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Thuldur

Kleriker 6 Class & Level
Background
Zwerg Race
Chaotisch Gut Alignment

Strength 14
+2
Dexterity 9
-1
constitution 14
+2
intelligence 9
-1
wisdom 20
+5
charisma 12
+1
Total Hit Dice 7
Hit Die
1d8+2
+3 proficiency bonus
+2 Strength
-1 Dexterity
+2 Constitution
-1 Intelligence
+8 Wisdom
+4 Charisma
saving throws
-1 Acrobatics
+5 Animal Handling
-1 Arcana
+5 Athletics
+5 Deception
+2 History
+8 Insight
+1 Intimidation
-1 Investigation
+8 Medicine
-2 Nature
+5 Perception
+1 Performance
+1 Persuasion
-1 Religion
-1 Sleight of Hands
-3 Stealth
+8 Survival
skills Schmieden: 3 Flötenspiel: 3 proficiencies

 
11
Armor Class
58
Hit Points
-1
Initiative
7,5m
Speed
Kriegshammer(Zweihändig) 1d20+5 1d10+2
Kriegshammer(Einhändig) 1d20+5 1d8+2
Leichte Armbrust (Zweihändig) 1d20+2 1d8
Streitkolben +2 (Einhändig) 1d20+7 1d6+2
Attacks
Gold: 44
Silber: 9
Kupfer: 9
XP: 19.885
Tagesrationen: 5
Inspiration: 1
Glückspunkte: 3
Proficiences
Berührungsangriff (Touch) | [1d20+8]
Berührungsangriff (Fernkampf) | [1d20+8]
Saving throw 14-17 (8+ Wis.Modi+Spell Lvl)
Spellcasting
Fellrüstung | AC 1 | Max. Dex: 2
Schild (Unequipped)| AC 2
Equipment
Glückspilz = 3 x pro Tag die Möglichkeit einen Würfelwurf nochmal auszuführen
Dunkelsicht: 18m

Rassenfähigkeit:
Zwergische Zähigkeit: +1TP pro Stufe

Klassenfähigkeit
Göttliche Macht:2 x Pro Tag
Untote Vertreiben/Zerstören
Schall/Blitzschaden als Maximum ausgeben anstatt zu würfeln
Blitzschlag = Bei Blitzschaden, Kreatur 3 Meter zurückstoßen

Zorn des Sturms: 5 x pro Tag als Reaktion auf einen Angriff gegen mich
2d8 Schall- oder Blitzschaden

Personality Traits

Heroes Enabled

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

DnD 5e SRD SRD

Warhammer

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Bludgeoning Versatile

Cost: 15 gp Weight: 2 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

Mace +2

Weapon

Varies +2 Magic

Type Damage Damage Range
Simple Melee 1d8+2 Bludgeoning


Weight: 4lb

DnD 5e SRD SRD

Hide Armor

Medium Armor Common

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Type AC STR Req. Stealth Dis. Properties
Medium 12 + Dex Modifier (max 2)

Cost: 10 gp Weight: 12 lb


 

Snakes & Saloons

Metal Shield

Adventuring Gear Uncommon

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 50gp Weight: 6lbs


 

The statblocks of your class features

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.  

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.   When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.   Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.   The Cleric

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity(1/rest), Divine Domain Feature 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Divinity (2/rest), Divine Domain Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1
 
 


Class Features

Divine Domain

Choose one domain related to your deity: Arcana, Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Time, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  

Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.   If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  

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.  

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Cleric Level Destroys Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.   If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
    • A shield and a holy symbol

     


    Spellcasting

    As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.  

    Cantrips

    At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

    Preparing and Casting Spells

    The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

    Spellcasting Ability

    Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

    Ritual Casting

    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

    Spellcasting Focus

    You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.


    Subclass Options

    Divine Domains


    In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.   Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.    

    Arcana Domain


    Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.   The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand.   Arcana Domain Spells
    Cleric Level Spells
    1st Detect Magic, Magic Missile
    3rd Magic Weapon, Nystul's Magic Aura
    5th Dispel Magic, Magic Circle
    7th Arcane Eye, Leomund's Secret Chest
    9th Planar Binding, Teleportation Circle
     

    Arcane Initiate

    When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.  

