Ireanne Naibusie | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ireanne Naibusie

White Mage: Spirit Master 20 Class & Level
Sage Background
Elezen Race
NG Alignment

Strength 8
-1
Dexterity 13
+1
constitution 18
+4
intelligence 16
+3
wisdom 22
+6
charisma 18
+4
Total Hit Dice 20
Hit Die
1d6+4
+6 proficiency bonus
-1 Strength
+1 Dexterity
+4 Constitution
+3 Intelligence
+9 Wisdom
+10 Charisma
saving throws
+3 Acrobatics
+12 Animal Handling
+3 Arcana
-1 Athletics
+4 Deception
+4 History
+12 Insight
+4 Intimidation
+3 Investigation
+12 Medicine
+3 Nature
+12 Perception
+4 Performance
+4 Persuasion
+12 Religion
+1 Sleight of Hands
+1 Stealth
+12 Survival
skills

 
13
Armor Class
162
Hit Points
+3
Initiative
30
Speed
Sacred Flame Cantrip 4d8
+3"Nirvana"Staff[roll:1d20+7 1d6+1
Attacks
Armor: None
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, and Medicine.
Proficiences
Spell Attack Modifier +12
Spell Save DC 20

Cantrips Known: Guidance, Light, Sacred Flame, Spare the Dying, Gust, Word of Radiance, Druidcraft, Resistance


Prepared Spells
1st Level (4 slots): Bless, Cure Wounds, Bane, Shield of Faith, Heroism*, Sanctuary*

2nd Level (3 slots): Dust Devil, Warding Wind, Life Transference, Enhance Ability*, Protection from Poison*

3rd Level (3 slots): Clairvoyance, Dispel Magic, Magic Circle, Mass Healing Word , Beacon of Hope*, Revivify*

4th Level (3 slots): Death Ward, Control Water, Freedom of Movement, Regen*, Tetragrammaton*

5th Level (3 slots): Dawn, Erupting Earth, Assize*, Mass Cure Wounds*

6th Level (2 slots): Heal, Blade Barrier, Investiture of Wind, Investiture of Stone

7th Level (2 slots): Whirlwind, Crown of Stars

8th Level (1 slot): Holy Aura, Antimagic Field

9th Level (1 slot): True Resurrection, Astral Projection, Mass Heal

Spirit Master EXPANDED SPELL LIST
Spell | Level Spell
1st | Heroism, Sanctuary
2nd | Enhance Ability, Protection from Poison
3rd | Beacon of Hope, Revivify
4th | Regen, Tetragrammaton
5th | Assize, Mass Cure Wounds

LIMIT BREAK (Once per day)
"Will of Life": Ireanne beckons the lifestream unto herself and unleashes a wave of healing mana that soothes the party. Removes any debuffs and heals 15d12
Spellcasting
+3 "Nirvana" Staff, belt pouch, set of common clothes, bottle of black ink, quill, small knife, personal papers. 2,514 gil (gp 3 gems (worth 1,000 gp each).
Equipment
I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
Personality Traits
The path to power and self-improvement is through knowledge.
Ideals
It is my duty to protect the people and my friends.
Bonds
I can't keep a secret to save my life, or anyone else's.
Flaws
Soothe Sayer
Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Conjury Discipline
At 2nd level, you choose the discipline you belong to as a White Mage. Elementalist, Spirit Master, or Ampdapori, all detailed at the end of the class description. Your archetype choice grants you features at the 1st, 6th, 10th and 14th level.

Confession
Beginning at 2nd level, each time you cast a spell which restores hitpoints to a creature during combat, you gain a charge of holy energy in your body known as Confession. You may spend charges of Confession to make use of various White Mage abilities. You may only gain one charge of Confession from each spell cast. You may not hold more than three Confession charges in your body. If your hit points are reduced to 0 and you fall unconscious, you lose all Confession charges held in your body. You lose all Confession charges upon completing a long rest.

Shroud of Saints
Beginning at the 2nd level, as a bonus action you may spend a Confession charge to shroud yourself in light. Melee and ranged attacks against you have disadvantage until your next action.

Surging Succor
Beginning at the 6th level, you may spend a Confession charge to cause the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Clerical Smite
Beginning at the 10th level, you may spend a Confession charge to cast a healing spell on a target creature and deal radiant damage instead of healing if the total amount of hit points recovered is decided through rolling dice. This effect may not be used with spells greater than the 5th level.

