Willow Heathersong | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Willow Heathersong

Cleric 1 Class & Level
Messenger of the Gods Background
Moon Fairy Race
Neutral Good Alignment

Strength 8
-1
Dexterity 16
+3
constitution 7
-2
intelligence 13
+1
wisdom 17
+3
charisma 10
+0
Total Hit Dice 1
Hit Die
1d8-2
+2 proficiency bonus
-1 Strength
+3 Dexterity
-2 Constitution
+1 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+1 Arcana
-1 Athletics
+0 Deception
+1 History
+5 Insight
+0 Intimidation
+1 Investigation
+5 Medicine
+1 Nature
+5 Perception
+0 Performance
+0 Persuasion
+1 Religion
+5 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
19
Armor Class
6
Hit Points
+3
Initiative
20ft.
Speed
WeaponAttackDamage
Mace 1d20+1 1d4-1
Light Crossbow 1d20+5 1d6+3
Trident 1d20+1 1d6-1
Attacks
Skills: Acrobatics, Insight, Perception, Medicine, Sleight of Hand
Armor: Light & Medium Armor, Shields
Weapons: Simple Weapons
Tools: Navigator’s tools
Saving Throws: Wisdom, Charisma
Languages: Common, Sylvan, Celestial, Infernal
Proficiences
Cantrips. You know three cantrips, Light, Mending, and Thaumaturgy, that you can cast at will, as well as Dancing Lights, which you gain from your domain.
Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells.
Spells Prepared. You prepare four 1st-level spells to make them available to cast, choosing from the cleric spell list. In addition, you have two domain spells, which are always prepared.
Spellcasting
Weaponry: Trident, Mace, Crossbow
Armor: Scale Mail (16 AC), Shield (+2 AC)
Equipment
Advantages: Dexterity saves, saves against charm effects, Persuasions checks with terrestrials, Charisma checks against hostile creatures
Disadvantages: Athletics checks, Strength saves
Immune to magic putting you to sleep
Darkvision 60 ft. in dim light and darkness as bright light
Foggy Escape: When you take damage, you can use your reaction to create a blinding smoke and teleport up to 60 feet to an unoccupied space you can see. Once per short rest.
Glamor: Once per short rest, you can alter your appearance for one hour.
Vanish for one round while in darkness. Three uses a day.
Shrink an object to your size as a ritual.
Flight speed of 40 ft, can hover 10 ft above ground. Can no longer fly if you drop below half max hit points.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Trident

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Martial 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 5 gp Weight: 4 lb


 

DnD 5e SRD SRD

Mace

Melee Weapon Common

Type Damage Damage Range Properties
Simple 1d6 Bludgeoning

Cost: 5 gp Weight: 4 lb


 

DnD 5e SRD 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


 

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


 

Holy Symbol

Spellcasting Focus Common

A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.


 

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


 

The statblocks of your class features

Active Cleric Features


Hit Points

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

Proficiences

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Insight, Medicine

Class Features

Night Domain

 
Level Spells
1st Sleep, Armor of Agathys
3rd Moon Beam, Crown of Madness
5th Tidal Wave, Life Transference
7th Confusion, Phantasmal Killer
9th Dream, Hallow
   

Proficiencies

When you choose this domain at 1st level, you gain proficiency with the trident and can choose that as your starting equipment.  

Starlight

At 1st level, you gain the Dancing Lights cantrip.  

Cloak of Shadows.

When in a dark area, you may control and warp the shadows around you to conceal yourself. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell that doesn't target yourself. You can use this ability a number of times equal to your Wisdom modifier (minimum of one). You regain all uses of this feature when you complete a long rest.


Spellcasting

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 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 of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells o f 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 2nd-level slot. Casting the spell doesn’t remove it from your list o f prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your W isdom 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.  

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Night Cleric


Hit Points

Hit Dice: d8 per Night Cleric level
Hit Points at first Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 + constitution modifier

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

Night Domain

Proficiencies

When you choose this domain at 1st level, you gain proficiency with the trident and can choose that as your starting equipment.  

Starlight

At 1st level, you gain the Dancing Lights cantrip.  

Foggy Escape

At 1st level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to create a blinding smoke and teleport up to 60 feet to an unoccupied space you can see. You can use this ability a number of times equal to your Wisdom modifier (minimum of one). You regain all uses of this feature when you complete a long rest. Starting at 5th level, creatures within a radius of 10 feet from your original location and your location after your teleport are blinded until the end of your next turn.  

Channel Divinity | Turn the Accursed

Replaces the normal Turn Undead Feature. As an action, you present your holy symbol and speak a prayer denouncing the accursed. Each accursed creature 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.  

Channel Divinity | Cover of Darkness

Starting at 2nd level, you can cover your allies in a cloak of dark shadows. When an ally within 30 feet of you is attacked or makes a saving throw, you can use your reaction to force the attack to be made with disadvantage, or allow the saving throw to be made with advantage. You must use this ability before the roll is made. If you use this ability while you and your targeted ally are in dim light or darkness, you regain your expended use.  

