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Ciara

6 Level (0/23000 XP for level-up) Khyne - Jungle Of Elements Background Kitsune (Umi) Race / Species / Heritage NN Alignment
Monk - Astral Self
Level 6
Hit Dice: 6/6
1d8+4 Class 1
Knowledge Cleric
Level 0
Hit Dice: 0/0
1d+4 Class 2

STR
8
-1
DEX
16
+3
CON
18
+4
INT
13
+1
WIS
24
+7
CHA
14
+2
57
Hit Points
+3
Initiative (DEX)
22
Armor Class (AC)
+3
Prof. Bonus
60 Walk / 65 Swim
Speed (walk/run/fly)
20
Passive Perception
9 / 9
Ki
4, 3, 3 / 4, 3, 3
Spell Slots
Spellcasting ...
+10 Attack mod
WIS Ability
+7 Abi Mod
18 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+6 Dexterity
+4 Constitution
+1 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+6 Acrobatics DEX
+7 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+2 Deception CHA
+7 History INT
+10 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
+13 Athletics (Astral Self) WIS
skills
+7 Medicine WIS
+1 Nature INT
+13 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+7 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Martial Arts +6 DEX 1d6+3+3 Blugeoning
ShortSword +6 DEX 1d6+3+3 Slashing
 Finesse, Light
Astral Arms +10 WIS 1d6+6 Force
Attacks

Spell Book

Race

Shapechanger

Shapechanger: You can shift between a humanoid form, an animal form, and your True Form as an action. Your True Form is a multi-tailed vulpine humanoid. Your humanoid form is a disguise mimicking a medium humanoid race of your choice. Your animal form is a fox.

All forms retain an identifying feature such as eye color, hair color, or a scar. Changing shape this way does not change your statistics. Taking damage you must make a concentration check. On a fail you revert to your True Form.

 
Darkvision

Darkvision: Your eyes reflect the bestial nature of a fox. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 
Keen Senses

Keen Senses: Large vulpine ears sit upon your head. You have advantage on Wisdom (Perception) checks that rely on hearing.

 
Illusion Sensitivity

Illusion Sensitivity: Illusions are your lifeblood. You have played with them since you were a child. You gain the Minor Illusion Cantrip as a bonus action. You have advantage on Wisdom(Perception) checks when attempting to see through illusions.

 
Mystic Tail

Mystic Tail: The Kitsune's tails are a highly magical part of their body. You can perform the somatic gestures for spells with your tails. If a spell requires a somatic component, the kitsune must have free use of their tails or at least one hand to perform the gestures.

At 1st level, a Kitsune has one tail. Every two levels afterward, they grow another tail, until their ninth at 17th level. Kitsune can cause all of their tails to vanish when in humanoid form, and all but one in True Form or animal form.

 
FoxFire

FoxFire: As a bonus action, you may cause the tips of any number of your tails to flare with blue flame which projects dim light up to 30 feet. The next time a ranged, melee, or spell attack you make hits, you may cause any number of the flaming tails to extinguish, and add that much damage to the attack. You can use each of your tails like this once per long rest.

 


Umi

Flowing Tides

Flowing Tides: Your soul is imbued with the essence of the ocean gaining vast wisdom and patience. You learn two skill proficiencies of your choice.

You gain a swim speed of 40ft and can also hold your breath for up to 10 minutes with ease.

 
Ocean lord's Blessing

Ocean lord's Blessing: You can cast create or destroy water a number of times equal to the amount of tails you currently possess, regaining all uses after a long rest.

At 2 tails, you gain the ability to cast lesser restoration as a level 2 spell.

At 6 tails you gain the ability to cast greater restoration as a level 5 spell.

At 7 tails you gain the ability to cast Investiture of Ice at 6th level.

You also gain the Shape Water cantrip. Wisdom is your casting ability for these spells.

You can speak, read and write Aquan.

 


Dragon Pact: Fate

Weaving the Veil

Weaving the Veil: Attuning with the Veil will give you access to go to an additional Subclass from Gestalting into A Martial and a Full Caster. EX: Meaning if you go Cleric Monk you could go. Knowledge Cleric and Way of the Long Death if you join this Empire.
Strains of Purity-If your a Purest Class you can get an additional +1 to a Saving Throw, Skill, or Ability Score at Level 1, 4, 8, 12, 16, and 19.

Disclaimer: Once you Leave this Empire you lose one of your additional Subclass or the Bonuses from Strains of Purity.

 
Rewrite Fate

Rewrite Fate: When you roll a 1 or 2 on D20 , you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. This can be used 3 times per long rest.

Time's Interference: If an action, bonus action, or reaction was used during Rewind Fate you will restart time to the start of the action, bonus action, or reaction used.

 
History or Destiny

History or Destiny: You chose between Time or Fate at the Start of a New Day each having a Different abilities and only can be used once per Dawn.

Lost Timezone: If Time was Chosen as a reaction on getting critically damaged (Critical Hit) or rolling a nat 1 on a D20 without Advantage or Disadvantage. Make a History Check DC 20; on a save; you will fracture time for 5 seconds peaking into the future; giving you a full turn, gaining 2 rerolls, and you may move through this Lost Time.

Fate Rewritten: If Fate was Chosen as a reaction on of your hp being set to 0 or rolling a nat 20 on a D20 without Advantage or Disadvantage. Make a Religion Check DC 20; on a save; You disappear from existence returning to the Veil until the start of your next turn. Doing so causes your hit points to be restored as though you are benefiting from a short rest, allowing you to spend hit dice as normal. You and your ally reappear at an available square of your choice within 30 feet. Gaining 2 Rerolls.

Fate's Reward- If you have chosen Fate then rerolls are done at advantage but, you must state that you will be using Reward before rolling the Reroll. This magic can be used twice per long rest.

Time's Blessing- If you have chosen Time then rerolls add an additional d4 + your proficiency to the roll but, you must state that you will be using Reward before rolling the Reroll. This magic can be used twice per long rest.

 
The Ones born of Time and Fate

The Ones born of Time and Fate- You gain an additional 2 Exotic languages (Can be even a Forbidden or Lost Language) and gain Access to the Planes of [Redacted].

 
(Dragon Vow) The Old Drakengard of [Redacted]

(Dragon Vow) The Old Drakengard of [Redacted]:
Disclaimer: This Vow can only be used once below half health and only in true Combat against the Enemies of [Redacted].

As a Full turn actions (Movement, Bonus Action, Action) you summon the Veil of Strings and commence weaving fate and time itself in the middle of combat to use against the Void or the enemies of [Redacted].

Using this Vow for 3 turns requires you to make a DC 20 Level check(this DC increases as you Level) as an action at the start then Immediately ends your turn and while weaving you cannot use reactions. At the end of each turn the following happens if you succeed. On Critically failing the Level check may have potentially disastrous consequences.

1st Turn Pass. All Allies within 120ft gain +2 to AC and all saving throws for 3 turns.
2nd Turn Pass. All Allies within 120ft gain Healing and Temp HP based off double your Level.
3rd Turn Pass:Wheel of Fate and Time:
Time stops as @Apex Dragon rolls a d3000 and see the outcome of it; then after The Wheel of Fate and Time will spin once more you and your allies gain 3 rerolls until the end of Combat.

You can only use this vow once per 3 weeks or if They allow you to use it again. (I will answer this at the start of Sessions)

 


Monk

Unarmored Defense

Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

 
Martial Arts:

Martial Arts:

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

 
Ki


Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier


 
Flurry of Blows

Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

 
Patient Defense

Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

 
Step of the Wind

Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

 
Unarmored Movement

Unarmored Movement: Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

 
Arms of the Astral Self

Arms of the Astral Self:
3rd-level Way of the Astral Self feature

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

    While the spectral arms are present, you gain the following benefits:

    You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

    You can use the spectral arms to make unarmed strikes.

    When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.

    The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.


 
Slow Fall

Slow Fall:

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

 
Extra Attack

Extra Attack

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

 
Visage of the Astral Self

Visage of the Astral Self:
6th-level Way of the Astral Self feature

You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.

Astral Sight - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Wisdom of the Spirit - You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.

Word of the Spirit - When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

 


Cleric

Blessings of Knowledge

Blessings of Knowledge:
1st-level Knowledge Domain feature

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

 
Channel Divinity (2/rest)

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.

 
Turn Undead

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 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: Knowledge of the Ages

Channel Divinity: Knowledge of the Ages
2nd-level Knowledge Domain feature

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

 
Spell Casting, NEVER OPEN.

Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
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 cleric 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 of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of 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 Wisdom 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.

 
Destroy Undead (CR 1/2)

Destroy Undead:

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

 
Channel Divinity: Read Thoughts

Channel Divinity: Read Thoughts
6th-level Knowledge Domain feature

At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

 


Feats

Mobile

    Mobile: You are exceptionally speedy and agile. You gain the following benefits:

    Your speed increases by 10 feet.
    When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
    When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


 


Traits

Resolve

Resolve:

Once per Battle you may activate Resolve. The condition for activating Resolve is upon taking damage in a single round equal to 1/3 your max hp or more (19+), you can activate this ability to turn the damage taken into temp hp. This temp hp can be converted into an attack but only may be declared before seeing if the attack hit. Once used, the attack gains damage equal to the temp hp expended in radiant damage. This temp hp is used once converted.

 

Features & Traits
4640GP
Shortsword
Explorer's pack
Leonidas the 1st's journal.
His, Replica sword and shield.
Artorigus De'Arc A. II 's Soul stone
Yohara Page
Glowstick
Potion of Greater Healing
Spell Componants

2x Platinum Rings

 

Golden Yarn Of Fate

(Gold) Yarn of Fate: If an ally were to Die or worse(Void stuff) within 30 feet of you; as a reaction you could have their current hit points reset to what they were at the beginning of your last turn and Gain Temp Hp based on half their Max Health. This will them to revive at the cost of a strand of Golden Yarn. You may use this up to 3 times but, on the 3rd time it will cost your life as your sacrificing your fate/time for another.

 

2x Health Potions
10x Rations
Nyx's Fate Weaver

Nyx's Fate Weaver
ᏗᏕᎮᏋፈᏖ ᎧᎦ ᏦᎩᏂᏁᏋ
Wonderous/ Gun
+1 Spellcasting Focus/ Gauntlets/ Shotguns
Empire and Soul Attunement: Weavers of Fate
-------------------------------------
(Khyne)
ᏁᎩጀ ᎧᏁፈᏋ ᏇᎥᏋᏝᎴ ᏖᏂᎥᏕ ᏇᏋᏗᎮᎧᏁ ᏇᏂᏋᏁ ᏕᏂᏋ ᏇᏗᏕ ᎷᎩ ᏂᏬᏁᏖᏋᏒ ᏁᎧᏇ ᎩᎧᏬ ᏇᎥᏋᏝᎴ ᏂᏋᏒ ᏝᏋᎶᏗፈᎩ. ᏦᏋᏋᎮ ᏖᏂᏋ ᏇᏂᏋᏋᏝ ᏗᏁᎴ ᏖᏂᏋᎥᏒ ᏝᏋᎶᏗፈᎩ ᏗᏝᎥᏉᏋ.
-----------------------------------------

Weaver of Stars- This Spellcasting Focus can increase your Spells Attacks and DC's increase by 1 as long as your Attuned to this weapon.

Overflowing Knowledge- Gain Additional Ki based off half your Wisdom Modifier rounded down.

Fate's Entwined- This weapon has two modes and able to shift between two forms as an item interaction you may expended to switch Weapon Forms.

Dark Fate- This Shotgun mode damage die increases to 3d6 Astral Damage to a creatures within a 5 feet and bursts into a 15 ft cone to hit and creatures within for 2d4 Astral Damage. However, it consumes two of your Ki points for every shell used.

Golden Fate- These gauntlets give you +1 to all saving throws and +1 AC. Whenever you do a Reroll and it lands on a 19-20 you regain 2 Ki Points.

Karma: Whenever you switch between Golden Fate to Dark Fate after attacking with Golden Fate. You may Flurry of Blows with the Shotgun Mode.

Redemption- Whenever you switch between Dark Fate to Golden Fate after attacking with Dark Fate. You gain one Reroll.

-----
This Weapon Upgrades once you hit LV 8


 

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Cleric


Wis mod + Cleric Lvl = Number of Spells prepared = 12
Spell attack & DC's Increased by 1 - Nyx's Fate Weaver

Cantrips


Minor Illusion

llusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.



 
Shape Water

Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.

You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.



 
Guidance

Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
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.



 
Thaumaturgy

Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute

    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.



 
Spare the Dying

Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
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.



 
Mending

Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

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 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.



 


First Level


Bless

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

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.



 
Healing Word

1st-level evocation
Casting Time: 1 bonus action
Range: 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.



 
Detect Magic

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.



 
Shield of Faith

1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
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.



 


Second Level


Enhance Ability

2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour

    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 his or her 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.



 
Gentle Repose

2nd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.



 
Spiritual Weapon

2nd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.



 
Warding Bond

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (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.



 


Second Level


Aura of Vitality

3rd-level evocation
Casting Time: 1 action
Range: 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.



 
Sending

3rd-level evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a short piece of fine copper wire)
Duration: 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.



 
Spirit Guardians

3rd-level conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (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.



 
Spirit Shroud

3rd-level necromancy
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.



 


Subrace Spells


Create or Destroy Water

1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
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.
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.



 
Lesser Restoration

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.



 


Subclass Spells


Command

1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

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 DM 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.



 
Identify

1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.



 
Augury

2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

    Weal, for good results
    Woe, for bad results
    Weal and woe, for both good and bad results
    Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.



 
Suggestion

2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.



 
Nonedetection

3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration: 8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.



 
Speak with Dead

3rd-level necromancy
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.



 




Template





 

Spellcasting
Common, Sylvan, Aquan, Draconic, Abyssal, Arabel, Rahanma and Latinial.

Calligraphy Supplies, Harp, Herbalism Kit.

Languages & Proficiencies
I'm driven by a wanderlust that led me away from home.
I bluntly say what other people are hinting or hiding.

Personality Traits
Community. We have to take care of each other, because no one else is going to do it.

Ideals
My isolation gave me great insight into a great evil that only I can destroy.

Bonds
I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.

Flaws
8, 15, 18, 13, 15, 14 - Starting Array.
+1 Dex, +2 Wis - Race
+3 Wis - Dragon +4 Cap
+2 ASI - Ride Wife Hunt, +2 Wis
Jungle of Elements start: Acrobatics.
Levelling

1. Monk / Cleric domain
2. Monk
3. Cleric 2 / Monk ( Who needs deflect missiles. )
4. Monk (Slow Fall) / +2 Wis / Mobile / Spellcasting.
5. Monk
6. Cleric 5 ( Cause 6 monk is just subclass and a feature I don't need. )
7. Monk
8. Figure shit out + Deflect Missiles

 

The Path of the Daughter

Gold and Black string of Fate:
Locked Potential
Determination
Life and Death
Despair

 

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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