    Channel Divinity: Arcane Abjuration

    Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.   As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.   After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.   Arcane Banishment
    Cleric Level Banishes Creatures of CR...
    5th 1/2 or lower
    8th 1 or lower
    11th 2 or lower
    14th 3 or lower
    17th 4 or lower
     

    Spell Breaker

    Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.  

    Potent Spellcasting

    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

    Arcane Mastery

    At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.  

    Forge Domain


    The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.   Forge Domain Features
    Cleric Level Feature
    1st Domain Spells, Bonus Proficiencies, Blessing of the Forge
    2nd Channel Divinity: Artisan's Blessing
    6th Soul of the Forge
    8th Divine Strike (1d8)
    14th Divine Strike (2d8)
    17th Saint of Forge and Fire
     

    Domain Spells

    You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.   Forge Domain Spells
    Cleric Level Spells
    1st Identify, Searing Smite
    3rd Heat Metal, Magic Weapon
    5th Elemental Weapon, Protection from Energy
    7th Fabricate, Wall of Fire
    9th Animate Objects, Creation
     

    Bonus Proficiencies

    When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.  

    Blessing of the Forge

    At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.   Once you use this feature, you can’t use it again until you finish a long rest.  

    Channel Divinity: Artisan's Blessing

    Starting at 2nd level, you can use your Channel Divinity to create simple items.   You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.   The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.   The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.  

    Soul of the Forge

    Starting at 6th level, your mastery of the forge grants you special abilities:  
    • You gain resistance to fire damage.
    • While wearing heavy armor, you gain a +1 bonus to AC.
     

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Saint of Forge and Fire

    At 17th level, your blessed affinity with fire and metal becomes more powerful:  
    • You gain immunity to fire damage.
    • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
     

    Grave Domain


    Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.   Grave Domain Features
    Cleric Level Feature
    1st Domain Spells, Circle of Mortality, Eyes of the Grave
    2nd Channel Divinity: Path to the Grave
    6th Sentinel at Death's Door
    8th Potent Spellcasting
    17th Keeper of Souls
     

    Domain Spells

    You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.   Grave Domain Spells
    Cleric Level Spells
    1st Bane, False Life
    3rd Gentle Repose, Ray of Enfeeblement
    5th Revivify, Vampiric Touch
    7th Blight, Death Ward
    9th Antilife Shell, Raise Dead
     

    Circle of Mortality

    At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.  

    Eyes of the Grave

    At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

    Channel Divinity: Path to the Grave

    Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.   As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.  

    Sentinel at Death’s Door

    At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

    Potent Spellcasting

    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

    Keeper of Souls

    Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.  

    Knowledge Domain


    The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention.   Knowledge Domain Spells
    Cleric Level Spells
    1st Command, Identify
    3rd Augury, Suggestion
    5th Nondetection, Speak with Dead
    7th Arcane Eye, Confusion
    9th Legend Lore, Scrying
     

    Blessings of Knowledge

    At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.   Your proficiency bonus is doubled for any ability check you make that uses either of those skills.  

    Channel Divinity: Knowledge of the Ages

    Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.  

    Channel Divinity: Read Thoughts

    At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.   As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.   If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.   During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.  

    Potent Spellcasting

    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

    Visions of the Past

    Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.   Once you use this feature, you can’t use it again until you finish a short or long rest.   Object Reading. Holding an object as you meditate, you can see visions of the object’s previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.   Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.  

    Life Domain


    The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.   Life Domain Spells
    Cleric Level Spells
    1st Bless, Cure Wounds
    3rd Lesser Restoration, Spiritual Weapon
    5th Beacon of Hope, Revivify
    7th Death Ward, Guardian of Faith
    9th Mass Cure Wounds, Raise Dead
     

    Bonus Proficiency

    When you choose this domain at 1st level, you gain proficiency with heavy armor.  

    Disciple of Life

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

    Channel Divinity: Preserve Life

    Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.   As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.  

    Blessed Healer

    Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Supreme Healing

    Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.  

    Light Domain


    Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.   Light Domain Spells
    Cleric Level Spells
    1st Burning Hands, Faeire Fire
    3rd Flaming Sphere, Scorching Ray
    5th Daylight, Fireball
    7th Guardian of Faith, Wall of Fire
    9th Flame Strike, Scrying
     

    Bonus Cantrip

    When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.  

