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Gatrie Salgado

Glamour Bard 6 Class & Level
Soldier Background
Warforged Race
Neutral Good Alignment

Strength 14
+2
Dexterity 8
-1
constitution 14
+2
intelligence 10
+0
wisdom 13
+1
charisma 16
+3
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+2 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+1 Arcana
+5 Athletics
+4 Deception
+3 History
+4 Insight
+6 Intimidation
+1 Investigation
+2 Medicine
+1 Nature
+2 Perception
+9 Performance
+9 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills

 
12
Armor Class
45
Hit Points
+0
Initiative
30
Speed
Knuckles 1d20+5 1d6+2
Hay Maker 1d20+5 1d8+2
Attacks
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Brewing Kit, Poker Set, Land Vehicles, Voice, Boombox Pecks, Harmonica
Languages: Common, Warforged Interface
Proficiences
Leather Armor, Dagger, Entertainer's Pack, Harmonica, Rank Insignia, Trophy, Deck of cards, Set of common clothes, belt pouch, brewing kit, Journal (Brew Log),

GP: 3
Equipment
Peaceful, Calm, Cool headed.
Personality Traits
Funkiness, Peace, Power of the People
Ideals
His old unit, The Copper.
Bonds
Height: 6 ft, 7 in.
Weight: 306 lbs.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Bard


Hit Points

Hit Dice: d8 per Bard 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
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Starting Equipment

You start with the following equipment in addition to the equipment you get from your background   (a) a rapier, or (b) a longsword, or (c)and simple weapon (a) a diplomats pack or (b) an entertainers pack (a) a lute or (b) any other musical instrument leather armour and a dagger


Spellcasting

You have learnt to untangle and reshape the fabric of reality in harmony with your wishes and music. your spells are part of your vast repertoire, magic that you can tune to different situations.

Bard, College of Glamour


Hit Points

Hit Dice: d8 per Bard, College of Glamour level
Hit Points at first Level: 8 + CON mod
Hit Points at Higher Levels: 1d8+ CON mod

Proficiences

Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: DEX, CHA
Skills: Choose any three

Class Features

Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.   Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.   Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.   Bard College At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.   Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.   Ability Score Increase 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 s cores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses o f Bardic Inspiration when you finish a short or long rest.   Countercharm At 6th level, you gain the ability to use musical notes or words o f power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end o f your next turn. During that time, you and any friendly creatures within 30 feet o f you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).   Magical Secrets By 10th level, you have plundered magical knowledge from a w ide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be o f a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level.   Superior Inspiration At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


Starting Equipment

• (a) a rapier, (b) a longsword, or (c) any simple weapon • (a) a diplomat’s pack or (b) an entertainer's pack • (a) a lute or (b) any other musical instrument • Leather armor and a dagger


Spellcasting

Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.   Spell Slots The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.   Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells o f your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance o f your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier   Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag.   Spellcasting Focus You can use a musical instrument as a spellcasting focus for your bard spells


Subclass Options

College of Glamour

  Mantle of Inspiration When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.   Enthralling Performance Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.   Mantle of Majesty At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest.   Unbreakable Majesty At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dwarf

Ability Score Increase +1 Con
Size Medium
Speed 25ft

Slow and Steady. Your speed is never reduced by wearing heavy armor.   Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.   Dwarven Resilience. You have advantage on saving throws against poison and have resistance against poison damage.   Dwarven Combat⁠ Training. You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.   Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's 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.   Heritage. Dwarves come from a number of traditions and backgrounds, each named after a type of stone or metal. These heritages set dwarves slightly apart from one another, giving them slightly different abilities from one another. Choose a heritage for your dwarf.  

Basalt

Basalt dwarves are known for their stern, no-nonsense natures. They are often seen as the prototypical dwarf: interested in craft, but not beholden to it; orderly and law-abiding, but more than willing to relax with a good beer and brawl; desiring gold and profit, but rarely putting it before their reputation; militaristic and stoic, but not violent or imperialistic. Basalt dwarves are the most common dwarven heritage in the Sora, with most realms that contain dwarf natives having at least one region populated by basalt dwarves.   Ability Score Increase. Your measured, reasoned approach to life has left you insightful and perceptive. Your Wisdom increases by 2.   Dwarven Toughness. Your hit point maximum increases by 1 and it increases by 1 every time you gain a level.  

Gold

Dwarves are renowned for the quality of their crafts, a reputation that is well earned. Gold dwarves leverage this distinction to the fullest, taking trade goods across the Sora and selling them for a tidy profit. They then purchase local goods such as spices, dyes, or fabrics and bring them back to their homes to make even more profit. This life of trade and hauling often brings them into contact with far more outsiders than most dwarves, giving them a cosmopolitan outlook. Their frequent travel to foreign lands means they must often negotiate with officials, guards, and local merchants.   Ability Score Increase. Your constant exposure to bartering and haggling has given you insight into social situations. Your Charisma increases by 2.   Mercantile Savvy. You have advantage on any ability checks to determine the value of any mundane good. In addition, you have advantage on Persuasion or Deception checks related to trade.  

