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Zafrouaeune

Cleric 9 Class & Level
Soup Background
Argonian Race
NE Alignment

Strength 14
+2
Dexterity 9
-1
constitution 14
+2
intelligence 9
-1
wisdom 16
+3
charisma 15
+2
Total Hit Dice 9
Hit Die
1d8+2
+4 proficiency bonus
+2 Strength
-1 Dexterity
+2 Constitution
-1 Intelligence
+6 Wisdom
+5 Charisma
saving throws
-1 Acrobatics
+3 Animal Handling
-1 Arcana
+2 Athletics
+2 Deception
-1 History
+6 Insight
+2 Intimidation
-1 Investigation
+6 Medicine
-1 Nature
+3 Perception
+2 Performance
+5 Persuasion
+2 Religion
-1 Sleight of Hands
-1 Stealth
+3 Survival
skills Persuasion - Insight - Medicine - Religion     Feat - Warcaster proficiencies

 
18
Armor Class
71
Hit Points
-1
Initiative
30
Speed
+1 Lightning Warhammer 1d20+7 1d8+2+1d4 [1d10+2 +1d4]
Light Crossbow 1d20+4 1d8
Attacks
Light Armor, Medium Armor, Shields, Heavy Armor
Simple weapons, Martial weapons,


Common - Draconic - Sylvain
Make lobsters horny on command
Proficiences
8 + Proficiency(3) + Wisdom(3) = Save DC(15)
Proficiency(4) + Wisdom(3) = AT modifier(7)
Spellcasting
+1 lightning warhammer, chain mail, light crossbow, 20 bolts, Priests Pack, Shield, Armor of glimmer (chainmail)

Golden Eye Ring - Bonus action= True sight, blind sight, and dark vision up to 120 ft in any direction. You may use this 3 times per dawn


0 Greater Healing 4d4+4
3 Healing 2d4+2
0 Superior Healing 6d
Equipment
Caring, Supportive.
Personality Traits
Poseidon
Bonds
Draconic Ancestry - Bronze
Breath weapon - Lightning 5 by 30 ft. line (Dex. Save

Warcaster - You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have
weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack
from you, you can use your reaction to cast a spell at the creature, rather
than making an opportunity attack. The spell must have a casting time of
1 action and must target only that creature.
Features & 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

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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

Cost: 10 gp Weight: 6 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


 

DnD 5e PHB

Priest's Pack

Adventuring Gear Common

Backpack,blanket,candle (10),tinderbox,alms box,block of incense (2),censer,vestments,rations (2),waterskin

Cost: 19gp Weight: 24 lbs


 
[block: 590493   ]

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

Proficiences

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

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 armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol


Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cleric (Tempest Domain)


Hit Points

Hit Dice: d8 per Cleric (Tempest Domain) level
Hit Points at first Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier

Proficiences

Armor: All armor and shields
Weapons: All simple and martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

See JoCat's guide to the cleric for dungeons and dragons 5th edition


Class Features

Divine Domain: Tempest   Channel Divinity: at 2nd level you gain the channel divinity feature, with at least two effects, turn undead and another determined by your subclass. You must finish a long rest before you regain use of Channel Divinity again. At 6th level. You can use channel divinity twice between long rests and 3 times between lon rests at 18th level.   Channel Divinity: Turn Undead: as a action, you present your holy symbol and every undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If it fails, it is turned for one minute or until it takes damage. A turned creature must spend its action fleeing from you in the quickest route possible and cant willingly move to a space within 30 feet of you. The creature can only take the dash action ir dash action if movement is impossible.   ASI's at 4th, 8th, 12th, 16th and 19th level   Destroy Undead: At 5th level, if an undead creature fails its saving throw against turn undead, it is instantly destroyed if its CR is at or below a specified threshold. 5th = 1/2 or lower, 8th = 1 or lower, 11th = 2 or lower, 14th= 3 or lower, 17th = 4 or lower.   Divine Intervention: at 10th level, roll a d20. If you roll a number equal or lower to your Cleric level, your deity intervenes. You can make a request, but ultimately, the DM describes the nature of the effect, such as a spell. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you decant use it again until you complete a long rest. At 20th level, your call for intervention always succeeds


Starting Equipment

You start with the following equipment in addition to equipment granted by your background: (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priests pack or (b) an explorers pack   Additionally, you can choose tour starting gear from 5d4 × 10 gp   A shield and holy symbol also included no matter what


Spellcasting

Wisdom is spellcasting modifier. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your wisdom modifier.   Cantrips: You know three cleric cantrips at level 1 (and any other obtained through other methods) and learn more at levels 4 and 10.   Preparing Cleric Spells: You can prepare a number of cleric spells equal to your Cleric level + Your Wisdom modifier.   Ritual Casting: You can cast a cleric spell as a ritual if the spell has the ritual tag and you have it prepared.   Spellcasting Focus: You can use a holy symbol as your spellcasting focus.


Subclass Options

Tempest Domain:   Domain Spells: 1st level: Fog Cloud, Thunderwave 2nd level: Gust of Wind, Shatter 3rd Level: Call Lighting, Sleet Storm 4th Level: Control Water, Ice Storm 5th Level: Destrutive Wave, Insect Plague   Bonus Proficiencies: martial weapons, and heavy armor Expanded Spell List: Any spell that deals either only lightning damage or thunder damage is added to your cleric spell list.   Wrath Of The Storm: at 1st level, whenever a creature hits you with an attack, you can use your reaction to cause the creature to make a dexterity saving throw or take 2d8 lightning damage on a failed save or half as much in a success. This damage increase by 1d8 at 5th, 11th, and 17th level. You can use those feature a number of times equal to your Wisdom modifer and regain all expended uses when you finish a long rest.   Channel Divinity: Destructive Wrath: starting a second level, when you roll for lightning or thunder damage, you can instead 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.   Divine Strike: At 8th level, 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 or lightning damage to the target. When you reach 14th level, the damage increase to 2d8.   Stormborn: at 17th level, you gain immunity to lightning and thunder damage and gain a flying speed of 60 feet when indoors or underground and 120 feet when outdoors

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn

Ability Score Increase +2 Str, +1 Cha
Size Medium
Speed 30ft.

