Kharon GR-11.90/19 | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kharon GR-11.90/19

Grave Cleric 1 Class & Level
Cloistered Scholar Background
Warforged Race
L.N. Alignment

Strength 11
+0
Dexterity 11
+0
constitution 15
+2
intelligence 13
+1
wisdom 16
+3
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+1 Arcana
+0 Athletics
+1 Deception
+3 History
+3 Insight
+1 Intimidation
+1 Investigation
+5 Medicine
+1 Nature
+5 Perception
+1 Performance
+3 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills SKILLS: History Medicine Perception Persuasion Religion   SAVE THROWS Wisdom Charisma proficiencies

 
17
Armor Class
11
Hit Points
+0
Initiative
30ft
Speed
"Lily" Sickle 1d20+2 1d4 Slashing
"Mum" Scythe Two Handed 1d20+2 1d10 Slashing
Light Crossbow 1d20+2 1d8 Piercing
Attacks
Tool - Cartographer's Tools
Language - Common
Language - Celestial
Language - Abyssal
Language - Infernal
Weapon - Simple Weapons
Weapon - Scythe Weapons
Armour - Light Armour
Armour - Medium Armour
Armour - Shields
Proficiences
Cantrup Light | | |
Cantrip Sacred Flame | [DC 13] | 1d8 Radiant
Cantrip Toll The Dead | [DC 13] | 1d8 Necrotic
1st Level Cure Wounds | | 1d8+3 Healing
1st Level Guiding Bolt | 1d20+5 | 4d6 Radiant
Spellcasting
1 - Priests Pack =
1 - Backpack - 5
1 - Blanket - 3
10 - Candle - 0
1 - Tinderbox - 1
1 - Alms Box
2 - Blocks of incense
1 - A censer
1 - Vestments
---
2 - Days of Rations - 2
1 - Waterskin - 2
1 - Arcane Focus (Tattoo)
---
Background Items =
1 - Robes - 4
---
1 - Writing Kit Pouch =
1 - Quill
1 - Ink
1 - Folded Parchment
1 - Small Penknife
---
1 - A borrowed book on Shortcuts to Empathy - Fake It Til They Die
1 - Pouch of 10gp ( - 2gp for the Scythe)
1 - Talisman of Macharius
Equipment
Warforged Quirks:
  • You analyze-out loud-the potential threat posed by every creature you meet.
  • You don't know how to filter your feelings and are prone to dramatic emotional outbursts.
  • You often misread emotional cues.
  • Personality Traits
    - I’ve read every book in the world’s greatest libraries—or I like to boast that I have.
  • I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . .to me.
  • I use jargon that I honestly do not understand the meaning of myself, but never let on.
  • Ideals
    - I will protect the sanctity of the deceased.
  • I’ve been searching my whole life for the answer to a certain question.
  • Bonds
    -I overlook obvious solutions in favor of complicated ones.
  • I can’t keep a secret to save my life, or anyone else’s.
  • Flaws
    Options Chosen
    ---
    Racial Traits =
    Warforged: Constitution +2
    Warforged (choice) Wisdom +1
    ---
    Warforged Resilience =
    Specialised Design:
  • You gain one skill proficiency of your choice.(Perception)
  • One tool proficiency of your choice (Cartographer's Tools)
  • Fluency in one language of your choice. (Celestial)
  • ---
    Integrated Protection =
    Dex 0 + Integrated Protection +1 + Scale Male (15) + Shield (17)
    ---
    Cloistered Scholar =
    Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion (choice: Religion).
    Languages: Two of your choice (Abyssal, Infernal)
    Equipment: The scholar’s robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp
    ---
    Custom Made, Feat Stitch, Grave Domain
    Features & Traits

    Heroes Enabled

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

    Scythe

    Weapon Schwer, Reichweite, 2-händig Rare

    Type Damage Damage Range Properties
    Martial Melee 1d10 Slashing Schwer, Reichweite, 2-händig

    Cost: 8gp Weight: 7lb


     

    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

    Crossbow, light

    Ranged Weapon Ammunition, Loading, Two-Handed Common

    Type Damage Damage Range Properties
    Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

    Cost: 25 gp Weight: 5 lb


     

    PHB, page 150. Available in the SRD.

    Crossbow Bolts (20)

    Ammunition Varies

    Cost: 1 gp Weight: 1.5 lbs


     

    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


     

    Scythe

    Weapon Schwer, Reichweite, 2-händig Rare

    Type Damage Damage Range Properties
    Martial Melee 1d10 Slashing Schwer, Reichweite, 2-händig

    Cost: 8gp Weight: 7lb


     

    DnD 5e PHB

    Priest's Pack

    Adventuring Gear Common

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

    Cost: 19gp Weight: 24 lbs


     

    https://roll20.net/compendium/dnd5e/Robes#content

    Scholar's Robes

    Adventuring Gear Common

    Simple robes, fit for a scholar.

