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Qeb

11 Level (0/100000 XP for level-up) Faction Agent Background Shifter - Wildhunt Race / Species / Heritage Lawful Neutral Alignment
Cleric - War
Level 5
Hit Dice: 5/5
1d8+3 Class 1
Artificer - Battle Smith
Level 6
Hit Dice: 6/6
1d8+3 Class 2

STR 14

+2

DEX 10

+0

CON 17

+3

INT 16

+3

WIS 18

+4

CHA 14

+2

91
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
18
Passive Perception
/
PHB
Spellcasting ...
+8 Attack mod
WIS Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+0 Dexterity
+3 Constitution
+3 Intelligence
+8 Wisdom
+6 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+2 Deception CHA
+3 History INT
+8 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+8 Medicine WIS
+3 Nature INT
+8 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Morningstar +8 INT 1d8+4 Piercing
 Radiant Weapon Infusion
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Appearance:
5'10", low 20's
Darker skin tone than whatever I have
Dark oak brown hair slicked back, long-ish so it spikes out in the back
Eyes strained like Aizawa from My Hero

Proficiencies:
simple/martial weapons, light/medium/heavy armor, shields

Traits:
Attunement slots: 1
  • Wildhunt Shifter:
  • - Shifting - adv wisdom checks, gain bonus health equal to CON mod + lvl
    - Mark the scent - bonus action, mark someone within 10ft, always know location within 60ft
    - Lycanthropy immunity(optional)
  • Cleric:
  • - War priest - bonus attacks equal to WIS mod
    - Channel Divinity: Guided Strike - can add 10 to accuracy roll; do after roll but before DM reply for hit/miss
    - Turn Undead - Undead target must make a WIS saving throw, if fails, must run away
    - Destroy Undead - Overrides TU, destoys them on failed save if at/below a challenge rating (1/2)
    - Harness Divinity - Consume Channel Div use, refresh a spell slot; need to utter prayer or touch holy symbol
  • Artificer:
  • - Magical Tinkering: use 1A to imbue an object with a magical effect (light, 6s recording, image/text, odor/nonverbal sound)
    - requires thieves'/artisans' tools, lasts indefinitely (cancellable), # items = INT mod
    - Requires Tools: require thieves'/artisans' tools to cast artificer spells using M component
    - Infusions:
    - Enhanced Defense
    - +1 AC on infused armor/shield
    - Homunculus Servant
    - uses 100g gem/crystal, doesn't get consumed on creation/death
    - just a lil guy
    - Replicate Magic Item
    - Returning Weapon
    - Make thrown weapon +1, returns to hand after use
    - Battle Smith:
    - Battle Ready:
    - prof w/ martial weapons
    - when using a magic weapon, can us INT for weapon attack rolls instead of STR or DEX
    - Steel Defender:
    - another less little guy
    - SCHMOOBOT
    - Extra Attack

    Feats:
    War Caster
  • Adv on CON saving throws for concentration
  • Can fulfill somatic components of spells when hands occupied
  • can use single-target 1A spells when opp to attack procted instead of weapon attack

  • Features & Traits
    Explorer's pack
  • backpack
  • tinderbox
  • torches: 3
  • rations: on phone
  • waterskin
  • 50ft hempen rope

  • Shield (AC2)
    Holy Symbol (A radiant eye with the iris replaced by a mace)
    - saved an example inmage in camera roll as "Cleric"
    Scale mail (AC14, Bakenweilen military)
    Pumpkin Pie: 2 rations
  • does not go bad
  • gives +2 to charisma checks against humanoids
  • can create a magical bond with another if shared, lasting 24hrs
  • - must know at least one language
    Funny Glasses Disguise
    vial of troll's blood: 1
  • slow regen, if reach max health before effect ends, mutate
  • - heals +2 every round, for 10 rounds
    Potions of Airbreathing: 2
    Minor healing potion: 0
  • heal 2d4 + 2
  • Stone of Ioun
  • Immunity to frightening, ADV on CHARM ST
  • Pebbles: 13
    Darcy's magic snackies: 1
    Darcy's rat kebab's: BA, gain 3 bonus health, short rest get 1d8