Touch of the Padjal
Beginning at the 14th level, you may spend a Confession charge when you cast a healing spell. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. You do not gain a Confession charge after this healing spell.

Conservation of Life
Beginning at the 18th level, when your hit points are reduced to 0 and you fall unconscious, you release a pulse of healing energy. All allies, excluding yourself, within a 30ft. radius are healed for 2d8 + your Wisdom ability modifier hit points. This is unaffected by Touch of the Padjal. This effect only occurs once, refreshing after a long rest.

Graceful Healer
Beginning at the 20th level, you gain two Confession charges when you roll for initiative at the beginning of battle.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

White Mage


Hit Points

Hit Dice: d6 per White Mage level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per White Mage level after 1st

Proficiences

Armor: None
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, and Medicine.

Overview & Creation

A quiet and well groomed man waves his cane around himself, drawing in magical energy from the land and calling forth it's power. With a flick of his wrist the land parted and erupted sending his foe toppling to the ground.
A gentle young woman rushes to their ally's side. Through prayer and reverence for the land, it's power is shared with her, allowing her to close the wounds of her dying friend.
A stern heavily robed figure approached the abomination, raised from the dead. Calling for shining light, she banishes the undead back to the abyss.
Serene and elegant, the White Mages commune with the world around them, borrowing power from elementals present throughout the word. They are level headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the magic world while mending the wounds of those around them.

 

One with the land

White Mage's strength stems from an art they refer to as conjury. Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the magical energy until it manifests as the desired spell. Versed also in magicks that restore and strengthen, White Mages are regarded as accomplished healers.

 

Patrons of Light

White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again.

 

Creating a White Mage

When creating a White Mage one must question how they came into the art of conjury and the profession of White Mage. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discovering how to draw power from the world you lived in? Perhaps the elementals which inhabit the land reached out to you and their whispers guided you to the path of a White Mage. Nonetheless a White Mage's role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from hence they came.


Class Features

Soothe Sayer

Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

 

Conjury Discipline

At 2nd level, you choose the discipline you belong to as a White Mage. Elementalist, Spirit Master, or Ampdapori, all detailed at the end of the class description. Your archetype choice grants you features at the 1st, 6th, 10th and 14th level.

 

Confession

Beginning at 2nd level, each time you cast a spell which restores hitpoints to a creature during combat, you gain a charge of holy energy in your body known as Confession. You may spend charges of Confession to make use of various White Mage abilities. You may only gain one charge of Confession from each spell cast. You may not hold more than three Confession charges in your body. If your hit points are reduced to 0 and you fall unconscious, you lose all Confession charges held in your body. You lose all Confession charges upon completing a long rest.

 

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.

 

Conservation of Life

Beginning at the 18th level, when your hit points are reduced to 0 and you fall unconscious, you release a pulse of healing energy. All allies, excluding yourself, within a 30ft. radius are healed for 2d8 + your Wisdom ability modifier hit points. This is unaffected by Touch of the Padjal. This effect only occurs once, refreshing after a long rest.

 

Graceful Healer

Beginning at the 20th level, you gain two Confession charges when you roll for initiative at the beginning of battle.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a spell casting focus (a cane, staff, wand or similar object)
  • (a) an explorer's pack or (b) a scholar's pack


Spellcasting

Cantrips

At 1st level, you know 4 cantrips of your choice from the White Mage spell list. You learn additional White Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the White Mage table.

 

Spell Slots

The White Mage 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.

 

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the White Mage spell list. The Spells Known column of the Mage table shows when you learn more White Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the White Mage spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have spell slots. For a full list of White Mage spells, see the Eorzean Spell List document.

 

Spellcasting Ability

The spellcasting ability for your White Mage spells changes depending upon the discipline you select. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a White Mage 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

 

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your White Mage spells.

 

Ritual Casting

You can cast any White Mage spell you know as a ritual if that spell has the ritual tag.