Basic informations

Lore

Dragonborn exhibited many draconic features, including a scaly hide, a large muscular body, the capacity to use a breath weapon, and resistance to the same elemental energy they can breathe, thanks to their draconic heritage. Because of thousands of years of interbreeding, the scales a dragonborn wore were scarlet, gold, rust, ochre, bronze, or brown in hue, though a few dragonborn with an stronger draconic heritage had scales resembling those of true dragons. The color of their scales bore little correlation to a dragonborn's draconic heritage, however.   Honorable warriors, with only one priority standing above their companions and their honor. This priority is a good name of their Clan. For Dragonborn clan is a family that he chooses voluntarily. Some Dragonborn stay in the clan in which they hatched for their entire lives, while others may change they clan several times. But those changes are never made without strong reasoning.   Dragonborn most commonly live their lives between other races, with the notable exception of a big community centered around Lochyokan - the Lake of Scales.

Age

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use your breath weapon number of times equal to your Constitution modifier (a minimum of 1). After you use your breath weapon set number of times, you can't use it again until you complete a long rest.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
 

Languages. Common, Draconic


DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules, pg. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration 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

PHB

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60 feet
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. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Cleric

Saving ThrowDexterity
1d8 Radiant Damage

Lightning Lure

0-level (Cantrip) Evocation

Casting Time 1 action
Range 15 ft.
Duration Instantanious
Components V

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard

XGtE P. 171

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M
Materials: a holy symbol
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Cleric

Level 1 Spells

Basic Rules, pg. 250

Healing Word

1-level Evocation

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

Damage Type: Healing   Saving Throws: None   Description: 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, Alchemist

Player's Handbook

Shield of Faith

1-level Abjuration

Casting Time 1 bonus action
Range 60ft
Duration Concentration, 10 minutes
Components Verbal, Somatic, Material
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, War Domain

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)

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)

Player's Handbook

Fog Cloud

1-level Conjuration

Casting Time 1 action
Range 120 feet
Duration Concentration, 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

PHB

Bless

1-level Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, 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 nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Cleric, Paladin

Attack Roll or Saving Throw+ 1d4

Level 2 Spells

Grimlore's Grimoire

Divine Ward

2-level Abjuration

Casting Time 10 Minutes
Range Touch
Duration 24 Hours
Components V, S, M
Materials some hair, fingernail clippings, or other piece of the creature’s body

You place your hand upon a willing creature and create a magical bond between you and your target. For the next 24 hours, any spell with a range of touch that you cast upon the target can be cast from up to 30 feet away.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range increases by 5 feet for each slot level above 2nd.

Class(es): Cleric, Paladin

PHB

Scorching Ray

2-level Evocation

Casting Time 1 Action
Range 120 feet
Duration Instantaneous
Components V S

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

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

Ranged Spell Attack 2d6 Fire Damage

PHB

Spiritual Weapon

2-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
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 St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Class(es): Cleric

Bonus ActionMelee Spell AttackRange: 20 feet
1d8 + Spellcasting Ability ModifierForce Damage

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

Level 3 Spells

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)

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)

Grimlore's Grimoire

Sacred Ward

3-level Abjuration

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 minute
Components V, S, M
Materials A piece of cloth

You place a divine ward with three charges on a creature of your choice that you can see within range. After the target takes damage, it regains hit points equal to 2d8 + your spellcasting ability modifier, and the ward loses one charge.   Once the target is healed, the ward jumps up to 30 feet to another creature of your choice. After the ward loses all of its charges, the spell ends. 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 ward gains one additional charge for each slot level above 3rd.

Class(es): Cleric, Warlock, Wizard

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

Xanathar's Guide to Everything

Thunder Step

3-level Conjuration

Casting Time 1 action
Range 90 feet
Duration Instantaneous
Components V

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds. and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.


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

Class(es): Wizard

TCoE P.108

Spirit Shroud

3-level Necromancy

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You call forth spirits of the dead, which lit around you for the spell’s duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1*D8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

Level 4 Spells

Ice Storm

4-level Abjuration

Casting Time 1 Action
Range 300ft
Duration Instantaneous
Components V, S, M

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)

Control Water

4-level Transmutation

Casting Time 1 Action
Range 300ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a drop of water and a pinch of dust

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

  • Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.   If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.   The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.  
  • Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.  
  • Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.  
  • Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.   When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.   The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

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

Divination

4-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V, S, M
Materials incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.   The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Class(es): Cleric, Druid (Circle of the Land (Forest)), Druid (Circle of the Land (Grassland)), Sorcerer (Divine Soul),

Level 5 Spells

Player's Handbook

Destructive Wave

5-level Abjuration

Casting Time 1 action
Range Self (30-foot radius)
Duration Instantaneous
Components V

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 force (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Class(es): Paladin

Player's Handbook

Destructive Wave

5-level Abjuration

Casting Time 1 action
Range Self (30-foot radius)
Duration Instantaneous
Components V

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 force (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Class(es): Paladin

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


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BabaBinkie.

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Character Sheet (Legacy)

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