Krusk-son-of-Krusk-and-Drenna Spellsheet

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

CANTRIPS SPELLS

KNOWN PREPARED

+5 13 3 5

Guidance CAN Mending CAN Sacred Flame CAN

Touch 1 action N/A Touch 1 minute N/A 60 feet 1 action DEX


● ● ●

1 minute N/A ● Instantaneous two lodestones ● Instantaneous N/A ●


● ●

You touch one willing creature. Once This spell repairs a single break or tear in Flame-like radiance descends on a creature that
an object you touch, such as broken chain you can see within range. The target must
before the spell ends, the target can succeed on a Dexterity saving throw or take 1d8
roll a d4 and add the number rolled to link, two halves of a broken key, a torn
radiant damage. The target gains no benefit from
cloak, or a leaking wineskin. As long as the
one ability check of its choice. It can cover for this saving throw.
break or tear is no larger than 1 foot in any The spell's damage increases by 1d8 when you
roll the die before or after making the
dimension, you mend it, leaving no trace reach 5th level (2d8), 11th level (3d8), and 17th
ability check. The spell then ends. of the former damage. level (4d8).

Bane 1 Cure Wounds 1 Guiding Bolt 1


30 feet 1 action CHA Touch 1 action N/A 120 feet 1 action N/A
● ● ●

1 minute a drop of blood ●



Instantaneous N/A ● 1 round N/A ●

Up to three creatures of your choice that you can see A creature you touch regains a number of hit A flash of light streaks toward a creature of your choice
within range must make Charisma saving throws. points equal to 1d8 + your spellcasting ability within range. Make a ranged spell attack against the
Whenever a target that fails this saving throw makes target. On a hit, the target takes 4d6 radiant damage,
modifier. This spell has no effect on undead or and the next attack roll made against this target before
an attack roll or a saving throw before the spell ends,
the target must roll a d4 and subtract the number
constructs. the end of your next turn has advantage, thanks to the
rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell a spell slot of 2nd level or higher, the healing At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one increases by 1d8 for each slot level above 1st. slot of 2nd level or higher, the damage increases by 1d6
additional creature for each slot level above 1st. for each slot level above 1st.

Inflict Wounds 1 Protection from Evil and Good 1


touch 1 action N/A touch 1 action N/A
● ●
Instantaneous ● 10 minutes ●
holy water or powdered silver and iron ●

Make a melee spell attack against a Until the spell ends, one willing creature you touch is
protected against certain types of creatures: aberrations,
creature you can reach. On a hit, the celestials, elementals, fey, fiends, and undead.
target takes 3d10 necrotic damage. The protection grants several benefits. Creatures of those
types have disadvantage on attack rolls against the target.
At Higher Levels. When you cast this spell The target also can't be charmed, frightened, or possessed
using a spell slot of 2nd level or higher, the by them. If the target is already charmed, frightened, or
damage increases by 1d10 for each slot possessed by such a creature, the target has advantage on
any new saving throw against the relevant effect.
level above 1st.

You might also like