Granite

Many dwarves see stone as more than merely a source of shelter and materials. Gods of stone, mountains, and the earth play major roles in most dwarven pantheons, but granite dwarves take their reverence for stone a step beyond religious observance. To them, stone is the very core of a dwarf's being, serving as a representation of their very souls. The immutable and unmovable, standing as firm as a mountain, examining the philosophical implications and meaning of stone and stonecraft.   Ability Score Increase. You have spent time in deep contemplation, considering stone. Your Wisdom increases by 2.   Stonecunning. Your oneness with the stone allows you to tell when something is out of place. You receive advantage on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever you pass within 10 feet of them, whether or not you are actively looking.   Stonesoul.: Granite dwarves are as immutable as very earth itself. You have advantage on saving throws against becoming petrified or stunned or being polymorphed.  

Iron

Many dwarves are known for their ability to endlessly toil in intensely physically demanding professions. Whether it be spending hours swinging a pickaxe in a mine, working the bellows in a smelter or forge, carving rock blocks for building, or hauling heavy loads, these dwarves seem to live only for work. Those with such commitment to labor are known as iron dwarves and are often considered a vital aspect of any dwarven society. While their labor is often considered base or simple, they usually perform it without complaint. Iron dwarves are used to coming home sore, muscles aching from constant use over long shifts at their profession.   Ability Score Increase. You are strong and hearty through long hours of toiling. Your Strength increases by 2.   Tireless. You are well used to long hours of backbreaking work, making even the most exhausting tasks seem trivial to you. You gain advantage on all saving throws against effects that would leave you fatigued or exhausted. If the effect would not normally allow a saving throw, you may make a Constitution save with a DC equal to 10 + the level of the source causing the effect to avoid the condition entirely. If you do become fatigued or exhausted, the condition only lasts half as long.  

Lead

Plumbing the depths of the earth can uncover great riches, but it is also full of dangers. Cave-ins, earthquakes, encounters with subterranean monstrosities, and inadvertent breaches of magma pockets are only some of the threats that face remote settlements. When calamity does strike, the inhabitants can be cut off from the outside world entirely. While most eventually succumb to starvation or disease, some incredibly hearty groups manage to cling to existence. Without access to full settlements, these dwarves must scrape and scrounge to survive. It can take years or even generations before these isolated pockets finally manage to reconnect with their societies. These so-called lead dwarves often find the surface world a strange, unbearable place after their lengthy time sealed underground.   Ability Score Increase. Your upbringing full of strife and hardship increases your Constitution by 2 (for a total increase of 3).   Cave Adaption. You have spent such an extended period of time underground relying on your natural darkvision that the light of day is nearly blinding to you. You have disadvantage on all saving throws, attack rolls, and skill checks when exposed to bright light.   Cave Dweller. The subterranean world is harsh and inhospitable. Despite this, you learned all the tricks to survive the deepest depths for extended times. You have advantage on Survival checks made underground.   Undying. Many people believe the afterlife is deep underground. If so, you've been there and come back. You have advantage on saving throws against any effect which would kill you outright. Additionally, attacks made against you when you are at 0 hit points do not automatically cause a failed death save, but rather cause you to make a normal death saving throw.  

Magma

In search of great rewards, many dwarves take heavy risks. Some may live on the rim of active volcanoes, mining out valuable ore ejected by previous eruptions, others dig ever deeper into tunnels that connect to Hell in search of rare gems and metal, and a few traverse the edges of the Sora seeking unknown realms ripe for exploitation. Those who survive these constant gambles have either come to understand the dice rolls of the gods or are looked favorably upon by some power or another. For many dwarven societies, it is these magma dwarves who have spearheaded their expansion into the Sora.   Ability Score Increase. You know that the odds are stacked against you and have become content with that fact. Your stoic approach to any risk increases your Wisdom by 2.   Reckless. As long as the reward is big enough, any risk is worth facing. Whether it's making an unorthodox move in combat or trying an untested solution to a problem, you are able to take a chance at achieving stunning success. Before you make any attack roll, ability check, or saving throw, you may call evens or odds. If the unmodified result of the roll matches your call, you receive a +4 bonus to the roll; otherwise, you take a -2 penalty. You may use this feature three times and regain all uses when you take a long rest.   Lucky. You have the Lucky feat.  

Obsidian

While most dwarves are known for their highly ordered, civilized societies, obsidian dwarves thrive on combat and chaos. Whether they emerge from tunnels secretly dug beneath vulnerable towns, sail shallow-hulled longboats to pillage ports, or ride warbears down the side of a mountain to sweep the countryside, these dwarves are barbarians in the most classic sense. Most obsidian dwarves come from societies which place an emphasis on martial culture and a dwarven right to the bounty of the earth. As such, they consider precious metals, gems, and even crops to be theirs, to be reclaimed from those who unjustly took them.   Ability Score Increase. The tough, raiding lifestyle of the obsidian dwarves increases your Strength by 2.   Fearless. A rush of adrenaline surges through you whenever you step into a dangerous situation. You gain advantage on all saving throws against fear effects.   Ferocity. You are able to push yourself beyond where most others can. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.  