    Bag of holding:
  • pebbles
  • Darcy's bottled of concentrated potent cure all: 2 bottles
  • - fantasy heroin if injected
    - when eaten/exposed to skin deals 4d8 PSN dmg
  • Scrapper Model Warforged

  • Equipment Copper: 0, Silver: 5, Electrum: 0, Gold: 9, Platinum: 0 Money
    Common
    Spiritian
    Goblin
    Dwarvish

    Languages & Proficiencies
    ===========================================================================================
    WINTER SESSION
    ===========================================================================================
    Seein frogs
  • we meet Slivester and Jesty
  • we find a bullfrog and it starts screaming
  • - Slivester picks it up, swaddles it, and I drip water onto its head
    - it's content
    - FROG ACQUIRED
  • HaL finds a frog and pinches its mouth closed
  • We find some trollface lookin guy with the orange stones
  • takes control of sentinel(?) and we fight
  • Slivester turns Eryn into a frog, called Grandmama
  • Joker over here reveals we were fighting over a pile of brimstone and fireballs it
  • Blown away (literally Isekai'd)
  • Eryn wakes up somewhere in a bell tower and it's nighttime
  • - on an island, in a city she doesn't know
    - the city is partially filled with jungle vegetation
  • HaL awakes in a city with a loose wyvern and soldiers chasing after it
  • - near a large fountain and the corpse of a very large minotaur
  • Slivester wakes up in a backalley gutter near a large, broken blue crystal with vegetation coming from it
  • - he touches it and feels its very nonfunctional
  • I'm awoken by a very heavy thing falling onto my chest (Sentinel, but he's "lifeless")
  • - in a military encampment with rations, soldiers, and weapons
    - the commander sees me, tells me who tf are you and get out
    - Schmoobot is pulled over with me, I don't notice anything regarding the spirits of this new place
    - I'm far from the city, by its outskirts
    - while I'm going through the city I notice an old drwarven man napping through all the commotion
    - I bump into Slivester and he fears for Grandmama since Grandpappy was left elsewhere
  • Eryn notices a copper dragon atop the belltower
  • - Renshang thinks Eryn's magic is weird, Eryn is really confused where she is
    - notices there's only one moon instead of three
  • Eryn descends to HaL atop Renshang
  • - Eryn has Renshang retrieve me then we all walk to his master's shop
    At the shop
  • the shop was abandoned, Renshang takes an amulet of Reduce Size to get to the size of a cat
  • we rest, Eryn stargazes, followed by Slivester
  • - a small, gray cat trots to Eryn
    - it rubs against her hand and she feels a connection to the moon in that instant
  • I put Sentinel in my bag
  • We fight a T-Rex and win, get its bounty
  • go to Leander's shop
  • - Renshang gives us 2 mana, 2 health, and 2 stamina potions and a scroll of revivify

    Session idk:
  • we fight a holder and PUT IT IN THE THUNDERDOME RAAAAAAH
  • HaL sends Eryn back into her pokeball
  • - she convinces HaL his command is what forced her into the flask

    Session HUH:
  • Slyvester and I link arms and take shots of "The Special"
  • - Slyvester has egyptian music playing from his body
    - I am a beacon emitting light and blinding anyone near me for a minute
  • Slyvester and I pour out our hearts in sympathy for Sebastian, who was used for the bit by Eryn, in front of the Golden Lady
  • Eryn tries to kick Slyvester then me but Schmoobot deflects both attacks, resulting in a lound clang that draws the attention of the librarian
  • - Eryn also fails to use suggestion on me because eat shit Wisdom is my thing

    Session py87fytjdrcyuhijo:
  • Slyvester is pro-life and we learned HaL does not have a cycle
  • - also don't know what happened to HaL's chest-parasite, not until a day before it hatches
  • HaL is enamored by the strong dragon lady
  • me and Slyvester are racist to HaL with the quadruplet purple orc-looking guys with tentacle beards
  • WE LEVEL UP RAAAAAH
  • we find the slod chef who ordered the magic pumpkin seeds, apparently we stopped his delivery when we took the seeds then killed the frogs
  • - he summons a massive frog with tentacles and we FIGHT!?