    Warding Flare

    Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

    Channel Divinity: Radiance of the Dawn

    Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.   As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.  

    Improved Flare

    Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.  

    Potent Spellcasting

    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

    Corona of Light

    Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.  

    Nature Domain


    Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.   Nature Domain Spells
    Cleric Level Spells
    1st Animal Friendship, Speak with Animals
    3rd Barkskin, Spike Growth
    5th Plant Growth, Wind Wall
    7th Dominate Beast, Grasping Vine
    9th Insect Plague, Tree Stride
     

    Acolyte of Nature

    At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.  

    Bonus Proficiency

    Also at 1st level, you gain proficiency with heavy armor.  

    Channel Divinity: Charm Animals and Plants

    Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.   As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.  

    Dampen Elements

    Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Master of Nature

    At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.  

    Tempest Domain


    Gods whose portfolios include the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.   Tempest Domain Spells
    Cleric Level Spells
    1st Fog Cloud, Thunderwave
    3rd Gust of Wind, Shatter
    5th Call Lightning, Sleet Storm
    7th Control Water, Ice Storm
    9th Destructive Wave, Insect Plague
     

    Bonus Proficiencies

    At 1st level, you gain proficiency with martial weapons and heavy armor.  

    Wrath of the Storm

    Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

    Channel Divinity: Destructive Wrath

    Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.   When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.  

    Thunderbolt Strike

    At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Stormborn

    At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.  

    Time Domain


    The gods of time are a fickle bunch, many of them being distant and out of sync with the general workings of the cosmos. To them time is not a mere linear transition from one moment to another, but a twisting and winding course barely comprehensible to the mortal mind. Clerics of these gods begin to get the smallest understanding of these cosmic secrets, and with great devotion, the smallest ability to manipulate them.   Time Domain Spells
    Cleric Level Spells
    1st Detect Magic, Expeditious Retreat
    3rd Hold Person, Gentle Repose
    5th Haste, Slow
    7th Divination, Freedom of Movement
    9th Hold Monster, Legend Lore
     

    Temporal Perception

    When you first take this domain you become more aware of the passage of time as it flow around you. You always know exactly what time it is, and you can perfectly estimate the passage of time. Should you travel to a different plane you instantly know if there is a difference in the passage of time and the difference in rate from the prime. Furthermore, when you roll Initiative you roll twice, and you may choose which of the two rolls you use.    

    Mender With Time

      Starting at 1st level you gain the slightest ability to manipulate time. By reversing the aging of an item you may return it to an undamaged state. Add the mending cantrip to your list of known cantrips if you do not already have it.

    Channel Divinity: Part the Mists of Time

    Beginning at 2nd level you may use your channel divinity ability to grant someone glimpses into the twisting possibilities of the future. For the next three turns they gain limited perception into the possibilities of fate. For the first two they gain Advantage on everything that they do. For the last turn the visions begin to break down, and for that turn they suffer Disadvantage on everything before shrugging off the visions.  

    Anchor In Time

    At 6th level you gain greater resistance against time manipulation. You are now immune to all forms of aging effects, and to the slow spell and similar effects. You also slow your metabolism greatly, massively extending your life span. You now age at 1/10th the normal rate for your race, and only need to eat and drink 1/10th the normal amount.  

    Temporal Distortion

    Starting at 8th level you may force all characters within 60ft to reroll their initiative. You may then choose which of the two rolls, this one or their previous one, they may use. Your own initiative is then set to 1. Once you end your turn the initiative starts over in the new order. You may use this ability once per long rest.  