    Weight: 4lbs


     

    The statblocks of your class features

    Cleric


    Hit Points

    Hit Dice: d8 per Cleric level
    Hit Points at first Level: 8 + Con mod
    Hit Points at Higher Levels: 5 + Con mod

    Proficiences

    Armor: Light Armor, Medium Armor, Shields
    Weapons: All Simple Weapons
    Tools: None
    Saving Throws: Wis, Cha
    Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

    Overview & Creation

    Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.


    Class Features

    Channel Divinity

    At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

    Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any 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.
     


    Starting Equipment

    • (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

    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 o f a level for which you have spell slots.   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.


    Subclass Options

    Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Arcana (SCAG), Forge (Xan), and Grave (Xan). Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
     

    Grave Domain


    Hit Points

    Hit Dice: d8 per Grave Domain level
    Hit Points at first Level: See Cleric
    Hit Points at Higher Levels: See Cleric

    Proficiences

    Armor: See Cleric
    Weapons: See Cleric
    Tools: See Cleric
    Saving Throws: See Cleric
    Skills: See Cleric

    Subclass Options

    Grave Domain Spells

     
    Cleric Level Spells
    1stBane, False Life
    3rdGentle Repose, Ray of Enfeeblement
    5thRevivify, Vampiric Touch
    7thBlight, Death Ward
    9thAntilife Shell, Raise Dead
     

    Circle of Mortality

    At 1st level, when you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.  

    Eyes of the Grave

    At 1st level, as an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

    Channel Divinity: Path to the Grave

    Starting at 2nd level, as an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.  

    Sentinel at Death's Door

    At 6th level, as a reaction when you or a creature that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

    Potent Spellcasting

    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

    Keeper of Souls

    Starting at 17th level, when an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

    Cloistered Scholar

    As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home – not to abandon it, but to quest for new lore to add to its storehouse of knowledge.   The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.   Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.

    Skill Proficiencies History, plus your choice of one from among Arcana, Nature, and Religion
    Languages Two of your choice
    Equipment The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp

    Features

    Feature: Library Access
    Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.   You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.   Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

    Suggested Characteristics

    Use the tables for the sage background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.   Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth – perhaps as a worthy goal in itself, or maybe as a means to a desirable end.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Health











    11 Max HP
    6 Current HP


    ---




    8 Max Temporary HP
    8 Current Temporary HP


    ---




    1 Hit Dice
    8 Hit Dice Size


    ---








    Death Save Successes
    Death Save Failures


    ---


    Conditions

    Warforged

    Ability Score Increase +2 Con, +1 to any other stat
    Size Medium
    Speed 30ft

    Specialized Design: You gain one skill proficiency and one tool proficiency of your choice.   Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:

    • You have advantage on saving throws against being poisoned, and you have resistance to poison damage
    • You don't need to eat, drink, or breathe. 
    • You are immune to disease. 
    • You don't need to sleep, and magic can't put you to sleep.
    Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor:
    • You gain a +l bonus to Armor Class. 
    • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. 
    • While you live, your armor can't be removed from your body against your will.

     

    Languages. Common, and any one other language

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    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)

    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)

    Spare the Dying

    0-level (Cantrip) Necromancy

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

    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

    Class(es): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time 1 Action
    Range 60ft
    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, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Level 3 Spells

    Bane

    1-level Enchantment

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a drop of blood

    Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from 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): Bard, Cleric, Paladin (Oath of Vengeance), Sorcerer (Divine Soul)

    False Life

    1-level Necromancy

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M
    Materials A small amount of alcohol or distilled spirits

    Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

    Class(es): Artificer, Sorcerer, Wizard, Cleric (Death Domain), Cleric (Grave Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Raven Queen), Warlock (The Undying)

    Bless

    1-level Enchantment

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a sprinkling of holy water

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

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

    Xanathar's Guide to Everything

    Ceremony

    1-level Abjuration

    Casting Time 1 hour
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials (25 gp worth of powdered silver, which the spell consumes)

    You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

    Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

    Bless Water: You touch one vial of water and cause it to become holy water.

    Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

    Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

    Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

    Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

    Class(es): Cleric, Paladin

    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, Bard (College of Glamour), Sorcerer (Divine Soul), Warlock (The Fiend)

    Create or Destroy Water

    1-level Transmutation

    Casting Time 1 Action
    Range 30 ft
    Duration Instantaneous
    Components V, S, M
    Materials a drop of water if creating water or a few grains of sand if destroying it

    You either create or destroy water.   Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

    Class(es): Cleric, Druid

    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)

    Detect Evil and Good

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S

    For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.   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): Cleric, Paladin, Sorcerer (Divine Soul)

    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)

    Detect Poison and Disease

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials a yew leaf

    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   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): Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)

    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)

    Healing Word

    1-level Evocation

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

    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

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

    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)

    Protection From Evil and Good

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Up to Ten Minutes
    Components holy water or powdered silver and iron, which the spell consumes

    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.

    Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Purify Food and Drink

    1-level Transmutation

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

    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

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

    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)

    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)

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


    Created by

    Toña G-B.

    Statblock Type

    Character Sheet (Legacy)

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