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Amethyst

Cleric 10 Class & Level
Hermit Background
Aasimar Race
NG Alignment

Strength 12
+1
Dexterity 12
+1
constitution 17
+3
intelligence 12
+1
wisdom 18
+4
charisma 14
+2
Total Hit Dice 10
Hit Die
1d8+3
+4 proficiency bonus
+1 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+8 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+1 Arcana
+0 Athletics
+2 Deception
+1 History
+8 Insight
+2 Intimidation
+1 Investigation
+8 Medicine
+1 Nature
+4 Perception
+2 Performance
+8 Persuasion
+5 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills Insight, Medicine, Persuasion, and Religion proficiencies

 
16
Armor Class
68
Hit Points
+1
Initiative
30
Speed
Mace1d20+41d6+1 bludgeoning
Light crossbow1d20+11d8+1 piercing
Attacks
Light armor, medium armor, shields, Simple weapons, Herbalism kit, Heavy Armor
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Passive Perception: 19
Passive Insight: 23
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Languages: Common, Celestial, Elvish
Proficiences
Wisdom
DC 16 Bonus +8
Spellcasting focus: Small bell on a necklace. The name of my deity is engraved on it - Selûne
Spellcasting
A scroll case stuffed full of notes from your studies or prayers, 20 bolts, holy symbol

5gp
Equipment
The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.

Personality Traits
Live and Let Live. Meddling in the affairs of others only causes trouble.
Ideals
My isolation gave me great insight into a great evil that only I can destroy.

Bonds
I'd risk too much to uncover a lost bit of knowledge.

Flaws
I was partaking of communal living in accordance with the dictates of a religious order.
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Oblivious to sarcasm. Calm and empathetic.
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LIFE DOMAIN
Level 1: Disciple of Life
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
..................................................................
Level 2: Channel Divinity: Preserve Life
You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
..................................................................
Level 6: Blessed Healer
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
..................................................................
Level 8: Divine Strike
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Scale Mail Armor

Medium Armor Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2) YES

Cost: 50 gp Weight: 45 lb


 

DnD 5e SRD SRD

Mace

Melee Weapon Common

Type Damage Damage Range Properties
Simple 1d6 Bludgeoning

Cost: 5 gp Weight: 4 lb


 

DnD 5e SRD

Light Crossbow

Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
None 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Shield

Shield Common

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

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

Cost: 10 gp Weight: 6 lb


 

The statblocks of your class features

Cleric


Hit Points

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

Proficiences

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

Starting Equipment

you start with the following equipment in addition to the equipment granted by your background   (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol


Spellcasting

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

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

 


Source: PHB, page 168

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Protector Aasimar

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

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.   Age Aasimar mature at the same rate as humans, but they can live up to 160 years.   Alignment Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.   Size Aasimar have the same range of height and weight as humans.   Darkvision Blessed with a radiant soul, your vision can easily cut through darkness. 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.   Celestial Resistance You have resistance to necrotic damage and radiant damage.   Healing Hands As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.   Light Bearer You know the light cantrip. Charisma is your spellcasting ability for it.   Radiant Soul Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can’t use it again until you finish a long rest.

Languages. You can speak, read, and write Common and Celestial.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB 255

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration 1 hour
Components V,M
Materials Firefly/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): Bard, Cleric, Sorcerer, Wizard

PHB, page 248

Guidance

0-level (Cantrip) Divination

Casting Time 1 action
Range Touch
Duration Concentration, 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): Cleric, Druid

PHB 282

Thaumaturgy

0-level (Cantrip) Transmutation

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

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

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

    Class(es): Cleric

    Xanathar's Guide to Everything

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time 1 action
    Range 60 feet
    Duration Instantaneous
    Components V, S

    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

    Class(es): Cleric, Warlock, Wizard

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Two lodestones

    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.  
    This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

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

    Sacred Flame

    0-level (Cantrip) Transmutation

    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

    Level 1 Spells

    Bless

    1-level Enchantment

    Casting Time 1 action
    Range 30ft
    Duration Up to 1 minute
    Components V, S, M
    Materials A sprinkling of holy water

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

    Class(es): Cleric, Paladin

    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. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

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

    Command

    1-level Enchantment

    Casting Time 1 action
    Range 60ft
    Duration 1 round
    Components V

    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

    Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

    Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

    Drop: The target drops whatever it is holding and then ends its turn.

    Flee: The target spends its turn moving away from you by the fastest available means.

    Grovel: The target falls prone and then ends its turn.

    Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Class(es): Cleric, Paladin

    Shield of Faith

    1-level Abjuration

    Casting Time 1 bonus action
    Range 60ft
    Duration Concentration, Concentration, up to 10 minutes
    Components V, S, M
    Materials A small parchment with a 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

    PHB, page 253

    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

    Level 2 Spells

    Lesser Restoration

    2-level Abjuration

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

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

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

    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 St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. 4th level: 2d8 + spellcasting modifier force damage 6th level: 3d8 + spellcasting modifier force damage 8th level: 4d8 + spellcasting modifier force damage

    Class(es): Cleric

    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): Cleric, Paladin

    Blindness/Deafness

    2-level Necromancy

    Casting Time 1 action
    Range 30ft
    Duration 1 minute
    Components V

    You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either Blinded or Deafened (your choice) for the Duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

    PHB, page 237

    Enhance Ability

    2-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration Concentration, 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 the 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 his or her 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): Bard, Cleric, Druid, Sorcerer

    Level 3 Spells

    Beacon of Hope

    3-level Abjuration

    Casting Time 1 action
    Range 30ft
    Duration Up to 1 minute
    Components V, S

    This spell bestows hope and vitality. Choose any number of creatures within range. For the Duration, each target has advantage on Wisdom saving throws and Death Saving Throws, and regains the maximum number of hit points possible from any Healing.

    Class(es): Cleric

    Revivify

    3-level Necromancy

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials A diamond worth at least 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

    Mass Healing Word

    3-level Evocation

    Casting Time 1 bonus action
    Range 60ft
    Duration Instantaneous
    Components V

    As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
    4th level: 2d4 + your spellcasting modifier
    5th level: 3d4 + your spellcasting modifier
    6th level: 4d4 + your spellcasting modifier
    7th level: 5d4 + your spellcasting modifier
    8th level: 6d4 + your spellcasting modifier
    9th level: 7d4 + your spellcasting modifier

    Class(es): Cleric

    Remove Curse

    3-level Abjuration

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

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

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

    Animate Dead

    3-level Necromancy

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

    This spell creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse (the DM has the creature's game statistics).

    On each of your turns, you can use a Bonus Action to mentally Command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

    The creature is under your control for 24 hours, after which it stops obeying any Command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

    Class(es): Cleric, Wizard

    Bestow Curse

    3-level Necromancy

    Casting Time 1 action
    Range Touch
    Duration Up to 1 minute
    Components V, S

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

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

    Class(es): Bard, Cleric, Wizard

    Level 4 Spells

    PHB, page 230

    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 spells ends.

    Class(es): Cleric, Paladin

    PHB, page 246

    Guardian of Faith

    4-level Conjuration

    Casting Time 1 action
    Range 30ft
    Duration 8 hours
    Components V

    A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

    Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

    Class(es): Cleric

    Banishment

    4-level Abjuration

    Casting Time Up to 1 minute
    Range 60ft
    Duration Up to 1 minute
    Components V, S, M
    Materials An item distasteful to the target

    You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.

    If the target is native to the plane of existence you're on, you banish the target to a harmless Demiplane. While there, the target is Incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

    If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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

    Control Water

    4-level Transmutation

    Casting Time 1 action
    Range 300ft
    Duration Up to 10 minutes
    Components V, S, M
    Materials A drop of water and ap inch of dust

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

    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

    Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

    Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

    Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

    Class(es): Cleric, Druid, Wizard

    Level 5 Spells

    PHB, page 242

    Flame Strike

    5-level Evocation

    Casting Time 1 action
    Range 60ft
    Duration Instantaneous
    Components V, S, M
    Materials pinch of sulfur

    A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or radiant damage (your choice) increases by 1d6 for each slot level above 5th.

    Class(es): Cleric

    Mass Cure Wounds

    5-level Evocation

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

    A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th. 6th level: 4d8 + your spellcasting ability modifier 7th level: 5d8 + your spellcasting ability modifier 8th level: 6d8 + your spellcasting ability modifier 9th level: 7d8 + your spellcasting ability modifier

    Class(es): Bard, Cleric, Druid

    Raise Dead

    5-level Necromancy

    Casting Time 1 hour
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials A diamond worth at least 500 gp, which the spell consumes

    You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.  
    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.  
    This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.  
    Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

    Class(es): Bard, Cleric, Paladin

    Contagion

    5-level Necromancy

    Casting Time 1 action
    Range Touch
    Duration 7 days
    Components V, S

    Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

    At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

    Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

    Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

    Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

    Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

    Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

    Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

    Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

    Class(es): Cleric, Druid

    PHB, page 254

    Insect Plague

    5-level Conjuration

    Casting Time 1 action
    Range 300 feet
    Duration Concentration, 10 minutes
    Components V, S, M
    Materials A few grains of sugar, some kernels of grain, and a smear of fat

    Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

      When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

    Class(es): Cleric, Druid, Sorcerer

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

    DnD 5e SRD

    Winter Blanket

    Adventuring Gear Common

    A cozy blanket

    Weight: 3


     

    Common Clothes

    Adventuring Gear Common

    Cost: 5 sp Weight: 3 lb


     

    Dnd 5e SRD

    Herbalist Kit

    Tool Common

    This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

    Cost: 5 GP Weight: 3 lb.


     

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    Holy Symbol

    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.


     

    Created by

    dzijanovskai666.

    Statblock Type

    Character Sheet (Legacy)

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