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Talaron

3 Level (2000/2700 XP for level-up) Knight of the Prophet Background Human (Cygnar) Race / Species / Heritage Rechtschaffen Gut Alignment
Paladin (Oath of Radiance)
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
16
+3
DEX
13
+1
CON
15
+2
INT
9
-1
WIS
12
+1
CHA
16
+3
36
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+1 Dexterity
+2 Constitution
-1 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+3 Deception CHA
-1 History INT
+3 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+3 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Caspian Battleblade +5 STR 1d8+3 slashing
 Heavy, versatile ( 2d6 )
Mace +5 STR 1d6+3 bludgeoning
Attacks

Spell Book

Potent Strikes. When you score a critical hit with a melee weapon attack, you can roll one additional weapon damage die and drop the lowest result.
Powerful Build. You count as one size larger when determining your carrying capacity and the amount you can push, drag, or lift.
Right to Bear Arms. Cygnar’s firearms are among the best in the Iron Kingdoms, and its citizens are very familiar with their operation. You gain +1 to attack rolls made with simple and martial firearms.
Industrial Revolution. When you make an ability check using artisan’s tools, you may roll a d4 and add the number rolled to the ability check.


Divine Sense, Lay on Hands, Fighting Style (Defense), Spellcasting, Divine Smite, Divine Health, Oath of Radiance
Blessing of Purity. As a bonus action, you speak a blessing of purification and cleanse any arcane spells maintained by your foes. Each enemy creature within 30 feet of you that is concentrating on a spell must succeed on a Constitution saving throw against your spell save DC to maintain concentration. This roll is made with disadvantage.
Condemn Undead. As an action, you present your holy symbol and shout a battle prayer condemning the undead. Each undead within 30 feet of you that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is knocked prone and stunned until the end of your next turn.


Morrow's Guidance


You felt the touch of Morrow on your life before you joined the order, and you can still feel his hand guiding you to defend his church. You can pray to Morrow to give you guidance in a task related to your calling. When you use this feature, you gain advantage on any roll for an action that takes no longer than a single round. Once you use this feature, you cannot use it again until you finish a short or long rest.
Additionally, at the GM’s discretion, you can seek aid or council at the main chapter house for the Knights of the Prophet in the Sancteum or at any of the major chapter houses in Highgate and Ceryl.

Features & Traits
Caspian battleblade, shield, mace, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of rope, The book Prayers for Battle, a Morrowan holy symbol, a set of fine clothes, and a pouch containing 10 gp, chainmail, and a holy symbol, 5 Stangen Dynamit.

Equipment Copper: 12, Silver: 0, Electrum: 0, Gold: 7432, Platinum: 0 Money
Languages: Cygnarian, Ordic, Khadorian
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools:

Languages & Proficiencies
I look down on nobles who treat commoners poorly.

Personality Traits
Tyrants and dictators cannot be allowed to lord over the people.

Ideals
I made a powerful enemy of a specific group of cultists when I revealed them to the church.

Bonds
I am often far too truthful for my own good.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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Paladin

The Paladin

-Spell Slots per Spell Level-

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands - - - - -
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 - - - -
3rd +2 Divine Health, Sacred Oath 3 - - - -
4th +2 Ability Score Improvement 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Aura of Protection 4 2 - - -
7th +3 Sacred Oath Feature 4 3 - - -
8th +3 Ability Score Improvement 4 3 - - -
9th +4 - 4 3 2 - -
10th +4 Aura of Courage 4 3 2 - -
11th +4 Improved Divine Smite 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 - 4 3 3 1 -
14th +5 Cleansing Touch 4 3 3 1 -
15th +5 Sacred Oath Feature 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 - 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath Feature 4 3 3 3 2
hit dice: 1d10 per Paladin level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simpIe melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol
spellcasting:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.  

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.  

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the Oaths detailed at the end of the class description or one from another source.   Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.  

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.   If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.  

