Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

Silver Dragonborn Haunted One

Chrome Chaotic Neutral


5 Circle of the Moon

+3 16
16 +2 30ft
13
33
+0

+0
+0

11
You can use your Wild Shape as a bonus action.
Additionally, while you are transformed by Wild
+2

+2
+2
+2
4 Shape, you can use a bonus action to expend one
spell slot to regain 1d8 hit points per level of the
+2 spell slot expended.

14
Scimitar +4 1d6+2 Slash Your attacks in beast form count as
+1
magical for the purpose of overcoming
+1
Light Crossbow +4 1d8+2 Pierce
resistance and immunity to nonmagical
Primal Savagery +5 1d10 Acid attacks and damage.
12
◆ +3 You can expend two uses of Wild Shape

+0
at the same time to transform into an
2
+0


+0
+3
+6 14 1
air elemental, an earth elemental, a fire
elemental, or a water elemental.
10 +0
+0

◆ +6 Damage: Utility: You may cast Alter Self at will.


+3
+6

+3
G. Spider Rat
+3 G. Badger Warhorse
16 ●


+6
+6 Dire Wolf G. Lizard

+3

+3
+3
+3
+3
Ice Knife 60ft/5ft 1 Action Dex
16 +3

1d10 Pierce, hit or miss 2d6 Cold, half on fail

Earth Tremor Self/10ft 1 Action Dex


When you take the Attack action on your turn, you
1d6 Bludgeoning & Prone on fail
can replace one of your attacks with an exhalation
of magical energy in a 15-foot cone. Each creature
in that area must make a Dex Save DC11. On a
Healing Word 60ft 1 BA 0 Mold Earth

0
failed save, the creature takes 1d10 Cold Damage 1d4 Healing
Primal Savagery

1 Druidcraft

1 Ice Knife
You have resistance to Cold damage
Inflict Wounds Touch 1 Action 1 ● Speak With Animals

1 Earth Tremor

3d10 Necrotic 1 Healing Word

1 Inflict Wounds (One Use)


Common, Draconic, Druidic, 1 Invisibility (One Use)
Istarian, Primordial, Nerakese, 2 Healing Spirit
● ●
Gnomish, Elvish 2 Heat Metal

3 Call Lightning
● ● ● ● ● ●
3 ● Feign Death

Herbalism Kit ● ● ● ●

3
● ●


CANTRIPS SPELLS
KNOWN PREPARED
● ● ● ● ● ●

+6 14 3 9 ●



● ●

Mold Earth
Transmutation
0 Primal Savagery
Transmutation
0 Druidcraft
Transmutation
0
30ft 1 Action Self 1 Action 30ft 1 Action

Instant/1 Hour ● Instant ● Instant

You create a tiny, harmless sensory effect that predicts what the
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You channel primal magic to cause your
You manipulate it in one of the following ways: weather will be at your location for the next 24 hours. This effect
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and
teeth or fingernails to sharpen, ready to persists for 1 round.
deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.
deliver a corrosive attack. Make a melee spell
You instantly make a flower blossom, a seed pod open, or a leaf bud
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or
shaping patterns. The changes last for 1 hour. attack against one creature within 5 feet of bloom.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you. On a hit, the target takes 1d10 acid
you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for You create an instantaneous, harmless sensory effect. The effect
1 hour. damage. After you make the attack, your must fit in a 5-foot cube.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects
teeth or fingernails return to normal.
active at a time, and you can dismiss such an effect as an action. You instantly light or snuff out a candle, a torch, or a small campfire.

Speak with Animals


Divination
1 Ice Knife
Conjuration
1 Earth Tremor
Evocation
1
Self 1 Action ●
60ft/5ft 1 Action Dexterity Self/10ft 1 Action Dexterity
● ●

10 Minutes ● Instant ●

Instant ●

You gain the ability to comprehend and verbally communicate with You create a shard of ice and fling it at one creature within range. You cause a tremor in the ground in a 10-foot radius. Each creature
beasts for the duration. The knowledge and awareness of many Make a ranged spell attack against the target. On a hit, the target other than you in that area must make a Dexterity saving throw. On
beasts is limited by their intelligence, but at minimum, beasts can takes 1d10 piercing damage. Hit or miss, the shard then explodes. a failed save, a creature takes 1d6 bludgeoning damage and is
give you information about nearby locations and monsters, The target and each creature within 5 feet of the point where the knocked prone. If the ground in that area is loose earth or stone, it
including whatever they can perceive or have perceived within the ice exploded must succeed on a Dexterity saving throw or take 2d6 becomes difficult terrain until cleared.
past day. You might be able to persuade a beast to perform a small cold damage.
favor for you, at the DM's discretion. At Higher Levels. When you cast this spell using a spell slot of 2nd
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
level or higher, the cold damage increases by 1d6 for each slot level above 1st.
above 1st.