    Reality Shift

    At 14th level you gain the ability to reorder past events more to your liking. As a standard action you may target a single object or character within 60 ft of you. The target temporally shifts to how they were at some points within 1 minute of when you used this ability. For a character this may adjust their hp, resource pool, etc. For just an object it may return it to a broken/mended state, return uses or charges, etc. The creature or object need not still exist as long as it was destroyed within 1 minute and you are within 60ft of where it was destroyed. This ability allows a Wisdom saving throw. Alternatively you may expend spells slots to extend how far back you may alter the item, according to the below chart. When you expend a spell slot in this way that spell slot becomes impossible to recover until the amount of time it allowed you to extend this ability by is reached naturally. So if you expended a 7th level spell slot to repair an artifact that was damaged 8 month ago, you may not regain that spell slot until 8 months have passed. The only limit to how many spell slots you can expend is the amount you have available. You may use this ability once per long rest, and should you use this ability on yourself you may not regain the use of reality shift from before you used it  
    Spell Slot Additional Minutes
    1st 5 minutes
    2nd 15 minutes
    3rd 30 minutes
    4th 1 hour
    5th 12 hours
    6th 1 day
    7th 1 month
    8th 1 year
    9th 1 decade
     

    Tides of Time

    At 17th level you master the ability to alter the ebb and flow of time in your vicinity. Add time stop to your list of Cleric spells. Furthermore you may, as a bonus action, initiate a time warp around yourself. This has a range of 30ft, centered on yourself and moves with you, and effects everyone in the radius with either the slow or haste spell, chosen by you when you initiate the effect. You are not affected by the spell, and you cannot stop someone within the radius from being affected. This ability requires concentration, does not allow for a save, and you can use it for as many turns as you have cleric levels. You may change between slow and haste as a bonus action. This effect does not allow a saving throw.    

    Trickery Domain


    Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.   Trickery Domain Spells
    Cleric Level Spells
    1st Charm Person, Disguise Self
    3rd Mirror Image, Pass Without Trace
    5th Blink, Dispel Magic
    7th Dimension Door, Polymorph
    9th Dominate Person, Modify Memory
     

    Blessing of the Trickster

    Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.  

    Channel Divinity: Invoke Duplicity

    Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.   As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.   For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.  

    Channel Divinity: Cloak of Shadows

    Starting at 6th level, you can use your Channel Divinity to vanish.   As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Improved Duplicity

    At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.    

    War Domain


    War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.   War Domain Spells
    Cleric Level Spells
    1st Divine Favor, Shield of Faith
    3rd Magic Weapon, Spiritual Weapon
    5th Crusader's Mantle, Spirit Guardians
    7th Freedom of Movement, Stoneskin
    9th Flame Strike, Hold Monster
     

    Bonus Proficiencies

    At 1st level, you gain proficiency with martial weapons and heavy armor.  

    War Priest

    From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

    Channel Divinity: Guided Strike

    Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

    Channel Divinity: War God’s Blessing

    At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Avatar of Battle

    At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
     

    Lucky

    You have inexplicable luck that seems to kick in at just the right moment.   You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.   You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.   You regain your expended luck points when you finish a long rest.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Hill Dwarf

    Ability Score Increase +2 Con, +1 Wis
    Size Medium
    Speed 25ft

    Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.   Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.   Dwarven Combat Training - You have proficiency with the battleaxe, hand-axe, throwing hammer, and war-hammer.   Tool Proficieney - You gain proficiency with the artisan's tools of your choice: smiths tools, brewer's supplies, or mason's tools.   Stonecunning - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Dwarven Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a leveI.

    Languages. Common, Dwarvish

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Light

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range Touch
    Duration 1 Hour
    Components V, S, M
    Materials a firefly or phosphorescent moss

    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell

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

    Sacred Flame

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S

    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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

    Spare the Dying

    0-level (Cantrip) Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

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

    Class(es): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Up to 1 Minute
    Components V

    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
    If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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

    Level 1 Spells

    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)

    Detect Poison and Disease

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials a yew leaf

    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)

    Detect Evil and Good

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S

    For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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

    Healing Word

    1-level Evocation

    Casting Time 1 Bonus Action
    Range 60ft
    Duration Instantaneous
    Components V

    A creature of your choice that you can see within range regains 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 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

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

    Sanctuary

    1-level Abjuration

    Casting Time 1 Bonus Action
    Range 30ft
    Duration 1 Minute
    Components V, S, M
    Materials a small silver mirror

    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

    Class(es): Artificer, Cleric, Paladin (Oath of Devotion), Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Raven Queen)

    Guiding Bolt

    1-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration 1 Round
    Components V, S

    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

    Class(es): Cleric, Sorcerer (Divine Soul), Warlock (The Celestial)

    Detect Magic

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S

    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.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