Channel Divinity | Guiding Stars

At 6th level, a circlet of small stars form around your head. These three softly glimmering lights are only visible to you and those that you choose to see it, as well as any other clerics of the Night Domain. As an action, you may remove a star and perform one of the following actions:   Blacken. You throw the star up to 30ft in any direction, and once you speak the command word its light blinks out, taking all nearby light in a 30 ft radius with it. All enemies within the radius are considered blinded for one round or until you use a bonus action to end it. This does not affect creatures with blindsight, but does affect creatures with darkvision.   Shine. You select yourself or a friendly creature within 50 ft of you that is Large or smaller to send the star to. Once it reaches the target, it erupts into several thousand smaller stars that twinkle and glow, making it difficult to look in its direction. Any attack made against the friendly creature has disadvantage for one round or until you use a bonus action to end it.   Ray. You choose an enemy you can see within 60 ft of you, and the star soars high above to cast a faint silver beam of moonlight on the target. The creature takes 1d6 radiant damage at the beginning of each of its turns for three rounds or if it spends an action to step out of the beam. You may use a bonus action to move the beam to another target or to end it.   Glow. You choose an enemy you can see within 60 ft of you. Targeted creatures are wreathed with numinous light for one minute. Affected creatures give off bright light for 30 feet and dim light for another 30 feet, gain no benefits from invisibility, automatically fail Stealth checks and cannot surprise another creature, and they have disadvantage on attack rolls. At the end of each of their turns, affected creatures can make a Wisdom saving throw against your spell save DC. On a success, the effect on them ends  

Dream Strike

At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of the moonlight. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant or psychic damage (your choice) to the target. When this happens, your weapon or spell turns a pale silver and glows softly as it hits the target, and a weapon infused with this energy is effectively silvered. The attack fades to darkness once it strikes. When you reach 14th level, the extra damage increases to 2d8.  

Guiding Stars

At 17th level, a circlet of small stars form around your head. These three softly glimmering lights are only visible to you and those that you choose to see it, as well as any other clerics of the Night Domain. As an action, you may remove a star and perform one of the following actions:   Blacken. You throw the star up to 30ft in any direction, and once you speak the command word its light blinks out, taking all nearby light in a 30 ft radius with it. All enemies within the radius are considered blinded for one round or until you use a bonus action to end it. This does not affect creatures with blindsight, but does affect creatures with darkvision.   Shine. You select yourself or a friendly creature within 50 ft of you that is Large or smaller to send the star to. Once it reaches the target, it erupts into several thousand smaller stars that twinkle and glow, making it difficult to look in its direction. Any attack made against the friendly creature has disadvantage for one round or until you use a bonus action to end it.   Ray. You choose an enemy you can see within 60 ft of you, and the star soars high above to cast a faint silver beam of moonlight on the target. The creature takes 1d6 radiant damage at the beginning of each of its turns for three rounds or if it spends an action to step out of the beam. You may use a bonus action to move the beam to another target or to end it.   Glow. You choose an enemy you can see within 60 ft of you. Targeted creatures are wreathed with numinous light for one minute. Affected creatures give off bright light for 30 feet and dim light for another 30 feet, gain no benefits from invisibility, automatically fail Stealth checks and cannot surprise another creature, and they have disadvantage on attack rolls. At the end of each of their turns, affected creatures can make a Wisdom saving throw against your spell save DC. On a success, the effect on them ends.


Class Features

Divine Domain

Choose one domain related to your deity. 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.   Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

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.   When you use your Channel Divinity, you choose which effect to create. 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 cleric spell save DC.   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.  

Channel Divinity: 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 o f 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 o f 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.  

Ability Score Increase

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.  

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table below:   Cleric Level | Destroys Undead of CR 5th | 1/2 or lower 8th | 1 or lower 11th | 2 or lower 14th | 3 or lower 17th | 4 or lower  

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature o f the intervention; the effect of any cleric spell or cleric domain spell w ould be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.


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

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 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 of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells o f 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 2nd-level slot. Casting the spell doesn’t remove it from your list o f prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your W isdom 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.  

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.


LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32
2nd+2Channel Divinity (1/rest), Divine Domain feature33
3rd+2342
4th+2Ability Score Improvement443
5th+3Destroy Undead (CR 1/2)4432
6th+3Channel Divinity (2/rest), Divine Domain feature4433
7th+344331
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332
9th+4443331
10th+4Divine Intervention543332
11th+4Destroy Undead (CR 2)5433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Destroy Undead (CR 3)54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score improvement5433332111
20th+6Divine Intervention improvement5433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Moon Fairy

Ability Score Increase +1 Dex, +1 Cha
Size Tiny
Speed 20ft (Walk), 40ft (Fly)

Nocturnal Senses. You gain a supernatural darkvision. You can see in dim light and darkness within 60 feet of you as if it were bright light. You can also see through any magical darkness that you cast as if it were mundane darkness.   Fey. You have advantage on saving throws against being charmed and magic can’t put you to sleep.   Tiny. Your size makes you a difficult target to hit. You gain a +1 to your Armor Class. Your nimble build gives you advantage on Dexterity saving throws and proficiency in the Sleight of Hand skill. Finally, your frail body gives you a disadvantage on Strength saving throws and on Athletics checks.   Foggy Escape. Once per short rest, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to create a blinding smoke and teleport up to 60 feet to an unoccupied space you can see. Starting at 5th level, any hostile creatures within 10 feet of your original location are blinded until the end of your next turn.   Glamor. Your fairy magic allows you to change your appearance whenever you please. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. This lasts for 1 hour, or until you dispel it or fall unconscious. You can't perform this again until your finish a short or long rest.   Sent From Above. As a creature of celestial origins, denizens of the earth view you as a gift from the gods. You gain advantage on Charisma (Persuasion) checks when speaking with terrestrial creatures.   Shrink. You can touch an object that is sized for a Medium or Small creature and shrink it to a size appropriate for your tiny hands. If the object is a weapon, decrease the damage die by one size unless it has the finesse or light weapon properties (the versatile damage of that weapon also decreases by one size). You can touch multiple objects if they are the same type. At 3rd, 9th, and 15th levels, you can choose one weapon type you are proficient in, the damage die does not decrease whenever you use Shrink on it.   Wings. You have a flying speed of 40 ft, can hover 10 ft above ground. You may no longer fly if you are wearing heavy armor or you drop below half of your maximun hit points. You regain the ability to fly when your hit points are at half your max hit points or higher.
You also can select a preferred wing type from the following:
—Butterfly. Your wings have a fine loose powder that trails behind you in a color to match your wings; wings can range in many different shades and colors. Many patterns carry multiple colors while some only carry a single color in varying shades; your wings may also come in many designs that are both elegant and subtle. You carry a small amount of fuzz around your neck and on your arms, as well as the long elegant antennae of butterflies.
—Dragonfly. Your wings are see through and you have a sheen that shows in a single color; the patterns your wings carry are often entrancing. Your skin has grown small patches of thin scales, matching the color of your wings.
—Moth. You carry soft, fluffy attributes. Your kind has developed fluff around your neck, on your arms and a set of long fluffy antennae; your wings are large and also carry the soft fluffy attribute; they carry the same loose dust as your butterfly kin as well as range in a variety of colors and patterns.
—Beetle. You've developed a hard outer shell to protect your flimsy wings, this shell comes in a multitude of colors and often helps you defensively; your wings are transparent, and are not known to carry a color.
 

Messenger of the Gods

Skill Proficiencies Perception, choose Atheltics or Acrobatics
Tool Proficiencies Navigator's tools
Languages Common and Celestial
Equipment satchel, 10 pieces of paper, 5 ink bottles, travelers clothes, 10gp and the crest of the god you serve
Lifestyle Modest

Features

Hurried Traveller

You travel the main roads daily and remain cautious even when travelling quickly. This allows you to travel at a fast pace without penalty to passive Wisdom (Perception) scores.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Spells Prepared.

Cleric Spell List
 
Can Prepare—4
1st Lvl Slots—2


Spell LevelSpell Name
1stCommand, Detect Poison and Disease, Protection from Evil and Good, Sanctuary
————————
CantripsLight, Mending, Thaumaturgy, Dancing Lights
Domain SpellsSleep, Armor of Agathys

SRD

Thaumaturgy

0-level (Cantrip) Transmutation

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

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

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

SRD

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, 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): Bard, Cleric, Sorcerer, Wizard

SRD

Mending

0-level (Cantrip) Transmutation

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

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

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

PHB, page 230 SRD

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, 1 minute
Components V, S, M
Materials A bit of phosphorous or wychwood, or a glowworm

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

  As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Class(es): Bard, Sorcerer, Wizard

Level 1 Spells

SRD

Sleep

1-level Enchantment

Casting Time 1 action
Range 90ft
Duration 1 minute
Components V, S, M
Materials A pinch of find sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8 , the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).  
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.  
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
2nd level: 7d8 hit points affected
3rd level: 9d8 hit points affected
4th level: 13d8 hit points affected
5th level: 15d8 hit points affected
6th level: 17d8 hit points affected
7th level: 19d8 hit points affected
8th level: 21d8 hit points affected
9th level: 23d8 hit points affected

Class(es): Bard, Sorcerer, Wizard

Armor of Agathys

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 1 hour
Components V, S, M
Materials Cup of Water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot

Class(es): Warlock

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


Created by

smallpurplerose.

Statblock Type

Character Sheet (Legacy)

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