Daelian Elnith | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Daelian Elnith

Druid (Circle of Stars) 8 Class & Level
Druid of Antina Background
Protector Aasimar Race
Neutral Good Alignment

Strength 13
+1
Dexterity 15
+2
constitution 16
+3
intelligence 14
+2
wisdom 20
+5
charisma 14
+2
Total Hit Dice 8
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+2 Dexterity
+3 Constitution
+5 Intelligence
+8 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+5 Arcana
+1 Athletics
+2 Deception
+2 History
+5 Insight
+2 Intimidation
+2 Investigation
+5 Medicine
+5 Nature
+8 Perception
+2 Performance
+2 Persuasion
+2 Religion
+2 Sleight of Hands
+5 Stealth
+5 Survival
skills Light Armor, Medium Armor, Shields   Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear   Herbalism Kit, Pan Flute   Celestial, Common, Druidic, Elvish proficiencies

 
16
Armor Class
72
Hit Points
+2
Initiative
30
Speed
NameHitDamage/TypeNotes
Quarterstaff+41d6 + 1 BludgeoningSimple, Versatile
Shillelagh+81d8 + 5 BludgeoningD: 1m, V/S/M
Unarmed Strike+42 Bludgeoning
Attacks
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 16, Spell Attack +8) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.
Spellcasting
Gold: 1015
Equipment
I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
I begin or end my day with small traditional rituals that are unfamiliar to those around me.
I express affection or contempt in ways that are unfamiliar to others.
Personality Traits
Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic)
Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
Ideals
The gods of my people are a comfort to me so far from home.
So long as I have this token from my homeland, I can face any adversity in this strange land.
Bonds
I have a weakness for the new intoxicants and other pleasures of this land.
I have a weakness for the exotic beauty of the people of these lands.
Flaws
Feature: Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 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


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 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


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

Potion of Invulnerability

Potion

Rare

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

Cost: 600 gp
Weight: 8 oz.

Decanter of Endless Water

Adventuring Gear Uncommon

This stoppered flask sloshes when shaken as if it contains water. The decanter weighs 2 pounds.   You can use an action to remove the stopper and speak one of three Command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

  • "Stream" produces 1 gallon of water.
  • "Fountain" produces 5 gallons of water.
  • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a Bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Weight: 2 lbs


 

The statblocks of your class features

Druid


Hit Points

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

Proficiences

Armor: light armour, medium armour, shields (druids will not wear armour or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaff, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: choose two from Arcana, Animal Handeling, Insight, Medicine, Nature, Perception, Religion, and Survivals

Starting Equipment

you start with the following equipment in addition to the equipment granted from your background   (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon leather armour, an explorers pack, and a druidic focus


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.

Druid Circle of Stars


Hit Points

Hit Dice: d4 per Druid Circle of Stars level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

Circle of the Stars


An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Star Map
2nd-level Circle of the Stars feature   You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table.  
d6 Map Form
1 A scroll of living wood that aligns with heavenly bodies
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Tempered glass disks that align to depict constellations
        If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
  You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Starry Form
  2nd-level Circle of the Stars feature   You gain the ability to harness constellations' power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast.   While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you're incapacitated.   Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:   Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class.   Archer: A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.   Dragon: A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Cosmic Omen
6th-level Circle of the Stars feature   You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:   Weal (even): Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.   Woe (odd): Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.   You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Full of Stars
10th-level Circle of the Stars feature   While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Star Flare
14th-level Circle of the Stars feature   Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn.   Once you have used this action, you can't use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.
 

War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Aasimar. Protector Subrace

Ability Score Increase Charisma score increases by 2. Your Wisdom score increases by 1.
Size Medium
Speed 30ft

Age: aasimar mature at the same rate as humans, but can live up to 160 years.   Alignment: Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.   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 spell-casting 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

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S

Whispering to the spirits of nature, you create one of the following effects within range:

  •  You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. this effect persists for 1 round.
  •  You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  •  you create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. THe effect must fit in a 5-foot cube.
  •  You instantly light or snuff out a candle, a torch, or a small campfire.