Subclass Options

The Protectors of the Future

The White Mages goal in life is to safeguard the future through the use of the inherent magic hidden within the land. This has lead to three paths which a white mage chooses between to help focus what power they draw forth. An elementalist uses the power of nature to control earth, wind and water in defense of the land. The spirit master uses the essence of the world alongside the magic within their allies to bring forth powerful healing spells. The Ampdapori makes use of the power of light to bring forth a powerful advantage against blasphemous invaders to their realm.

 
 

Elementalist

White Mages who choose to focus on manipulating the elements around them come to be known as elementalists. They are able to work very closely with the elementals living across the land to borrow their strength and knowledge, turning the world itself into an ally.

Expanded Spell List

Spell Level | Spell
1st | Earth Tremor, Thunderwave
2nd | Earthbind, Maximilian's Earthen Grasp
3rd | Erupting Earth, Melf's Minute Meteors
4th | Stoneskin, Watery Sphere
5th | Conjure Elemental, Control Wind

 

Elemental Aid

Beginning at the 2nd level, as a reaction you may spend a Confession charge to call on aid from the elementals to resist your enemies. For your next saving throw, you gain advantage on Strength and Dexterity saving throws.

 

Eyes of the Elementals

Beginning at the 6th level, you may commune with the elementals in the surrounding area. You gain a mental map of an area of 2 mile radius centered on you. You must spend 15 minutes meditating while elementals share this information about the surrounding area with you. You may only commune with the elementals in this way once, your ability to do so refreshing after a long rest.
Also, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

 

Attuned Resistance

Beginning at the 10th level, you have developed an innate resistance to elemental magic. You have resistance to cold, fire and lightning damage.

 

Elemental Conversion

Beginning at the 14th level, you are able to convert your Confession charges into raw elemental energy. You may spend a number of Confession charges equal to the spell level of a spell you know which does not restore hit points to a creature and use the Confession charges in place of a spell slot.

 
 

Spirit Master

A Spirit Master is a White Mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Drawing power from the land and the spirits who inhabit it, a Spirit Master is able to unleash increadibly potent healing and support spells. They have taken on the role to soothe the wounds of those who protect the world and those who need protecting.

Expanded Spell List

Spell | Level Spell
1st | Heroism, Sanctuary
2nd | Enhance Ability, Protection from Poison
3rd | Beacon of Hope, Revivify
4th | Regen, Tetragrammaton
5th | Assize, Mass Cure Wounds

 

Shroud of Saints Beginning at the 2nd level, as a bonus action you may spend a Confession charge to shroud yourself in light. Melee and ranged attacks against you have disadvantage until your next action.

 

Surging Succor

Beginning at the 6th level, you may spend a Confession charge to cause the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

 

Clerical Smite

Beginning at the 10th level, you may spend a Confession charge to cast a healing spell on a target creature and deal radiant damage instead of healing if the total amount of hit points recovered is decided through rolling dice. This effect may not be used with spells greater than the 5th level.

 

Touch of the Padjal

Beginning at the 14th level, you may spend a Confession charge when you cast a healing spell. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. You do not gain a Confession charge after this healing spell.

 
 

Ampdapori

Some White Mages focus on the role of repelling those who do not belong in the world from it, relying on light and holy magic to drive the undead and fiends from the world through destruction. An Ampdapori White Mage has taken up arms for this very purpose, using a mix of healing magic and holy magic to smite out blasphemous creatures from the land.

Expanded Spell List

Spell Level | Spell
1st | Banish, Bless
2nd | Moonbeam, Sleep
3rd | Daylight, Spirit Guardians
4th | Banishment, Wall of Fire
5th | Holy, Hallow

 

Light's Blessing

Beginning at the 2nd level, if you are unarmoured, your armour class increases by 1 for each charge of Confession you hold in your body. While you hold a Confession charge in your body, you have resistance to necrotic damage.

 

Inquisitor's Light

Beginning at the 6th level, you may spend 15 minutes communing with the elementals to learn the location of any undead or fiend creatures within a 1 mile radius. You may only do this once before, your ability to do so refreshing after a long rest.

 

Ampdapori Protection

Beginning at the 10th level, as an action you may spend a Confession charge to grant necrotic resistance to your allies for a number of rounds equal to your Wisdom modifier. All allies within a 15ft. radius centered on you gain this resistance. You may only use this ability once, use of this ability refreshing after a long rest.