    Session Froge:
  • got swallowed by massive froge
  • HaL is terrified of the little frog man
  • RYNN-SLANN IS A FAN!!!!!!! HE HAS A COPY OF MY JOURNAL IN HIS TEMPLE'S LIBRARY
  • - slyvester scribbles in my margin and upon closing and reopening the book, the temple's copy also shows the scribbles
  • we find a locked door, but loop around to the other side, open the door and the areas are completely disheveled and destroyed and we find a BALD crazy old man in a corner who freaks out and breaks into three shadow(?) things that attack us
  • we fight an amorphous blob of blood with faces stretching out of it
  • - MOTHERFUCKER DOES 8d10 IF YOU FAIL A WIS SAVE AFTER IT HITS YOU
    - we killed it with death by a thousand cuts because slyvester cages it with wall of force lmao
    - god sounded so sad watching us
  • find a magical pair of bracers similar to the one we saw on the massive slod, but human-sized
  • - i take them, they seem like they'll do something for melee attacks, but don't know what
  • we find the portal room and the elementals in eryn's necklace break out and are sent into different braziers
  • - they have new forms and weapons and attack
    - TO BE CONTINUED

    THE FINAL SESSION:
  • QEB GOT FUCKED BY THESE ELEMENTALS
  • HaL fucks so hard, he got so many crits and ended with a double nat crit
  • We enter the portal, it's an amalgamation of the elemental planes
  • SLYVESTER IS A SLOD
  • - HE HAS LITTLE FROG FINGERS AND HE TOUCHES ERYN
    - he transformed because now he's in the mojo dojo casa house
  • HaL rides a stone cow floating in the distance
  • I summon a stone cow of my own and we ride to the town in the distance
  • we land the cows on a helipad of hay with a large "C" in the middle
  • Rynn Slann is in his slod form perched above us
  • - He says we're in a box and there's beings that are watching us, that they have a stake in us
    - Rynn Slann gives us a tour and we pass rooms of random nonsense
  • HaL questions the point of an everlasting story when madness should be everchanging
  • - He kills himself in front of Rynn Slann but he glitches back to before he plunges his sword into his chest
  • we pass the crashed airship and a segment of the destroyed wall
  • - there's a glint of blue as we pass by, RS says it's off limits
  • rifts open and legions of demons fly through, and RS steps away to deal with them
  • - the demons land and attack, as they do Coconut Mall plays
    - we make our way back to the ship
    - a slod band is being pushed through the town during the fight
  • we get close to the airship before a RS avatar teleports in front of us

  • BOSS FIGHT
  • RS COMES AT US
  • SATURDAYS FOR THE BOYS WWWWWW
  • Qeb tried playing tug of war with a god and fought the good fight but got conked
  • Slyvester my beloved uses his slog goo to awaken me from my slumber
  • Slyvester gets the final blow, and with the power of friendship he gives RS the ol dick twist
  • RS's defeated body convulses and splits into miniature versions of him, and they chase us into the ship
  • Eryn pops the engine again and we get teleported back to the mountains of boulcairn
  • we look around and there's a frong by our feet
  • END CAMPAIGN

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

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    Statblocks for your spells.

    Level 0 Spells

    XGtE

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S
    Duration: Instantaneous
    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

    SRD

    Guidance

    0-level (Cantrip) Divination

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: Concentration, up to 1 minute
    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.
    Available for: Artificer, Cleric, Druid

    SRD

    Spare the Dying

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: instantaneous
    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
    Available for: Artificer, Cleric

    SRD

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: touch
    Components: VSM
    Materials: Two loadstones, or focus
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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.
    Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    Booming Blade

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: Self (5ft)
    Components: Somatic, Material
    Materials: a melee weapon worth at least 1 sp
    Duration: 1 Round
    Attack/Save: Melee
    Damage/Effect: Thunder
    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
    At higher levels: This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level ( 2d8 and 3d8 ) and again at 17th level ( 3d8 and 4d8 ).
    Available for: Sorcerer, Warlock, Wizard

    Frostbite

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V, S
    Duration: Instantaneous
    Attack/Save: Constitution saving throw
    Damage/Effect: cold

    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

    At higher levels:

    The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Level 1 Spells

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    Basic Rules, pg. 248

    Guiding Bolt

    1-level Evocation

    Casting Time: 1 Action
    Range/Area: 120 ft
    Components: V, S
    Duration: 1 Round
    Attack/Save: Ranged
    Damage/Effect: Radiant
    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.
    Available for: Cleric, Oath of Glory, The Celestial, Divine Soul

    SRD

    Healing Word

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: V
    Duration: instantaneous
    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
    Available for: Bard, Cleric, Druid

    Command

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V
    Duration: 1 round
    Attack/Save: Wisdom saving throw

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

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

     
    • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    • Drop. The target drops whatever it is holding and then ends its turn.
    • Flee. The target spends its turn moving away from you by the fastest available means.
    • Grovel. The target falls prone and then ends its turn.
    • Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At higher levels:

    When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    SRD

    Protection from Evil and Good

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: Holy water, or powdered silver and iron, which the spell consumes, or focus
    Duration: 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, Druid, Paladin, Warlock, Wizard

    SRD

    Inflict Wounds

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: instantaneous
    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
    Available for: Cleric

    SRD

    Shield of Faith

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: VSM
    Materials: A small parchment with a bit of holy text written on it, or focus
    Duration: Concentration, up to 10 minutes
    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Cleric, Paladin

    SRD

    Sanctuary

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 30 feet
    Components: VSM
    Materials: A small silver mirror, or focus
    Duration: 1 minute
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.
    Available for: Artificer, Cleric

    PHB, page 229

    Create or Destroy Water

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: a drop of water if creating water or a few grains of sand if destroying it
    Duration: Duration: Instantaneous
    You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
    Available for: Cleric, Druid

    Heroism

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: Touch (Willing Creature)
    Components: V, S
    Duration: Concentration, Up to 1 Minute
    A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
    Available for: Bard, Paladin

    PHB, page 275

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
    Available for: Sorcerer, Wizard

    Level 2 Spells

    SRD

    Spiritual Weapon

    2-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: VS
    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.
    Available for: Cleric

    SRD

    Magic Weapon

    2-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: touch
    Components: VS
    Duration: Concentration, up to 1 hour
    You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
    Available for: Artificer, Paladin, Ranger, Sorcerer, Wizard

    SRD

    Aid

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A tiny strip of white cloth, or focus
    Duration: 8 hours
    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
    Available for: Artificer, Bard, Cleric, Paladin, Ranger

    PHB

    Silence

    2-level Illusion

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Action
    Range/Area: 120 feet (20-foot-radius sphere)
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
    Available for: Bard, Cleric, Ranger, Druid (Circle of the Land), Monk (Way of Shadow), Warlock (The Undying, The Fathomless)

    Branding Smite

    2-level Evocation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Damage/Effect: radiant

    The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5 foot radius and can’t become invisible until the spell ends.

    At higher levels:

    When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

    SRD

    Warding Bond

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
    Duration: 1 hour
    This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
    The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
    Available for: Cleric, Paladin

    Strixhaven: A Curriculum of Chaos

    Vortex Warp

    2-level Conjuration

    Casting Time: 1 Action
    Range/Area: 90ft
    Components: V, S
    Duration: Instantaneous
    Attack/Save: Con Save
    You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
    At higher levels: When you cast this 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
    Available for: Inventor, Sorcerer, Wizard

    Blur

    2-level Illusion

    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

    Level 3 Spells

    SRD

    Aura of Vitality

    3-level Enchantment

    Casting Time: 1 action
    Range/Area: self (30 foot 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: Cleric, Druid, Paladin

    Bestow Curse

    3-level Necromancy

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: Wisdom saving throw

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

     
    • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
    • While cursed, the target has disadvantage on attack rolls against you.
    • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
    • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
     

    A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

    At higher levels:

    If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

    SRD

    Spirit Guardians

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: Self (15 foot radius)
    Components: VSM
    Materials: a holy symbol
    Duration: Concentration, up to 10 minutes
    You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
    Available for: Cleric

    SRD

    Crusader's Mantle

    3-level Evocation

    Casting Time: 1 action
    Range/Area: self
    Components: V
    Duration: Concentration, up to 1 minute
    Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
    Available for: Paladin

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


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