 

Class(es): Druid

PHB

Guidance

0-level (Cantrip) Divination

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 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

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent 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 coloured 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

Shillelagh

0-level (Cantrip) Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration 1 minute
Components V S M
Materials (mistletoe, a shamrock leaf, and a club or quarterstaff)

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of the melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Class(es): Druid

Level 1 Spells

Earth Magic

Battering Ram

1-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You cause a pillar of stone to burst from an area of earth that you can see within range. The pillar can be angled in a direction that you choose. The pillar is a cylinder that has a diameter of 1 foot and a height of up to 10 feet. The area where the pillar appears must be wide enough for its diameter. The pillar has 5 AC and 15 hit points. When reduced to 0 hit points, the pillar crumbles into rubble, which creates an area of difficult terrain with a 5-foot diameter that lasts until the rubble is cleared, which requires at least 1 minute to clear by hand.   The pillar does 4d6 bludgeoning damage when it encounters a creature in its path when it is created. A creature that would be hit can make a Dexterity saving throw or take the damage and be pushed back 10 feet.   If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature that would be pushed back is instead, pinched between the pillar and the obstacle and restrained. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.   This spell deals double damage to structures.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, a pillar of your choice deals an additional 2d6 for each slot level above 1st. Every additional two levels, you can instead choose to create another pillar.
Available for: Druid, Sorcerer, Wizard

Earth Magic

Earth Shield

1-level Evocation

Casting Time: 1 action or reaction (which you take when you or an ally in range would be hit by a ranged attack, or a coned or line spell)
Range/Area: 30 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
A nonmagical barrier of solid earth springs into existence at a point you choose within range. The barrier is 6 inches thick and is composed of one 5-foot-by-5-foot panel. The barrier grants full cover to any creature behind it. If the barrier would be in the way of a line or cone spell, the barrier takes the damage instead of any creature that would be protected. If a ranged attack targets a creature behind the barrier, the barrier takes the damage if the attack would fail to hit the target, but would still hit the wall.   The barrier is an object made of earth that can be damaged and thus breached. Each panel has an of AC 12 and 15 Hit Points. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.   If the barrier cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the barrier (or the barrier and another solid surface), that creature can use its reaction to make a Dexterity saving throw. On a success, it can move up to its speed so that it is no longer enclosed by the barrier.   The wall can have any shape you desire, though it can't occupy the same space as a creature or object. the wall doesn't need to be vertical or Resting on any firm foundation. It must, however, merge with and be solidly supported by existing earth. Thus you can use this spell to bridge a chasm or create a ramp.   You can not create a span greater than 20 feet in length or risk the bridge collapsing.   This barrier can be created in reaction to a ranged attack, or a spell in which an affect must move in one direction such as a cone or a line. If a panel drops to 0 Hit Points protecting a creature behind it, the creature takes the remaining amount of damage and the panel is destroyed.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can create an additional panel for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

Earth Magic

Earthwave

1-level Evocation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Instantaneous
Waves of earth sweep out from you. Each creature in a 10 foot-radius originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and maintains their footing.   In addition, unsecured objects that are completely within the area of effect take damage as well.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

Earth Magic

Mud Shot

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
You launch loose mud at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and must make a Constitution saving throw. On a failure, the target is blind, deafened and suffocating as thick mud covers their face, until a creature takes an action to remove it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

Evocation Magic

Lightning Flash

1-level Enchantment

Casting Time: 1 action
Range/Area: Self (20-foot radius)
Components: V, S
Duration: Instantaneous
You create a ball of lightning between your hands. It explodes in a show of light and thunder. Creatures in range must make a Constitution saving throw or be blinded and deafened until the end of their next turn.
At higher levels: When you cast this spell using a spell slot of 2rd level or higher, you can increase the radius by an additional 10 feet for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

Water Magic

Mud Sink

1-level Evocation

Casting Time 1 Action
Range 90 ft
Duration 1 hour
Components V, S

Water sinks into soft earth turning it into mud, turning a 15-foot square centered on a point within range into difficult terrain for the duration.   When the mud appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
At higher levels: For each level cast above 1st, increase the size of the square by 10 ft.

Class(es): Wizard, Sorcerer, Druid

Water Magic

Water Adaptation

1-level Enchantment

Casting Time 1 Action
Range Self
Duration 1 Hour
Components S

A light blue glow surrounds you. For the duration of the spell, you can breath and speak underwater, and can move your full move speed when swimming.