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.   When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.
subclass options:

Sacred Oaths

Oath of Radiance

Paladins dedicated to the Oath of Radiance are shining beacons of hope sworn to keep the darkness at bay. They value peace but know full well that some conflicts can only be resolved by bloodshed. Following a strict code of honorable conduct on the battlefield, these paladins hold to the convictions that war does not excuse depravity and that victory does not excuse immorality. Ensuring the proper burial of the dead is among their sacral duties, and they take equal care with the corpses of comrades and enemies alike.

The undead are an affront to all these blessed champions stand for, and they will stop at nothing to put the shambling dead and other unquiet spirits to eternal rest.

Perhaps the most famous of these types of paladins are the Precursor Knights of Cygnar, who follow the virtues taught by the warrior-philosopher god Morrow and his martial ascendants. Although Morrow is worshipped throughout western Immoren, the Precursors are a distinctly Cygnaran order. Originally sanctified on the holy grounds of Caspia’s Archcourt Cathedral, they occupy a number of far-flung fortress monasteries throughout the kingdom.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Blessing of Purity. As a bonus action, you speak a blessing of purification and cleanse any arcane spells maintained by your foes. Each enemy creature within 30 feet of you that is concentrating on a spell must succeed on a Constitution saving throw against your spell save DC to maintain concentration. This roll is made with disadvantage.

Condemn Undead. As an action, you present your holy symbol and shout a battle prayer condemning the undead. Each undead within 30 feet of you that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is knocked prone and stunned until the end of your next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd exorcism, guiding bolt
5th spellpiercer, spiritual weapon
9th beacon of hope, sunbeam
13th freedom of movement, hold undead
17th hallow, purification

Aura of Radiance

Starting at 7th level, fey, fiend, and undead creatures within 10 feet of you have disadvantage on attack rolls, Wisdom saving throws, and Charisma saving throws.

At 18th level, the range of this aura increases to 30 feet.

Final Rites

At 15th level, you can use a bonus action to mark a fey, fiend, or undead creature you can see within 60 feet of you for 1 minute. While the target is marked, you deal an extra 1d10 radiant damage to it whenever you hit it with a weapon attack. If the target drops to 0 hit points while marked, its corporeal form explodes in a blast of radiant energy with a 15-foot radius centered on the target. Friendly humanoid creatures in the explosion regain a number of hit points equal to 2d8 + your Charisma modifier. Undead creatures in the explosion take radiant damage equal to 2d8 + your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Eternal Light

At 20th level, your divine spirit radiates with such intensity that corrupt magic withers in your presence. You and friendly creatures within 30 feet of you take half damage from necromancy spells and damage dealt by fiend, fey, and undead creatures. Additionally, undead and infernal creatures that start their turn within 5 feet of you take radiant damage equal to your Charisma modifier.

Oath of the Wall

Paladins who take the Oath of the Wall are stalwart defenders of the faithful masses. They prioritize mercy and protection of the innocent and are capable of becoming physical embodiments of their god’s will in order to protect their flock. Encased in heavy armor and trained to hold against any enemy, these devout warriors have honed their bodies into unbreakable living weapons over years of intense training.

The best-known organization of paladins sworn to this oath is the Order of the Wall in the Protectorate of Menoth. This order has served humanity since the first words of the Canon of the True Law were revealed. Their dedication to the common people of the Protectorate often puts them at odds with the ruthless scrutators, who prefer to penalize the wayward with torture and death rather than guide them back to the path of the Creator.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Righteous Vengeance. When a friendly creature within 30 feet of you is damaged by an enemy creature’s attack, you can use your reaction to respond with holy indignation. When you do, you gain a +2 bonus to attack and damage rolls made with melee weapons for 1 minute.

Stone-and-Mortar Stance. As an action, you can assume an unbreakable martial stance empowered by the divine might of your god. You gain a +5 bonus to AC. You can remain in this stance for up to 1 hour or until you move, are knocked prone, or are incapacitated.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd retaliation, sanctuary
5th calm emotions, sacrosanct
9th bulwark, spirit guardians
13th hallowed avenger, stoneskin
17th chasten, wall of stone

Aura of Vigilance

Starting at 7th level, you and friendly creatures within 10 feet of you cannot be surprised in combat and gain a bonus to initiative rolls equal to your Charisma modifier.

