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Nader

Cleric/Wizard 5/4 Class & Level
Acolyte Background
Stout Halfling Race
LN Alignment

Strength 13
+1
Dexterity 14
+2
constitution 12
+1
intelligence 14
+2
wisdom 18
+4
charisma 9
-1
Total Hit Dice 9
Hit Die
1d8+1
+3 proficiency bonus
+1 Strength
+2 Dexterity
+1 Constitution
+2 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+2 Arcana
+1 Athletics
-1 Deception
+5 History
+7 Insight
-1 Intimidation
+2 Investigation
+7 Medicine
+2 Nature
+4 Perception
-1 Performance
-1 Persuasion
+5 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills History, Insight, Medicine, Religion proficiencies

 
14
Armor Class
53
Hit Points
+2
Initiative
25 ft.
Speed
WeaponAttackDamage
Mace 1d20+4 1d6+1 Bludgeoning
Light Crossbow 1d20+5 1d8+2 Piercing
Sacred FlameDC 15 DEX save 1d8 Radient
Fire Bolt 1d20+5 1d10 Fire
Poison SprayDC 13 CON save 1d12 Poison
Attacks
All armor, Simple Weapons

Common, Halfling, Dwarvish
Proficiences
Light Cleric Spellcasting
Illusionist Spellcasting
Spellcasting
Helm of Helm, Mace, Light Crossbow, Wand of Wonders, Potion of animal friendship, Potion of Greater Healing, Potion of Resistance, Ruby of the War Mage, Plate Armor of Gleaming, +2 Shield, Prayer book, Holy Symbol, Stik of incense, Vestments, Belt pouch, Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rations, Waterskin, Hempen rope
Equipment
Lucky
Brave
Halfling Nimbleness
Stout Resilience

Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Spellcasting
Warding Flare
Channel Divinity
  • Turn Undead (Destroy Undead)
  • Radience of the Dawn

  • Arcane Recovery
    Illusion Savant
    Improved Minor Illusion
    Features & Traits

    Heroes Enabled

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

    Helm of Helm

    Wondrous Item

    Legendary Requires Attunement

    Divine Protection
  • While attuned to this Helmet, you gain +1 to AC and Saving Throws.
  • While attuned to this Helmet, you gain Resistance to Radiant and Necrotic damage
  • Spells:
    You can use the Helm of Helm to cast spells. The helmet has 15 charges, and it regains 1d6+1 at dawn. by spending charges, you can cast the following spells: Sanctuary, Shield, Shield of faith (1 charge each Remove Curse, Protection from Energy, Dispel Magic, Counterspell, Beacon of Hope (3 charges each Aura of Life, Aura of Purity, Death Ward, Stoneskin (4 charges each Antilife Shell, Circle of Power (5 charges each).   These spells count as cleric spells for you.  
    Random Properties:
    • +1 to AC
    • Blur spell once (6 on d6 to recharge after casting)
    • 1d6 heal at the start of your turn
    • all animals within 30 ft of you are hostile


    Wand of Wonders

    Wand

    Rare Spellcaster Requires Attunement

    This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the Effect causes you to Cast a Spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.   If an Effect covers an area, you must center the spell on and include the target. If an Effect has multiple possible subjects, the DM randomly determines which ones are affected.   The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.  
    d100 Effect:
    01-05 You cast slow.
    06-10 You cast Faerie Fire.
    11-15 You are Stunned until the start of your next turn, believing something awesome just happened.
    16-20 You cast Gust of Wind.
    21-25 You cast Detect Thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
    26-30 You cast Stinking Cloud.
    31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
    34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a Rhinoceros appears; on a 26-50, an Elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's Statistics.
    37-46 You cast Lightning Bolt.
    47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
    50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
    54-58 You cast Darkness.
    59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
    63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
    66-69 You shrink yourself as if you had cast enlarge/ reduce on yourself.
    70-79 You cast Fireball.
    80-84 You cast Invisibility on yourself.
    85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
    88-90 A stream of 1d4*10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
    91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
    96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
    98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly Petrified. On any other failed save, the target is Restrained and begins to turn to stone. While Restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or Ending the Effect on a success. The petrification lasts until the target is freed by the Greater Restoration spell or similar magic.
       