Class(es): Wizard, Sorcerer, Druid

Water Magic

Water Missle

1-level Evocation

Casting Time 1 Action
Range 90 ft
Duration Instantaneous
Components V, S

Choose one target in range, make an attack roll and launch a large glob of water at them. Should it hit, deal 1d8 damage, and the target becomes vulnerable to the next ice or lightning damage they take.
At higher levels: For every level cast above 1st, deal an additional 1d8 damage.

Class(es): Wizard, Sorcerer, Druid

PHB: P. 270

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, Concentration, up to 10 minutes
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.
Available for: Cleric, Paladin, Warlock, Wizard

Level 2 Spells

Earth Magic

Earth Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
A 5-foot-diameter sphere of sharp stones is drawn out of the ground into an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 slashing damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The spell deals double damage to structures.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Druid, Sorcerer, Wizard

Earth Magic

Maximilian's Earthen Grasp

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A miniature hand sculpted from clay
Duration: Concentration, Concentration, up to 1 minute
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.   As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.   To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.   As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Available for: Sorcerer, Wizard

Earth Magic

Spear Wall

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You cause non-magical spikes of stone to burst from the ground, forming a barricade. The barricade is 5 feet thick and composed of four 5-foot-by-5-foot blocks. Each block must be in range, but do not need to be contiguous with at least one other block. The barricade has 5 AC and 30 Hit Points. When reduced to 0 Hit Points, the block crumbles into rubble, which creates an area of difficult terrain with a 5-foot diameter that lasts until the rubble is cleared, which requires 1 minute to clear by hand.   When the barricade appears, each creature within its area is pushed to one side of the barricade (your choice) and must make a Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage, or half as much damage on a successful save, if they are pushed to a side you decide deals damage. If a creature would be surrounded on all sides by the barricade (or the barricade and another solid surface), that creature can use its reaction to make a Dexterity saving throw. On a success, it can move up to its speed so that it is no longer enclosed by the barricade.   Any sides of the barricade, selected by you when you cast this spell, deals 6d6 piercing damage to each creature that enters for the first time on a turn or starts its turn within 5 feet of that side of the barricade. A creature can not be affected by more than one barricade at the start of their turn.   If you maintain your concentration on this spell for its whole duration, the barricade becomes permanent and can't be dispelled. Otherwise, the barricade disappears when the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the number of blocks you can create increases by 2 for each slot level above 2nd.
Available for: Druid, Sorcerer, Wizard

Storm Magic

Lightning Blade

2-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You weave together bolts of energy to create a sword of solidified lightning in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the finesse, light, and thrown properties (range 20/60).   If the blade strikes a creature, they must make a DC 12 Constitution save or be stunned until the start of their next turn, unless already stunned. If a creature succeeds on the save, they are immune to being stunned from the blade until the start of their next turn   If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At higher levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8 . When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8 . When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8 .
Available for: Druid, Sorcerer, Warlock, Wizard

Storm Magic

Stun

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: A small, straight piece of iron
Duration: Concentration, Concentration, up to 1 minute
Launch a bolt of lightning at humanoid that you can see within range. The target must succeed on a Dexterity saving throw or take 2d6 lightning damage and be stunned for the duration. At the start of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target. If the spell hasn't ended at the end of their turn, the target takes an additional 1d6 damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 15 feet of each other
Available for: Druid, Sorcerer, Wizard

Water Magic

Torrent

2-level Evocation

Casting Time 1 Action
Range (Self) 60 ft
Duration Concentration, 1 Minute
Components V, S

Water rises around your legs before a strong torrent of water 60 feet long and 10 feet wide rushes from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature moving towards you caught in the torrent moves as if it were difficult terrain, or moves an additional 30 feet if moving away   The torrent extinguishes candles, torches, and similar unprotected flames in the area. It causes protected non magical flames, such as those of lanterns, to be extinguish. If the torrent is frozen, any point after the frozen point has its flow disrupted for one turn, before the force of the torrent breaks up the ice and continues as normal.   As a bonus action on each of your turns before the spell ends, you can change the direction in which it flows.
At higher levels: When casting the spell at higher level, increase the width by 5 feet or length by 10 for every level above 2nd.