Platinum

Contrary to the tendency of dwarves to dig deep into the earth, platinum dwarves make their homes in the highest mountain peaks. Often seeing themselves as a class apart from other dwarves, the platinum dwarves often live greatly separated from other races and dwarves. At these heights, they are free to carve great monuments, engineer incredible marvels, and otherwise pursue their goals without interference from most others. The biggest threats among the peaks are finding a foothold and high flying creatures such as dragons or rocs. Platinum dwarves must thus keep one eye on the sky and one eye on the ground.   Ability Score Increase. Years of navigating loose, craggy peaks and balancing on narrow ledges has helped make you exceptionally nimble. Your Dexterity increases by 2.   Sky Sentinel. The peaks of your home are prime nesting sites for flying monsters, thus you had to learn how to effectively fight them. You have advantage on attack rolls against and Perception checks against flying creatures.  

Steel

Steel dwarves are imperialist and noble in tradition, placing heavy value on the ability to wield an axe or hammer in the service of noble houses. Steel dwarves come from a variety of societies. Many live near hostile nations and learn through repeat conflict with their neighbors that strength of arms is of vital importance. Others believe in the supremacy of dwarven order, so they learn to fight in order to conquer the land and bring it under their shield. Some even simply take joy in the mastery of combat as if it were a craft in itself.   Ability Score Increase. Constant training in heavy armor and large weapons has made you stronger. Your Strength increases by 2.   Martial Trance. The large group combat training sessions you have participated in have honed your instincts and ability to fight outnumbered. When three or more foes are attacking you, you can go into a "martial trance" for a number of rounds equal to 3 + your Constitution bonus. During this trance, you add your proficiency bonus to AC and gain advantage on all saves. The trance ends when the rounds are up or the number of enemies attacking you drop below three. Once you use this trait, you can't do so again until you finish a long rest.  

Quicksilver

Known for their deep curiosity, quicksilver dwarves constantly engineer all manner of artifice, both practical and absurd. For these dwarves, ingenuity is the highest virtue and building something isn't worth it unless it is complex. Many great advances in technology come from the constant tinkering and experimenting of quicksilver dwarves, though most of their innovations tend to be impractical over the long term. Many can be quite eccentric and standoffish, as they frequently consider those who don't share their passion for artifice to be simpleminded and base, while those who do share this passion are viewed as competitors.   Ability Score Increase. You have been a tinkerer since you were a young dwarf cub. Your Intelligence increases by 2.   Master Tinkers. You have taken apart and reassembled so many gadgets that you simply understand how most contraptions work. You have proficiency with tinker's tools. Additionally, you have advantage on any ability check to disarm a trap; disassemble, repair, or tamper with a mechanical device; or determine the purpose of a mechanical device.

Languages. You can speak, read, and write Dwarvish and one additional language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Transmutation Magic

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: A short piece of copper wire
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Available for: Artificer, Bard, Sorcerer, Wizard

Illusion Magic

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: A bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Thunderclap

0-level (Cantrip) Evocation

Range/Area: 5ft
Components: Somatic
Duration: Instataneous
You create a burst of thunderous sound, which can be heard 100 feet away. Each creatur within range, other than you, mus make a Constitution saving throw or take a 1d6 thunder damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Arteficer, Bard, Druid, Sorcerer, Warlock, Wizard, Rogue (Arcane Trickster), Fighter (Eldrich Knight)

Enchantment Magic

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level 2d4 , 11th level 3d4 , and 17th level 4d4 .
Available for: Bard

Level 1 Spells

Evocation Magic

Faerie Fire

1-level Evocation

Casting Time: 1 Action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Bard, Druid

Transmutation Magic

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: V, M
Materials: A small feather or a piece of down
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Artificer, Bard, Sorcerer, Wizard

Enchantment Magic

Heroism

1-level Enchantment

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
Available for: Bard, Paladin

Storm Magic

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
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.
Available for: Bard, Druid, Sorcerer, Wizard

Level 2 Spells

Enchantment Magic

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
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.
Available for: Bard, Cleric

Storm Magic

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: A chip of mica
Duration: Instantaneous
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.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

Abjuration Magic

Dispel Magic

3-level Abjuration

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: Instantaneous
Choose one 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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Arcana Cleric, Arcane Trickster Rogue, Devotion Paladin, Divine Soul Sorcerer, Eldritch Knight Fighter, Trickery Cleric, Fey Wanderer (UA) Ranger, Fey Wanderer (UA) Ranger (Revised)

Evocation Magic

Leomund's Tiny Hut

3-level Evocation

Casting Time: 1 minute
Range/Area: Self (10-foot-radius hemisphere)
Components: V, S, M
Materials: A small crystal bead
Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Available for: Bard, Wizard

Divination Magic

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: A small clay model of a ziggurat
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

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