Healing Word
Necromancy
1 Inflict Wounds (one-use)
Necromancy
1 Invisibility (one-use)
Illusion
1
60ft 1 BA Touch 1 Action Touch 1 Action

Instant Instant 1 Hour ●

● ●
A creature of your choice that you can see within A creature you touch becomes invisible
range regains hit points equal to 1d4 + your
Make a melee spell attack against a until the spell ends. Anything the target
spellcasting ability modifier. This spell has no effect
on undead or constructs. creature you can reach. On a hit, the is wearing or carrying is invisible as long
target takes 3d10 necrotic damage. as it is on the target's person. The spell
At Higher Levels. When you cast this spell using a ends for a target that attacks or casts a
spell slot of 2nd level or higher, the healing
spell.
increases by 1d4 for each slot level above 1st.

Call Lightning
Conjuration
3 Heat Metal
Transmutation
2 Healing Spirit
Conjuration
2
Self 1 Action Dexterity 60ft 1 Action Constitution 60ft/5ft Cube 1 BA

10 Minutes 1 Minute 1 Minute ●



A storm cloud appears that is 10 feet tall with a 60-foot radius, Choose a manufactured metal object, such as a metal weapon or a Whenever you or a creature you can see moves into the spirits
centered on a point directly above you. The spell fails if you are in a suit of heavy or medium metal armor, that you can see within range. space for the first time on a turn or starts its turn there, the spirit
space where the cloud can't be accommodated. When you cast the You cause the object to glow red-hot. Any creature in physical can restore 1d6 hit points to that creature. This has no effect on
spell, choose a point you can see under the cloud. Each creature contact with the object takes 2d8 fire damage when you cast the constructs or undead.
within 5ft of that point must make a Dex save. Each creature takes spell. Until the spell ends, you can use a bonus action on each of
3d10 lightning damage on a failed save, or half as much damage on your subsequent turns to cause this damage again. As a bonus action on your turn, you can move the Spirit up to 30
a successful one. On each of your turns until the spell ends, you can If a creature is holding or wearing the object and takes the damage feet to a space you can see. The spirit can heal 1 + Wisdom modifier
use your action to call down lightning in this way again, targeting the from it, the creature must succeed on a Constitution saving throw or times. After healing that many times, the spirit disappears.
same point or another. If you are outdoors in stormy conditions drop the object if it can. If it doesn’t drop the object, it has
when you cast this spell, the spell gives you control over the existing disadvantage on attack rolls and ability checks until the start of your If you cast this with a spell slot of 3rd lvl or higher, the healing
storm instead and the spell's damage increases by 1d10. next turn. increases by 1d6 for each slot above 2nd.
Feign Death
Necromancy
3 Necromancy

Touch 1 Action ●

1 Hour

You touch a willing creature and put it into a cataleptic state that is
indistinguishable from death. For the spell's duration, or until you
use an action to touch the target and dismiss the spell, the target
appears dead to all outward inspection and to spells used to
determine the target's status. The target is blinded and
incapacitated, and its speed drops to 0. The target has resistance to
all damage except psychic damage. Disease and poison has no effect
against the target for the duration of the spell.
Human Knight of Solamnia
Ormr Neutral Good
5 Battlemaster

+3 13
Defense.
17 +2 30 +1 to AC while wearing armor
11
42
+7

+4
● +10

19
+2

+2
+2
+2
5
+2

14
Halberd +7 1d10 + 4 Slash
◆ +4

+1
Greatsword +7 2d6 + 4 Slash

Greataxe +7 1d12 + 4 Slash


13 Handaxe +7 1d6 + 4 Slash

+1

+1
+1
+1

1 1 0
+1

12 +1
+1

+1

+1
+1
+1 Precise Strike. Once per turn, when you make a
+1 weapon attack roll against a creature, you can
12 +4
+4
cause the attack roll to have advantage. If the

attack hits, you add a d8 of damage to the damage
roll. You can use this benefit a number of times
-1 equal to your proficiency bonus, but a use is

-1
-1 expended only if the attack hits. You regain all

● +5 expended uses when you finish a long rest.
-1

9 -1
Scare. When you take the Attack action on your
turn, you can replace one attack with an attempt to
demoralize one humanoid you can see within 30
feet of you that can see and hear you. Make a
Charisma (Intimidation) check contested by the
Mount Up. Mounting or target's Wisdom (Insight) check. If your check
dismounting costs you only 5 feet succeeds, the target is frightened until the end of
your next turn. If your check fails, the target can't
of movement. be frightened by you in this way for 1 hour.