    Purify Food and Drink

    1-level Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Instantaneous
    Components V, S

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

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

    Shield of Faith

    1-level Abjuration

    Casting Time 1 Bonus Action
    Range 60ft
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials a small parchment with a bit of holy text written on it

    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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

    Protection From Evil and Good

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Up to Ten Minutes
    Components holy water or powdered silver and iron, which the spell consumes

    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Bless

    1-level Enchantment

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a sprinkling of holy water

    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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

    Bane

    1-level Enchantment

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a drop of blood

    Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Class(es): Bard, Cleric, Paladin (Oath of Vengeance), Sorcerer (Divine Soul)

    Create or Destroy Water

    1-level Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous
    Components V, S, M
    Materials a drop of water if creating water or a few grains of sand if destroying it

    You either create or destroy water.

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

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

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

    Cure Wounds

    1-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    Thunderwave

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cube)
    Duration Instantaneous
    Components V, S

    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Inflict Wounds

    1-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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

    Fog Cloud

    1-level Conjuration

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 1 Hour
    Components V, S

    You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

    Class(es): Druid, Ranger, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 2 Spells

    Enhance Ability

    2-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration Concentration, Up to 1 hour
    Components V, S, M
    Materials fur or a feather from a beast

    You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

    • Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
    • Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
    • Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    • Eagle's Splendor: The target has advantage on Charisma checks.
    • Fox's Cunning: The target has advantage on Intelligence checks.
    • Owl's Wisdom: The target has advantage on Wisdom checks.

    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.

    Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

    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)

    Gust of Wind

    2-level Evocation

    Casting Time 1 Action
    Range Self (60-foot line)
    Duration up to 1 Minute
    Components V, S, M
    Materials a legume seed

    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Blindness/Deafness

    2-level Necromancy

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

    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.

    Class(es): Bard, Cleric, Sorcerer, Wizard, Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend),

    Continual Flame

    2-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Until dispelled
    Components V, S, M
    Materials ruby dust worth 50 gp, which the spell consumes

    A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

    Class(es): Artificer, Cleric, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Find Traps

    2-level Divination

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.   This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

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

    Prayer of Healing

    2-level Evocation

    Casting Time 10 Minutes
    Range 30ft
    Duration Instantaneous
    Components V

    Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

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

    Calm Emotions

    2-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S

    You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.   You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.   Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

    Class(es): Bard, Cleric, Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Archfey)

    Shatter

    2-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S, M
    Materials a chip of mica

    A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's 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.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Locate Object

    2-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials a forked twig

    Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.   The spell can locate a specific object known to you, as long as you have seen it up close — within 30 feet — at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.   This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger, Wizard, Artificer (Archivist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    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)

    Gentle Repose

    2-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration 10 Days
    Components V, S, M
    Materials a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

    You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.   The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead

    Class(es): Cleric, Wizard, Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Lesser Restoration

    2-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

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

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    Warding Bond

    2-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration 1 Hour
    Components V, S, M
    Materials a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration

    This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.   The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. Learned By

    Class(es): Cleric, Artificer (Battle Smith), Paladin (Oath of the Crown), Sorcerer (Divine Soul)

    Protection From Poison

    2-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration 1 Hour
    Components V, S

    You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

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

    Silence

    2-level Illusion (ritual)

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, Up to Ten Minutes
    Components V, S

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

    Class(es): Bard, Cleric, Ranger, Druid (Circle of the Land (Desert)), Monk (Way of Shadow), Sorcerer (Divine Soul), Warlock (The Raven Queen), Warlock (The Undying)

    Augury

    2-level Divination

    Casting Time 1 Minute
    Range Self
    Duration Instantaneous
    Components V, S, M
    Materials specially marked sticks, bones, or similar tokens worth at least 25 gp

    By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

    • Weal, for good results
    • Woe, for bad results
    • Weal and woe, for both good and bad results
    • Nothing, for results that aren't especially good or bad
    The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

    Class(es): Cleric, Barbarian (Path of the Ancestral Guardian), Sorcerer (Divine Soul)

    Spiritual Weapon

    2-level Evocation

    Casting Time 1 Bonus Action
    Range 60ft
    Duration 1 Minute
    Components V, S

    You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.   As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.   The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.