Class(es): Wizard, Sorcerer, Druid

Water Magic

Water Armor

2-level Evocation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Concentration, 1 Minute (Concentration)
A thick layer of water surrounds you, providing the following effects.
  • Resistance to fire, bludgeoning and slashing damage frorm non-magical weapons.
  • Vulnerability to ice and lightning.
Only one type of magical armor can be affecting you at once.
Available for: Druid, Sorcerer, Wizard

Water Magic

Water Bindings

2-level Evocation

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

Choose a humanoid that you can see within range. The target must succeed on a Dexterity saving throw or be restrained by ropes or water for the duration. At the end of each of its turns, the target can make a Strength check vs your spell save DC. On a success the spell ends on the target.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Wizard, Sorcerer, Druid

Water Magic

Waterblade

2-level Evocation

Casting Time 1 Action
Range Self
Duration Concentration, 1 Minute
Components V, S

You bring together ropes of water to create a sword of solid sharp water in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 slashing damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target while underwater you make the attack roll with advantage.   If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reform in your hand.

At higher levels: When casting the spell at higher level, increase the damage by 1d8 for every two levels above 2nd, starting at 3rd with 3d8 .

Class(es): Wizard, Sorcerer, Druid

PHB: 215

Augury

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: Specially marked sticks, bones, or similar tokens worth at least 25 gp
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:
  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
Available for: Cleric

PHB: P. 237

Enlarge / Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A pinch iron powder
Duration: Concentration, Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.   Enlarge: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.   Reduce: The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Available for: Artificer, Sorcerer, Wizard

TCoE P. 109

Summon Beast

2-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200gp
Duration: Concentration, Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.
Available for: Druid, Ranger

Level 3 Spells

Earth Magic

Thundu's Boulders

3-level Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: A tree branch and a pebble
Duration: Instantaneous
You designate a point on the ground, as several large stones arc throughout the air, falling onto the area. Each creature in a 15-foot-radius sphere centred on that point must make a Dexterity saving throw, or take 11d4 bludgeoning damage on a failed safe, or half as much damage on a successful one. Structures within the radius of this spell take double the damage.
At higher levels: When you cast this spell using a spell slot of 4th level or Higher, the damage increases by 1d4 for each slot level above 3rd.
Available for: Artificer, Druid, Sorcerer, Wizard

Earth Magic

Wall of Sand

3-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: A handful of sand
Duration: Concentration, Concentration, up to 10 minutes
You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.
Available for: Druid, Sorcerer, Wizard

Storm Magic

Lightning Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: Self (100-foot line)
Components: V, S, M
Materials: A bit of fur and a rod of amber, crystal, or glass
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Wizard

Water Magic

Cutting Water

3-level Evocation

Casting Time 1 Action
Range Self (20 foot cone)
Duration Instantaneous
Components V, S

A condensed blade of water slices through the air. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 5d6 slashing damage on a failed save, or half as much on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every level above 3rd.

Class(es): Wizard, Sorcerer, Druid

Water Magic

Lightning Absorption Orb

3-level Evocation

Casting Time 1 Action or Reaction, which you take in response to you or a target in range, being damaged by a lightning ability that you can see
Range 10 feet (15-foot-radius explosion, 120-foot-movement range)
Duration Concentration, 1 Minute
Components V, S

When a creature in a 30 foot range of you, is damaged by lightning, an orb of water 1 foot in diameter appears near them instead. The sphere has 20 health, and an AC of 12.   When an ability that would deal lightning damage to a target within 10 feet of the sphere, as long as the ability isn't touch, the ability is absorbed by the sphere instead. If the ability is targeted, all the damage the ability would do is absorbed by the sphere. If the ability affects an area, half of the damage the ability would do is absorbed.   The sphere can absorb up to 30 points of lightning damage, if the sphere drops to 0 health, or absorbs more than 30 points of lightning damage, it explodes in a 15-foot-radius dealing half the damage it had absorbed. If the damage by an ability would exceed how much it could absorb, then it only absorbs the amount of damage that it had left to absorb.   On your turn you can move the sphere up to 15 feet as a bonus action, and as an action you can dismiss the sphere. If you used the spell as a reaction, the spell doesn't take concentration as long as you dismiss the sphere as your action at the start of your turn.
At higher levels: When casting this spell at a higher level than 3rd, increase the damage it can absorb by 10. For every third level cast, you can create an additional orb with the normal characteristics of the spell instead.