 

Purge

Beginning at the 14th level, you may spend one Confession charge to gain advantage on spells cast against undead and fiend creatures. On a successful spell against an undead or fiend target, you deal a bonus 4d6 radiant damage. At the 17th level this bonus damage is increased to 6d6.


LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Soothe Sayer422--------
2nd+2Magical Discipline, Intervention433--------
3rd+2-4442-------
4th+2Ability Score Improvement5543-------
5th+3-56432------
6th+3Discipline Feature57433------
7th+3-584331-----
8th+3Ability Score Improvement694332-----
9th+4-61043331----
10th+4Discipline Feature61143332----
11th+4-612433321---
12th+4Ability Score Improvement612433321---
13th+5-6134333211--
14th+5Discipline Feature6134333211--
15th+5-61443332111-
16th+5Ability Score Improvement61443332111-
17th+6-615433321111
18th+6Conservation of Life615433331111
19th+6Ability Score Improvement615433332111
20th+6Worldly Bond615433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Wildwood Elezen

Ability Score Increase +2 Int, +1 Dex
Size Medium
Speed 30ft

Superb Hearing.

You gain advantage when making a perception check which involves hearing.

Hawk Sight.

The normal range of your ranged weapon is increased by 20ft. This cannot exceed the max range of the weapon.

Natural Shrewdness.

You gain proficiency in the Insight skill.

Languages. Common, Extra Language of Choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Guidance

0-level (Cantrip) Divination

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

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

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell

Class(es): Artificer, Bard, Cleric, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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

Spare the Dying

0-level (Cantrip) Necromancy

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

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

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

Gust

0-level (Cantrip) Transmutation

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

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Word of Radiance

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V, M
Materials a Holy Symbol

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

Druidcraft

0-level (Cantrip) Transmutation

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

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

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

Class(es): Druid, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Arcane Archer)

Resistance

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S, M
Materials A Miniature Cloack

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

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

Level 1 Spells

Bless

1-level Enchantment

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

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

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

Cure Wounds

1-level Evocation

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

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Bane

1-level Enchantment

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

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Cleric, Paladin (Oath of Vengeance), Sorcerer (Divine Soul)

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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

Heroism

1-level Enchantment

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

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.

Class(es): Bard, Paladin, Artificer (Battle Smith)

Sanctuary

1-level Abjuration

Casting Time 1 Bonus Action
Range 30ft
Duration 1 Minute
Components V, S, M
Materials a small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Class(es): Artificer, Cleric, Paladin (Oath of Devotion), Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Raven Queen)

Level 2 Spells

Dust Devil

2-level Conjuration

Casting Time 1 Action
Range 60 ft
Duration Concentration, up to 1 minute
Components V, S, M
Materials A pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.   Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn’t pushed.   As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Druid, Sorcerer, Wizard

Life Transference

3-level Necromancy

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

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
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.

Class(es): Cleric, Wizard

Enhance Ability

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration Concentration, Up to 1 hour
Components V, S, M
Materials fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

  • Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
  • Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • Eagle's Splendor: The target has advantage on Charisma checks.
  • Fox's Cunning: The target has advantage on Intelligence checks.
  • Owl's Wisdom: The target has advantage on Wisdom checks.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

Protection From Poison

2-level Abjuration

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

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

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

Level 3 Spells

Clairvoyance

3-level Divination

Casting Time 10 minutes
Range 1 mile
Duration Concentration, 10 Minutes
Components V, S, M
Materials A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.   When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

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

Dispel Magic

3-level Abjuration

Casting Time 1 Action
Range 120 ft.
Duration Instantaneous
Components V, S

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

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

Magic Circle

3-level Abjuration

Casting Time 1 Minute
Range 10 ft.
Duration 1 hour
Components V, S, M
Materials Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.   Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Class(es): Cleric, Paladin, Warlock, Wizard

Mass Healing Word

3-level Evocation

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

As you call out words of restoration, up to six creatures of your choice that you can see within range regain 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Class(es): Cleric

Beacon of Hope

3-level Abjuration

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

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.

Class(es): Cleric

Revivify

3-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Cleric, Paladin

Level 4 Spells

PHB: P. 230

Death Ward

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Available for: Artificer (Alchemist), Cleric, Paladin

PHB: P. 227

Control Water

4-level Transmutation

Casting Time: 1 action
Range/Area: 300 feet
Components: V, S, M
Materials: A drop of water and a pinch of dust
Duration: Concentration, Concentration, up to 10 minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.   Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.   Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.   Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.   Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Available for: Cleric, Druid, Wizard

PHB: P. 244

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.
Available for: Artificer, Bard, Cleric, Druid, Ranger

Spells of Eorzea

Regen

4-level Enchantment

Casting Time 1 action
Range 60ft
Duration 1 minute
Components V,S

The target's body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains 1d6 hit points at the start of its turn.   NOTE: This spell can only be accessed by the Spirit Master sublcass via expanded spell list.

Class(es): White Mage

Tetragammaton

4-level Evocation

Casting Time: 1 Action/1 Reaction
Range/Area: 60ft
Components: V,S
Duration: Instantaneous
You may cast this spell as an action or a reaction. A creature within range you can see is healed for 3d8 hit points instantaneously.
Available for: White Mage

Level 5 Spells

XGtE P. 153

Dawn

5-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a sunburst pendant worth at least 100 gp
Duration: Concentration, Concentration, up to 1 minute
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Available for: Cleric, Wizard

XGtE P. 155 / EE: P. 17 / PotA: P. 235

Erupting Earth

3-level Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a piece of obsidian
Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 4rd level or higher, the damage increases by 1d12 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

PHB: P. 258

Mass Cure Wounds

5-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range.
Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Available for: Artificer (Battlesmith), Bard, Cleric, Druid

Spells of Eorzea

Assize

5-level Evocation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V,S

An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover 3d8 hit points and all enemies within 60ft. must make a Wisdom Saving Throw. They take 4d4 radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling.   NOTE: This spell is only available to the Spirit Walker Subclass via extended spell list

Class(es): White Mage

Level 6 Spells

Player's Handbook

Heal

6-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V,S

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Class(es): Cleric, Druid

PHB

Blade Barrier

6-level Evocation

Casting Time 1 action
Range 90 feet
Duration Concentration, Concentration, up to 10 minutes
Components V, S

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Class(es): Cleric

Xanathar's Guide to Everything

Investiture of Wind

6-level Transmutation

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to 10 minutes
Components V, S

Until the spell ends, wind whirls around you, and you gain the following benefits:

  • Ranged weapon attacks made against you have disadvantage on the attack roll.
  • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
  • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

 

Class(es): Druid, Sorcerer, Warlock, Wizard

Xanathar's Guide to Everything

Investiture of Stone

6-level Transmutation

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V,S

Until the spell ends, bits of rock spread across your body, and you gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

Class(es): Druid, Sorcerer, Warlock, Wizard

Level 7 Spells

XGtE P. 171 / EE: P. 27 / PotA: P. 242

Whirlwind

7-level Evocation

Casting Time: 1 action
Range/Area: 300 feet
Components: V, M
Materials: a piece of straw
Duration: Concentration, Concentration, up to 1 minute
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.
A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Available for: Druid, Wizard, Sorcerer

XGtE P. 152

Crown of Stars

7-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you.
When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30—foot radius.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Available for: Sorcerer, Warlock, Wizard

Level 8 Spells

PHB: P. 251

Holy Aura

8-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text
Duration: Concentration, Concentration, up to 1 minute
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.
Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Available for: Cleric

PHB: P. 213

Antimagic Field

8-level Abjuration

Casting Time: 1 action
Range/Area: Self (10 feet radius)
Components: V, S, M
Materials: A pinch of powdered iron or iron fillings
Duration: Concentration, Concentration, up to 1 hour
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.   Targeted Effects: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic: The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items: The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.
Available for: Cleric, Wizard

Level 9 Spells

PHB: P. 284

True Resurrection

9-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: V, S, M
Materials: a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes
Duration: Instantaneous

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.   Wizard of the Coasts (2018): There’s a new sentence at the end of the second paragraph: “If the creature was undead, it is restored to its non-undead form.”
Available for: Cleric, Druid

PHB: P. 215

Astral Projection

9-level Necromancy

Casting Time: 1 hour
Range/Area: 10 feet
Components: V, S, M
Materials: For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes
Duration: Special
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Available for: Cleric, Warlock, Wizard

PHB: P. 258

Mass Heal

9-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Available for: Cleric

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