At 18th level, the range of this aura increases to 30 feet.

Martyrdom

At 15th level, you can absorb damage inflicted on others. Any wound absorbed in this way will appear on you approximately where the original target was struck. When a friendly creature within 30 feet of you is damaged, you can use your reaction to absorb any amount of damage caused by the attack. Divide the damage between yourself and the friendly creature in any way you choose, even if this incapacitates or kills you.

The amount of damage that can be absorbed is determined after any resistances or vulnerabilities from the original damage roll are calculated. This feature doesn’t transfer any other effects that accompany the damage, and the damage you absorb can’t be reduced in any way.

If you absorb any damage in this manner, you can immediately assume Stone-and-Mortar Stance without using an action or expending one of your uses of Channel Divinity. Once you use this feature, you can’t use it again until you finish a long rest.

Unbreakable

At 20th level, you can become as unassailable as a wall of stone. As a bonus action, you can gain immunity to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

You must be wearing heavy armor to gain this benefit.

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Iron Kingdoms: Requiem

Human (Cygnar)

Cygnarans are a widely varied people. The lands that make up the kingdom were parts of various nations in the past, and the modern country still reflects much of that diversity. The life experiences of Cygnarans are as varied as their many cultures. The nation boasts a well-developed education system, and its people are a welcoming sort. Most of the technological advancements of the last century have been made by Cygnarans, and it is the most industrialized of all the Iron Kingdoms, giving its citizens a strong familiarity with modern machining and manufacturing
ability score increase: Your Intelligence and Charisma scores each increase by 1
age: Humans reach adulthood in their late teens and live less than a century.
alignment: Humans do not tend toward any particular alignment. The best and the worst are found among them.
Size: Medium
speed: 30ft
Languages: All human characters can speak the language of their home nation, but reading and writing are not entirely widespread. As the primary trade tongue used by merchants and travelers throughout the Iron Kingdoms, Cygnaran is by far the most widely spoken language in western Immoren, but anyone who has common dealings with citizens of other nations will typically learn the languages of peoples they deal with. You can speak, read, and write two languages of your choice.
race features:
Right to Bear Arms. Cygnar’s firearms are among the best in the Iron Kingdoms, and its citizens are very familiar with their operation. You gain +1 to attack rolls made with simple and martial firearms.
Well Educated. You have proficiency in two of the following skills: Arcana, Insight, Medicine, Nature, and Religion.
Industrial Revolution. When you make an ability check using artisan’s tools, you may roll a d4 and add the number rolled to the ability check.

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Level 1 Spells

PHB

Guiding Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: 1 round
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.

Level 2 Spells

PHB

Spiritual Weapon

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V, S
Duration: 1 minute
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 2nd.

Level 3 Spells

PHB

Beacon of Hope

3-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: Concentration, 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

PHB

Sunburst

8-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: fire and a piece of sunstone
Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
  A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
  This spell dispels any darkness in its area that was created by a spell.

Level 4 Spells

PHB

Freedom of Movement

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a leather strap, bound around the arm or a similar appendage
Duration: 1 hour
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
  The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Level 5 Spells

PHB

Hallow

5-level Evocation

Casting Time: 24 hours
Range/Area: Touch
Components: V, S, M
Materials: herbs, oils, and incense worth at least 1,000 gp, which the spell consumes
Duration: Until Dispelled
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
  First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
  Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
  Courage: Affected creatures can't be frightened while in the area.
  Darkness: Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
  Daylight: Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
  Energy Protection: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
  Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
  Everlasting Rest: Dead bodies interred in the area can't be turned into undead.
  Extradimensional Interference: Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
  Fear: Affected creatures are frightened while in the area.
  Silence: No sound can emanate from within the area, and no sound can reach into it.
  Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

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