Class(es): Wizard, Sorcerer

Water Magic

Turbulent Sphere

3-level Evocation

Casting Time 1 Action
Range 25 feet
Duration Concentration, 10 Minute
Components V, S

Choose a point in range that you can see, water rushes out from you and forms into a 15 foot radius sphere of moving water. Any creature caught in the area can not breathe, and at the start of their turn must make a Constitution save or take 3d6 points of bludgeoning damage on a failed save.   Any lightning spell that touches the sphere, considers the area of affect of the spell increased by 30 feet as long as the target is within the sphere.   While within the sphere, you can cast the spell Waterblade without concentration, but dissipates as soon as you leave the sphere.

At higher levels: When cast at 4th level or higher, the radius and range of the spell increases by an additional 10 feet for each level cast above 3rd.

Class(es): Wizard, Sorcerer, Druid

Water Magic

Water Shockwave

3-level Evocation

Casting Time: 1 Action
Range/Area: 15 feet
Components: V, S
Duration: Instantaneous
A ring of water surrounds and then explodes out from you. Every creature in a 15-foot radius from you must make a Consitution saving throw or take 6d6 bludgeoning damage and be knocked prone, or half as much damage and not knocked prone.   When cast from within or a large body of water, this spell deals an additional 2d6 damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the range increases by 5 feet, and deals an additional 1d6 for each slot level above 5th
Available for: Druid, Sorcerer, Wizard

PHB: 216

Aura of Vitality

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30 feet radius)
Components: v
Duration: Concentration, Up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Available for: Paladin

PHB

Elemental Weapon

3-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: V, S
Duration: Concentration, 1 hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, tire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At higher levels: When you cast this spell using a spell slot of 5th or 6th level. the bonus to attack rolls increases to +2 and the extra damage increases to 2d4 . When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4 .

PHB

Revivify

3-level Conjuration

Casting Time: 1 action
Range/Area: touch
Components: V, S, M
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: instantaneous
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.

TCoE. P.112

Summon Fey

3-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a gilded flower worth at least 300 gp
Duration: Concentration, Concentration, up to 1 hour
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
  The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Ranger, Warlock, Wizard

Level 4 Spells

Water Magic

Crashing Water

3-level Evocation

Casting Time: 1 Action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
A large column of water appears near you, crashing onto a target location in range. Targets in a 5 foot area must make a Consitution saving throw or take 8d6 bludgeoning damage, or half as much on a succesful save.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. When cast at 6th or 9th level, you can instead create an additional column of water dealing 3d6 .
Available for: Druid, Sorcerer, Wizard

Water Magic

Geiser

4-level Evocation

Casting Time: 1 Action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
A geiser of boiling water explodes from a target location. Each creature in a 5-foot radius must make a Dexterity saving throw, taking 6d8 fire damage , or half as much on a succesful save.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th
Available for: Druid, Sorcerer, Wizard

Water Magic

Pressure Spray

4-level Evocation

Casting Time: 1 Action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
A powerful jet of water blasts out that reaches up 60 feet originating from you. The first creature it encounters must make a Dexterity save or take 10d4 Bludgeoning water as the jet of water slams into them. Every subsequent creature the jet hits takes one less 1d4 damage, to a minimum of 5d4 . Each creature that is hit must make a Strength save or is pushed back 20 feet in a straight line.   After 30 feet, the damage the target takes is halved, and are only pushed 10 feet instead of 30.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 , and both the normal and falloff range increases by 5 feet for each slot level above 4th.
Available for: Wizard, Sorcerer, Druid

Water Magic

Water Explosion

4-level Evocation

Casting Time: 1 Action
Range/Area: 60 feet/120 feet (15-foot-radius)
Components: V, S
Duration: Instantaneous
An orb of compressed water forms before at a location in range. The orb explodes in a concussive force, forcing all creatures in a 15-foot radius to make a Dexterity save or take 6d6 bludgeoning damage.   The range of this spell increases to 120-feet if location of the orb is within 10-feet of a large body of water.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d6 .
Available for: Druid, Sorcerer, Wizard

Divination Magic

Divination

4-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes
Duration: Instantaneous
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.   The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Available for: Cleric

TCoE P. 111

Summon Elemental

4-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: air, a pebble, ash, and water inside a crystal vial worth at least 400 gp
Duration: Concentration, Concentration, up to 1 hour
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
  The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Ranger, Wizard

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