    Class(es): Cleric, Paladin (Oath of Conquest), Sorcerer (Divine Soul), Warlock (The Raven Queen)

    Zone of Truth

    2-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration 10 Minutes
    Components V, S

    You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

    Class(es): Bard, Cleric, Paladin, Sorcerer (Divine Soul), Ranger (Monster Slayer)

    Level 3 Spells

    Water Walk

    3-level Transmutation (ritual)

    Casting Time 1 Action
    Range 30 ft.
    Duration 1 hour
    Components V, S, M
    Materials A piece of cork

    This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

    Class(es): Cleric, Druid, Ranger, Sorcerer

    Bestow Curse

    3-level Necromancy

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

    You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:  

    • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
    • While cursed, the target has disadvantage on attack rolls against you.
    • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
    • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
      A Remove Curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.
    At higher levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

    Class(es): Bard, Cleric, Wizard

    Remove Curse

    3-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

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

    Class(es): Cleric, Paladin, Warlock, Wizard

    Glyph of Warding

    3-level Abjuration

    Casting Time 1 hour
    Range Touch
    Duration Until dispelled or triggered
    Components V, S, M
    Materials Incense and powdered diamond worth at least 200 gp, which the spell consumes

    When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.   If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose explosive runes or a spell glyph.   Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.   Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

    Class(es): Bard, Cleric, Wizard

    Clairvoyance

    3-level Divination

    Casting Time 10 minutes
    Range 1 mile
    Duration Concentration, 10 Minutes
    Components V, S, M
    Materials A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing

    You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.   When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

    Class(es): Bard, Cleric, Sorcerer, Wizard

    Beacon of Hope

    3-level Abjuration

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

    This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

    Class(es): Cleric

    Dispel Magic

    3-level Abjuration

    Casting Time 1 Action
    Range 120 ft.
    Duration Instantaneous
    Components V, S

    Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

    Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

    Mass Healing Word

    3-level Evocation

    Casting Time 1 Bonus Action
    Range 60 ft
    Duration Instantaneous
    Components V

    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.

    Class(es): Cleric

    Meld Into Stone

    3-level Transmutation (ritual)

    Casting Time 1 Action
    Range Touch
    Duration 8 hours
    Components V, S

    You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.   While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.   Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

    Class(es): Cleric, Druid

    Create Food and Water

    3-level Conjuration

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

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

    Class(es): Cleric, Paladin

    Call Lightning

    3-level Conjuration

    Casting Time 1 Action
    Range 120 ft.
    Duration Concentration, 10 Minutes
    Components V, S

    A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).   When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
    At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

    Class(es): Druid

    Sleet Storm

    3-level Conjuration

    Casting Time 1 Action
    Range 150 ft.
    Duration Concentration, 1 Minute
    Components V, S, M
    Materials A pinch of dust and a few drops of water

    Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.   The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.   If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

    Class(es): Druid, Sorcerer, Wizard

    Spirit Guardians

    3-level Conjuration

    Casting Time 1 Action
    Range Self (15 ft. radius)
    Duration Concentration, 10 Minutes
    Components V, S, M
    Materials A holy symbol

    You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.   When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

    Class(es): Cleric

    Magic Circle

    3-level Abjuration

    Casting Time 1 Minute
    Range 10 ft.
    Duration 1 hour
    Components V, S, M
    Materials Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

    You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.   Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

    • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
    • The creature has disadvantage on attack rolls against targets within the cylinder.
    • Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
    When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

    Class(es): Cleric, Paladin, Warlock, Wizard

    Protection From Energy

    3-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Concentration, 1 hour
    Components V, S

    For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

    Class(es): Cleric, Druid, Ranger, Sorcerer, Wizard

    Daylight

    3-level Evocation

    Casting Time 1 Action
    Range 60 ft
    Duration 1 hour
    Components V, S

    A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.   If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.   If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

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

    Animate Dead

    3-level Necromancy

    Casting Time 1 Minute
    Range 10 ft.
    Duration Instantaneous
    Components V, S, M
    Materials A drop of blood, a piece of flesh, and a pinch of bone dust

    This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).   On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

    Class(es): Cleric, Wizard

    Feign Death

    3-level Necromancy (ritual)

    Casting Time 1 Action
    Range Touch
    Duration 1 hour
    Components V, S, M
    Materials A pinch of graveyard dirt

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

    Class(es): Bard, Cleric, Druid, Wizard

    Sending

    3-level Evocation

    Casting Time 1 Action
    Range Unlimited
    Duration 1 round
    Components V, S, M
    Materials A short piece of fine copper wire

    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.

