+5 | Strength |
+0 | Dexterity |
+4 | Constitution |
-1 | Intelligence |
+3 | Wisdom |
+5 | Charisma |
+3 | Acrobatics |
+0 | Animal Handling |
-1 | Arcana |
+8 | Athletics |
+2 | Deception |
-1 | History |
+3 | Insight |
+4 | Intimidation |
+2 | Investigation |
+0 | Medicine |
-1 | Nature |
+0 | Perception |
+2 | Performance |
+2 | Persuasion |
-1 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Weapon | Attack | Damage |
---|---|---|
Longsword | 1d20+8 | 1d8+5 |
Weapon | Attack | Damage |
Longsword 2 Hand | 1d20+8 | 1d10+5 |
Weapon | Attack | Damage |
Javelin | 1d20+8 | 1d6+5 |
Spell | Attack | Damage |
Guiding Bolt | 1d20+5 | 4d6 |
Spell | Damage | |
Divine Smite | 2d8 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
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 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
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 lb
DnD 5e SRD SRD
Melee Weapon Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 30/120 ft | Thrown |
Cost: 5 sp Weight: 2 lb
Spellcasting Focus Common
A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
The statblocks of your class features
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloack making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin
Paladins train for years to learn the skills of combat, mastering a variety of weapons armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has take him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.
The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good. loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix B lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, DoI Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall. How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event-the destruction of your home, perhaps drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin's life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul. As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.
d6 | Goal |
---|---|
1 | Peace. You fight so that future generations will not have to. |
2 | Revenge. Your oath is the vehicle through which you will right an ancient wrong. |
3 | Duty. You will live up to what you have sworn to do, or die trying. |
4 | Leadership. You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others. |
5 | Faith. You know your path is righteous, or else the gods would not have set you upon it. |
6 | Glory. You will lead the world into a grand new era, one that will be branded with your name. |
d6 | Symbol |
---|---|
1 | A dragon, emblematic of your nobility in peace and your ferocity in combat. |
2 | A clenched fist, because you are always ready to fight for your beliefs. |
3 | An upraised open hand, indicating your preference for diplomacy over combat. |
4 | A red heart, showing the world your commitment to justice. |
5 | A black heart, signifying that emotions such as pity do not sway your dedication to your oath. |
6 | An unblinking eye, meaning that you are ever alert to all threats against your cause. |
d6 | Nemesis |
---|---|
1 | A mighty orc war chief who threatens to overrun and destroy everything you hold sacred. |
2 | A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with corrupting or redeeming you, as appropriate. |
3 | A dragon whose servants dog your steps. |
4 | A high priest who sees you as a misguided fool and wants you to abandon your religion. |
5 | A rival paladin who trained with you but became an oath-breaker and holds you responsible. |
6 | A vampire who has sworn revenge against all paladins after being defeated by one. |
d6 | Temptation |
---|---|
1 | Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you’ll regret. |
2 | Pride. Your deeds are noteworthy, and no one takes note of them more often than you. |
3 | Lust. You can’t resist an attractive face and a pleasant smile. |
4 | Envy. You are mindful of what some famous folk have accomplished, and you feel inadequate when your deeds don’t compare to theirs. |
5 | Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory. |
6 | Greed. Regardless of how much glory and treasure you amass, it’s never enough for you. |
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 2 | - | - | - |
6th | +3 | Aura of Protection | 4 | 2 | - | - | - |
7th | +3 | Sacred Oath Feature | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - |
9th | +4 | - | 4 | 3 | 2 | - | - |
10th | +4 | Aura of Courage | 4 | 3 | 2 | - | - |
11th | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
13th | +5 | - | 4 | 3 | 3 | 1 | - |
14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | +5 | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Sacred Oath Feature | 4 | 3 | 3 | 3 | 2 |
A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You start with the following equipment, in addition to the equipment granted by your background:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the paladin spell list.
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
{The sources for the Oaths of Devotion, the Ancients, and Vengeance are the Player's Handbook. The sources for the Oaths of Conquest and Redemption are Xanathar's Guide to Everything.}The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels - the perfect servants of good - as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Paladin Level | Spells |
---|---|
3rd | Protection from Evil and Good, Sanctuary |
5th | Lesser Restoration, Zone of Truth |
9th | Beacon of Hope, Dispel Magic |
13th | Freedom of Movement, Guardian of Faith |
17th | Commune, Flame Strike |
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things - leaves, antlers, or flowers - to reflect their commitment to preserving life and light in the world.
Paladin Level | Spells |
---|---|
3rd | Ensnaring Strike, Speak with Animals |
5th | Moonbeam, Misty Step |
9th | Plant Growth, Protection from Energy |
13th | Ice Storm, Stoneskin |
17th | Commune with Nature, Tree Stride |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods. when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside-at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins - sometimes called avengers or dark knights - their own purity is not as important as delivering justice.
Paladin Level | Spells |
---|---|
3rd | Bane, Hunter's Mark |
5th | Hold Person, Misty Step |
9th | Haste, Protection from Energy |
13th | Banishment, Dimension Door |
17th | Hold Monster, Scrying |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
Paladin Level | Spells |
---|---|
3rd | Armor of Agathys, Command |
5th | Hold Person, Spiritual Weapon |
9th | Bestow Curse, Fear |
13th | Dominate Beast, Stoneskin |
17th | Cloudkill, Dominate Person |
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
Paladin Level | Spells |
---|---|
3rd | Sanctuary, Sleep |
5th | Calm Emotions, Hold Person |
9th | Counterspell, Hypnotic Pattern |
13th | Otiluke's Resilient Sphere, Stoneskin |
17th | Hold Monster, Wall of Force |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
At 18th level, the range of this aura increases to 30 feet.
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls. Source: Mythic Odysseys of Theros, Tasha's Cauldron of Everything Tenets Of Glory The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend. Actions over Words. Strive to be known by glorious deeds, not words. Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you. Hone the Body. Like raw stone, your body must be worked so its potential can be realized. Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. Oath Spells You gain oath spells at the paladin levels listed. Oath of Glory Spells Paladin Level Spells 3rd Guiding Bolt, Heroism 5th Enhance Ability, Magic Weapon 9th Haste, Protection From Energy 13th Compulsion, Freedom Of Movement 17th Commune, Flame Strike Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. Aura of Alacrity At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. When you reach 18th level in this class, the range of the aura increases to 10 feet. Glorious Defense When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Living Legend At 20th level, you can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute: You are blessed with an otherworldly presence, gaining advantage on all Charisma checks. Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead. If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality. Size. Goliaths are between 2,1 and 2,4 meters tall and weigh between 127 and 155 kilograms. Your size is Medium. Natural Athlete. You have proficiency in the Athletics skill. Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born. You’re acclimated to high altitude, including elevations above 6 000 meters. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages. You can speak, read andwrite Common and Giant.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB: P. 248
1-level Evocation
Basic Rules, pg. 250
1-level Enchantment
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.
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.
Basic Rules, pg. 270
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
PHB: P. 275
1-level Abjuration
PHB: P. 282
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.