them at just the right angle. Green traces the underside of his hardened scales.

    Breath Weapon

    As a Copper Dragon, Beef's breath weapon is a spray or splurge of acid he can use to burn his enemies.

    Stats:
    Range is 5 by 30ft line.
    DC (Dex.) is 8 + CON mod + Prof.
    Creature takes 2d6 damage on failed save, halved on a successful one.
    3d6 at 6th LVL
    4d6 at 11th LVL
    5d6 at 16th LVL


    Damage Resistances

    Beef is resistant to Acid type damage.
    "Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life."

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 30ft
    Duration 1 Minute
    Components V, S

    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.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    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.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB pg 230

    Cure Wounds

    1-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components VS

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    PHB

    Guidance

    0-level (Cantrip) Divination

    Casting Time 1 Action
    Range Touch
    Duration Concentration, up to 1 Minute
    Components V, S

    You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Class(es): Artificer, Cleric, Druid, Sorcerer (Divine Soul)

    PHB

    Message

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 120ft
    Duration 1 Round
    Components V, S, M
    Materials A short piece of copper wire

    You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Friends

    0-level (Cantrip) Enchantment

    Casting Time 1 Action
    Range Self
    Duration Concentration, up to 1 Minute
    Components S, M
    Materials a small amount of makeup applied to the face as this spell is cast

    For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Player's Handbook

    Sending

    3-level Evocation

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

    Level 1 Spells

    PHB

    Speak with Animals

    1-level Abjuration

    Casting Time 1 Action
    Range Self
    Duration 10 Minutes
    Components V, S

    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

    Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

    PHB

    Feather Fall

    1-level Transmutation

    Casting Time 1 reaction, which you take when you or a creature within 60 feet of you fall
    Range 60ft
    Duration 1 Minute
    Components V, M
    Materials a small feather or a piece of down

    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.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Seeker)

    Sleep

    1-level Enchantment

    Casting Time 1 action
    Range 90 feet
    Duration 1 minute
    Components V, S, M
    Materials A pinch of fine sand, rose petals, or a cricket

    This spell sends creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).   Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being Charmed aren't affected by this spell.
    At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

    Class(es): Bard, Sorcerer, Wizard

    Animal Friendship

    1-level Enchantment

    Casting Time 1 action
    Range 30ft
    Duration 24 hours
    Components V, S, M
    Materials A morsel of food

    This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your companions harms the target, the Spells ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.

    Class(es): Bard, Druid, Ranger

    PHB

    Command

    1-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration 1 Round
    Components V

    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

    • Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    • Drop: The target drops whatever it is holding and then ends its turn.
    • Flee: The target spends its turn moving away from you by the fastest available means.
    • Grovel: The target falls prone and then ends its turn.
    • Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Class(es): Cleric, Paladin, Bard (College of Glamour), Sorcerer (Divine Soul), Warlock (The Fiend)

    PHB

    Color Spray

    1-level Illusion

    Casting Time 1 Action
    Range Self (15ft cone)
    Duration 1 Round
    Components V, S, M
    Materials a pinch of powder or sand that is colored red, yellow, and blue

    dazzling array of flashing, colored light springs from your hand. Roll 6d10 ; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).   Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 2 Spells

    Beast Sense

    2-level Divination

    Casting Time 1 Action
    Range Touch
    Duration Concentration, up to 1 Hour
    Components S

    You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

    Class(es): Druid, Ranger, Barbarian (Path of the Totem Warrior)

    PHB

    Hold Person

    2-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a small straight piece of iron

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

    Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

    PHB

    Aid

    2-level Abjuration

    Casting Time 1 Action
    Range 30ft
    Duration 8 hours
    Components V, S, M
    Materials a tiny strip of white cloth

    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

    Class(es): Artificer, Cleric, Paladin, Sorcerer (Divine Soul)

    Level 3 Spells

    SRD

    Major Image

    3-level Illusion

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VSM
    Materials: A bit of fleece, or focus
    Duration: Concentration, up to 10 minutes
    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your Concentration.
    Available for: Bard, Sorcerer, Warlock, Wizard

    SRD

    Mass Healing Word

    3-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: V
    Duration: instantaneous
    As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 1d4 for each slot level above 3rd.
    Available for: Bard, Cleric

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

    Bone Necklace

    Generic Variant

    Common

    A small yet thick yellowed bone hangs from the thin, woven string.



    'Closer inspection shows it is a rib bone, taken from a boar. Light scratches can be seen over the bone's surface.'



    Created by

    AreSnakesSly.

    Statblock Type

    Character Sheet (latest)

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