    Class(es): Bard, Cleric, Wizard

    Revivify

    3-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Diamonds worth 300 gp, which the spell consumes

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

    Class(es): Cleric, Paladin

    Tongues

    3-level Divination

    Casting Time 1 Action
    Range Touch
    Duration 1 hour
    Components V, M
    Materials A small clay model of a ziggurat

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

    Class(es): Bard, Cleric, Sorcerer, Warlock, Wizard

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

    Common Clothes

    Adventuring Gear Common

    Cost: 5 sp Weight: 3 lb


     

    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


     

    Bedroll

    Adventuring Gear Common

    Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.

    Cost: 1 gp Weight: 7 lb


     

    PHB, page 153. Available in the SRD.

    Hempen Rope (50 ft.)

    Adventuring Gear Varies

    Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

    Cost: 1 gp Weight: 10 lbs


     

    DnD 5e SRD

    Waterskin

    Adventuring Gear Common

    A waterskin can hold 4 pints of liquid.

    Cost: 2sp Weight: 5lb


     

    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: 5 sp Weight: 1 lb


     

    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


     

    SRD

    Potion of Climbing

    Potion Common

    When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.


     

    Heiliges Symbol (Thors Hammer)

    Spellcasting Focus

    Varies

    Zauberfokus für Anhänger der Gottheit Thor


    Reisegeschirr

    Adventuring Gear

    Varies Requires Attunement

    Ein Set Reisegeschirr (Messer, Löffel, Gabel, Teller, Becher, Topf, Pfanne)


    Metallurne mit der Asche eines Helden (Brand Schwertrufer)

    Adventuring Gear

    Varies

    Metallurne mit der Asche eines Helden (Brand Schwertrufer)


    Wein, elfisch

    Trade Good

    Varies

    1 Flasche elfischer Wein


    Beutel mit feiner Seife

    Trade Good

    Varies

    Ein Beutel mit feiner Seife


    Beutel mit Silberkugeln

    Trade Good

    Varies

    Ein Beutel mit Silberkugeln


    Sunshinebox

    Wondrous Item

    Varies

    Licht

    Eine kleine Box der ein permanentes Licht inne wohnt. Geöffnet wirkt die Box wie der Zauber "Licht". Kann durch den Zauber "Magie Bannen" zerstört werden.


    Book of Missspells Vol. 2

    Wondrous Item

    Rare Spellcaster only

    Can cast 1 Spell per Day

    This Tome appears to contain the Spells:
    Burning Hands, Ray of Sickness, Grease, Arcane Hand, Blure, Crown of Madness and Fireball.
    When a spell ist cast, the DM reveals it´s true nature:

    Burning Hands = Turning Hands:
    Wisdom Save DC: 15
    Targets Hands to rotate for 3 rounds on a success,
    the spell rebounds to the caster on a fail.
    This causes disadvantage to slight of Hand and Attack rolls.

    Ray of Sickness = Ray of Sockness:
    Choose three targets within 60ft who must succeed a wisdom save DC 13 or be transformed into a smelly old Sock for 1 Round.

    Grease = Geese:
    You summon 2d4 angry Geese for 1 minute. They attack at random.

    Arcane Hand = Arcane Band:
    Creats a magical One-Man Band for 10 minute.

    Blure = Blurt:
    Target must succeed a wisdom save DC 16 or immediatly say something embarrasing and suffer 1 phychic damage.

    Crown of Madness = Gown of Madness
    You find yourself wearing a ridiculously Patterned Dress with clashing colours. Whar were you thinking?!

    Fireball = Furball
    You cough up a Furball with 60ft range, which then explodes in a 20ft sphere.


    Rubin

    Trade Good

    Varies

    Kastanien groß


    Unbekannter Gürtel

    Wondrous Item

    Varies

    Vom Endkampf gegen den Dämonenhund



    Created by

    Thuldur.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed