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Foddog Steelbeard

3 Level (0/2700 XP for level-up) Noble Background Duergar Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 3
Hit Dice: 3/3
1d8+4 Class 1

STR
19
+4
DEX
11
+0
CON
19
+4
INT
10
+0
WIS
20
+5
CHA
14
+2
29
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+7 Attack mod
WIS Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+0 Dexterity
+4 Constitution
+0 Intelligence
+7 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+4 Deception CHA
+0 History INT
+7 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+5 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+0 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +8 STR 1d8/1d10+4 Bludgeoning
 Versatile
Light Hammer +8 STR 1d4+4 Bludgeoning
 Light, Thrown (20/60 ft)
Attacks

Spell Book

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Duergar Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and Warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Duergar Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Church Boon(Amelioch): +1 Intelligence, proficency in Slight of Hand
Bonus Proficiencies:At 1st level, you gain proficiency with martial weapons and heavy armor.
Wrath of the Storm: Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity(Turn Undead): As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet 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(Destructive Wrath): Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Features & Traits
Cleric: A warhammer, chain mail, light hammer, priest's pack, holy symbol, and shield.
Noble: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
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 = 15
Spell attack modifier = 7
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 (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
Spellcasting
Languages: You can speak, read, and write Common, Gnomish, Dwarvish, and Undercommon.
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, Martial weapons.
Tools: Smith's tools and Dice tools.
Saving Throws: Wisdom, Charisma
Expertise: You have expertise with the battleaxe, handaxe, light hammer, and warhammer.

Languages & Proficiencies
Despite my noble birth, I do not place myself above other folk. We all have the same blood. Corruption sickens me to the core, as well as crooks.

Personality Traits
Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)

Ideals
Ringtu will fall to my Hammer, lest their corruption kills them first.

Bonds
By my words and actions, I often bring shame to my family, but I bring glory to the Goddess, right?

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

DnD 5e SRD SRD

Warhammer

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Bludgeoning Versatile

Cost: 15 gp Weight: 2 lb


 

DnD 5e SRD SRD

Light Hammer

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 20/60 ft Light, Thrown

Cost: 2 gp Weight: 2 lb


 

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

DnD 5e PHB

Priest's Pack

Adventuring Gear Common

Backpack,blanket,candle (10),tinderbox,alms box,block of incense (2),censer,vestments,rations (2),waterskin

Cost: 19gp Weight: 24 lbs


 

Holy Symbol

Spellcasting Focus Common

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


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD

Clothes, Fine

Adventuring Gear Common

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Cost: 15gp Weight: 6lb


 

D

Signet Ring

Adventuring Gear Common

Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

Cost: 5gp Weight: --


 

DnD 5e SRD

Scroll of Pedigree

Adventuring Gear Common

A scroll of pedigree proves a character's noble lineage.   It is one of the starting items for characters with the Noble background and is non-magical. It may be presented to other nobility and royalty and may include the character's family tree.


 

The statblocks of your class features

Cleric


Hit Points

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

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.  

Divine Agents

Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.   When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.   Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it.   The Cleric

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity(1/rest), Divine Domain Feature 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Divinity (2/rest), Divine Domain Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

 


Class Features

Divine Domain

Choose one domain related to your deity: Arcana, Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Time, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  

Domain Spells

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

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet 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.  

Ability Score Improvement

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

Destroy Undead

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

Divine Intervention

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


Starting Equipment

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

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
    • A shield and a holy symbol

     


    Spellcasting

    As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.  

    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 (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.


    Subclass Options

    Divine Domains


    In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.   Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.  

    Tempest Domain


    Gods whose portfolios include the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.   Tempest Domain Spells
    Cleric Level Spells
    1st Fog Cloud, Thunderwave
    3rd Gust of Wind, Shatter
    5th Call Lightning, Sleet Storm
    7th Control Water, Ice Storm
    9th Destructive Wave, Insect Plague

    Bonus Proficiencies

    At 1st level, you gain proficiency with martial weapons and heavy armor.  

    Wrath of the Storm

    Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

    Channel Divinity: Destructive Wrath

    Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.   When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.  

    Thunderbolt Strike

    At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.  

    Divine Strike

    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

    Stormborn

    At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
     

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Duergar

    Ability Score Increase Str +1, Con +2
    Size Medium
    Speed 25 ft.

    Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.   Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.   Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.   Speed. Your speed is not reduced by wearing heavy armor.   Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.   Duergar Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed.   Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and Warhammer.   Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.   Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Duergar Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.   Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

    Languages. You can speak, read, and write Common, Dwarvish, and Undercommon.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Player's Handbook

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 30ft
    Duration 1 minute
    Components Verbal


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

    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
    If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Cleric

    Mending

    0-level (Cantrip) Transmutation

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

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

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

    Xanathar's Guide to Everything

    Word of Radiance

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 5 feet
    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

    Level 1 Spells

    D&D 5e PHB Page 243

    Fog Cloud

    1-level Conjuration

    Casting Time 1 action
    Range 120 feet
    Duration Concentration, 1 hour
    Components V, S

    You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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

    Player's Handbook

    Thunderwave

    1-level Evocation

    Casting Time 1 action
    Range Self (15ft cube)
    Duration Instantaneous
    Components Verbal, Somatic


    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.   At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Druid, Sorcerer, Wizard, Tempest Domain, Artillerist

    Player's Handbook

    Shield of Faith

    1-level Abjuration

    Casting Time 1 bonus action
    Range 60ft
    Duration Concentration, 10 minutes
    Components Verbal, Somatic, Material
    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, War Domain

    D&D 5e PHB Page 248

    Guiding Bolt

    1-level Evocation

    Casting Time 1 action
    Range 120 feet
    Duration 1 round
    Components V, S

    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against the target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Cleric

    Player's Handbook

    Command

    1-level Enchantment

    Casting Time 1 action
    Range 60ft
    Duration 1 round
    Components Verbal


    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.   Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.   Drop The target drops whatever it is holding and then ends its turn.   Flee The target spends its turn moving away from you by the fastest available means.   Grovel The target falls prone and then ends its turn.   Halt The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.   At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Class(es): Cleric, Paladin, Knowledge Domain, Order Domain, Oath of the Crown, Oath of Conquest, The Fiend

    PHB

    Bless

    1-level Enchantment

    Casting Time 1 Action
    Range 30 feet
    Duration Concentration, 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 nd level or higher, you can target one additional creature for each slot level above 1st.

    Class(es): Cleric, Paladin

    Attack Roll or Saving Throw+ 1d4

    Basic Rules , pg. 216

    Bane

    1-level Enchantment

    Casting Time 1 Action
    Range 30 ft
    Duration 1 Minute
    Components V, S, M
    Materials A drop of blood.

    Damage Type: Debuff   Saving Throws: Charisma   Description: 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

    D&D 5e PHB Page 230

    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): Bard, Cleric, Druid, Paladin, Ranger

    Ceremony

    1-level Abjuration

    Casting Time 1 Hour
    Range Touch
    Duration Instantaneous
    Components V, S, M *

    You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.   Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.   Bless Water. You touch one vial of water and cause it to become holy water.   Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.   Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.   Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.   Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.   * - (25 gp worth of powdered silver, which the spell consumes)

    Class(es): Magic Ablity

    Level 2 Spells

    Gust of Wind

    2-level Evocation

    Casting Time 1 Action
    Range Self (60-foot line)
    Duration up to 1 Minute
    Components V, S, M
    Materials a legume seed

    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Shatter

    2-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S, M
    Materials a chip of mica

    A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's 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): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Spiritual Weapon

    2-level Evocation

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

    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 Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.

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

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