    The statblocks of your class features

    Cleric: Light Domain


    Hit Points

    Hit Dice: d8 per Cleric: Light Domain 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

    Gods of light - including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty - 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 god's discerning vision, charged with chasing away lies and burning away darkness.


    Class Features

    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 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 Equipment) as a spellcasting focus for your cleric spells.   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.   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 GM 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.   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.


    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.


    Subclass Options

    Light Domain Spells 1st Level: burning hands, faerie fire 3rd Level: flaming sphere, scorching ray 5th Level: daylight, fireball 7th Level: guardian of faith, wall of fire 9th Level: flame strike, scrying

    Illusion Wizard


    Hit Points

    Hit Dice: d6 per Illusion Wizard level
    Hit Points at first Level: 6+con
    Hit Points at Higher Levels: 1d6+con

    Proficiences

    Armor: None
    Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    Tools: None
    Saving Throws: Int, Wis
    Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

    Overview & Creation

    Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

    Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.


    Class Features

    ARCANE RECOVERY
    You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    ARCANE TRADITION
    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of ten schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    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.

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

    SIGNATURE SPELLS
    When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. Vou always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.


    Starting Equipment

    (a) a quarterstaff or (b) a dagger (a) a component pouch or (b) an arcane focus (a) a scholar’s pack or (b) an explorer’s pack A spellbook


    Spellcasting

    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

    The Wizard 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 of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

    Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your intelligence modifier


    Subclass Options

    ILUSION SAVANT
    Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

    IMPROVED MINOR ILLUSION
    When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

    When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

    MALLEABLE ILLUSIONS
    Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your full action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

    ILLUSORY SELF
    Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

    Once you use this feature, you can't use it again until you finish a short or long rest.

    ILLUSORY REALITY
    By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a half action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

    The object can't deal damage or otherwise directly harm anyone.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Halfling, Stout

    Ability Score Increase +2 Dex, +1 Con
    Size Small
    Speed 25ft

    Lucky: When you roll a 1 on The D20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.   Brave: You have advantage on Saving Throws against being Frightened.   Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.   Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

    Languages. Halfling, Common

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Guidance

    0-level (Cantrip) Divination

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

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

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

    PHB

    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)

    PHB

    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)

    PHB

    Resistance

    0-level (Cantrip) Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials A Miniature Cloack

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

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

    PHB

    Blade Ward

    0-level (Cantrip) Abjuration

    Casting Time 1 Action
    Range Self
    Duration 1 Round
    Components V, S

    You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

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

    PHB

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time 1 Action
    Range 30ft
    Duration 1 Minute
    Components S, M
    Materials A bit of Fleece

    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.

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

    PHB

    Mage Hand

    0-level (Cantrip) Conjuration

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

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

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

    PHB

    Fire Bolt

    0-level (Cantrip) Evocation

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

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

    Class(es): Sorcerer, Wizard

    Ranged Spell Attack 1d10 Fire Damage

    PHB

    Poison Spray

    0-level (Cantrip) Conjuration

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

    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
    At higher levels: This spell's damage increases by 1d12 when you reach 5th level ( 2d12 ), 11th level ( 3d12 ), and 17th level ( 4d12 ).

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

    Level 1 Spells

    PHB

    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)

    PHB

    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)

    PHB

    Shield

    1-level Abjuration

    Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
    Range Self
    Duration 1 Round
    Components V, S

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

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

    PHB

    Burning Hands

    1-level Evocation

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

    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
    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): Sorcerer, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Monk (Way of the Sun Soul), Rogue (Arcane Trickster), Warlock (The Fiend)

    PHB

    Faerie Fire

    1-level Evocation

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

    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.

    Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

    PHB

    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)

    PHB

    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)

    PHB

    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)

    PHB

    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)

    PHB

    Disguise Self

    1-level Illusion

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

    You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

    PHB

    Feather Fall

    1-level Transmutation

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

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

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

    PHB

    Identify

    1-level Divination

    Casting Time 1 Minute
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials a pearl worth at least 100 gp and an owl feathe

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

    Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Magic Missile

    1-level Evocation

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

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 1d4

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

    PHB

    Witch Bolt

    1-level Evocation

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a twig from a tree that has been struck by lightning

    A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

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

    Level 2 Spells

    PHB

    Flaming Sphere

    2-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration up to 1 Minute
    Components V, S, M
    Materials a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

    Class(es): Druid, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

    PHB

    Scorching Ray

    2-level Evocation

    Casting Time 1 Action
    Range 120ft
    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): Sorcerer, Wizard, Artificer (Artillerist), Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

    PHB

    Aid

    2-level Abjuration

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

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

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

    PHB

    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

    PHB

    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)

    PHB

    Hold Person

    2-level Enchantment

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

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

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

    PHB

    Invisibility

    2-level Illusion

    Casting Time 1 Action
    Range Touch
    Duration up to 1 Hour
    Components V, S, M
    Materials an eyelash encased in gum arabic

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    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, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

    PHB

    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)

    Level 3 Spells

    Player's Handbook

    Remove Curse

    3-level Abjuration

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components Verbal, Somatic


    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

    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

    Player's Handbook

    Dispel Magic

    3-level Abjuration

    Casting Time 1 action
    Range 120ft
    Duration Instantaneous
    Components Verbal, Somatic


    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.

    Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer, Trickery Domain, Arcana Domain, Oath of Devotion

    Abjuration Magic

    Counterspell

    3-level Abjuration

    Casting Time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range 60 ft
    Duration Instantaneous
    Components S

    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

    Class(es): Sorcerer, Warlock, Wizard, Arcane Trickster Rogue, Eldritch Knight Fighter, Redemption Paladin, Clockwork Soul (UA) Sorcerer, Watchers (UA) Paladin

    Beaon of Hope

    3-level Abjuration

    Casting Time: 1 action
    Range/Area: 30 ft.
    Components: V, S
    Duration: Concentration, Up to 1 minute
    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.

    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

    PHB, Page 241

    Fireball

    3-level Evocation

    Casting Time 1 Action
    Range 150 ft.
    Duration Instantaneous
    Components V, S, M
    Materials A tiny ball of bat guano and sulfur

    A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.   The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    4th 5th 6th 7th 8th 9th
    9d6 10d6 11d6 12d6 13d6 14d6

    Class(es): Sorcerer, Wizard

    Player's Handbook

    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 4 Spells

    Aura of Life

    4-level Abjuration

    Casting Time 1 Action
    Range Self (30ft radius)
    Duration Concentration, Up to Ten Minutes
    Components V

    Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points

    Class(es): Paladin

    Aura of Purity

    4-level Abjuration

    Casting Time 1 Action
    Range Self (30ft radius)
    Duration Concentration, Up to Ten Minutes
    Components V

    Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

    Class(es): Paladin, Artificer (Battle Smith)

    PHB

    Death Ward

    4-level Abjuration

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

    You touch a creature and grant it a measure of protection from death.   The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.   If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

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

    PHB

    Stoneskin

    4-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Concentration, up to 1 Hour
    Components V, S, M
    Materials diamond dust worth 100 gp, which the spell consumes

    This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

    Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of the Ancients), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Rogue (Arcane Trickster)

    Level 5 Spells

    Player's Handbook

    Antilife Shell

    5-level Abjuration

    Casting Time 1 action
    Range Self (10ft radius)
    Duration Concentration, Up to 1 minute
    Components V, S

    A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

    The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

    If you move so that an affected creature is forced to pass through the barrier, the spell ends.

    Class(es): Druid, Cleric (Death, Grave, Protection)

    Player's Handbook

    Circle of Power

    5-level Abjuration

    Casting Time 1 action
    Range Self (30ft radius)
    Duration Concentration, Up to 10 minutes
    Components V

    Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

    Class(es): Paladin

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


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