Commanding Rally. As a bonus action, you can


command one ally within 30 feet of yourself to
attack. If that ally can see or hear you, they can
immediately make one weapon attack as a
reaction. If the attack hits, the ally can roll a d8 and
Common add the number rolled as a bonus to the attack's
● ●
Kothian (Minotaur) damage roll. You can use this bonus action a
number of times equal to your proficiency bonus,
● ● and you regain all expended uses when you finish a
Playing Cards long rest.
● ● Cook's Utensils
Ormr 4 4 d8 15

Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase
your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to move an ally. You
add the superiority die to the damage roll, then choose an ally who can see or hear you; it can use its
reaction to move half its speed without provoking opportunity attacks from the target of your attack.

Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority
die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the
attack's damage roll.

Brace When a creature you can see moves into the reach you have with the melee weapon you're wielding,
you can use your reaction to expend one superiority die and make one attack against the creature,
using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
Wild Gnome Hermit
Quill Neutral Good
5 Hunter

+3 13
When you hit a creature with a weapon attack, the
14 +3 25 creature takes an extra 1d8 damage if it's below its
hit point maximum. You can deal this extra
13 damage only once per turn.

40
◆ +3

+0
+0

10
+6

5

+3
+3
+3
● +6

16
Longbow +9 1d8 + 3 Pierce
+1
Shortsword +6 1d6 + 3 Slash
+1 Bone Dagger +6/+9 1d4 + 2d4 + 3
12
+1

+1
+1
+1
+1 Beasts Forest

12 ●


+4
+4

+3

+3

● +9
+3

+6 14
● ● ●
● +6
● ● ●

16 ●
+3
+6
● ● ●

-1 Action. Make a ranged attack against any number

-1
-1 0 Druidcraft 1 Cure Wounds
of creatures within 10 feet of a point within your
-1 1 ● Speak with Animals (CF) At-will 2 Pass without Trace
weapon's range. Must have ammunition for each
-1 1 Animal Friendship (CF) One-use 2 Cordon of Arrows target and an attack roll is made for each target.
9 -1 1

1
Hunter's Mark (H)

Ensnaring Strike

1 Entangle

You have advantage on Intelligence, Wisdom, and


Charisma saving throws against spells
When an attacker that you can see hits you
You can see in dim light within 60 feet of you as if
it were bright light and in darkness as if it were with an attack, you can use your reaction to
dim light. You see colors in that darkness as halve the attack's damage against you.
shades of gray.

Common, Giant Eagle,


● ●
Gnomish

Alchemist's Kit
● Herbalism Kit +2 to all ranged attacks
CANTRIPS SPELLS
KNOWN PREPARED
● ● ● ● ● ● ●

+6 14 1 8 ●




● ●

Druidcraft
Transmutation
0 Speak with Animals (CF)
Transmutation
1 Animal Friendship (CF)
Enchantment
1
30ft 1 Action Self 1 Action ●
30ft 1 Action Wisdom
● ● ●

Instant ● 10 Minutes ● 24 Hours ●


This spell lets you convince a beast that you mean


You create a tiny, harmless sensory effect that predicts what the You gain the ability to comprehend and verbally communicate with
weather will be at your location for the next 24 hours. The effect beasts for the duration. The knowledge and awareness of many
it no harm. Choose a beast that you can see within
might manifest as a golden orb for clear skies, a cloud for rain, falling beasts is limited by their intelligence, but at minimum, beasts can range. It must see and hear you. If the beast's
snowflakes for snow, and so on. This effect persists for 1 round. give you information about nearby locations and monsters, Intelligence is 4 or higher, the spell fails.
You instantly make a flower blossom, a seed pod open, or a leaf bud including whatever they can perceive or have perceived within the
bloom. past day. You might be able to persuade a beast to perform a small
Otherwise, the beast must succeed on a Wisdom
You create an instantaneous, harmless sensory effect, such as falling favor for you, at the GM's discretion. saving throw or be charmed by you for the spell's
leaves, a puff of wind, the sound of a small animal, or the faint odor duration. If you or one of your companions harms
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.
the target, the spell ends.

Hunter's Mark (H)


Divination
1 Ensaring Strike
Conjuration
1 Cure Wounds
Evocation
1
90ft 1 BA Self 1 BA Strength Touch 1 Action
● ● ●

1 Hour ●
1 Minute Instant ●

You choose a creature within range and mark it as your quarry. Until The next time you hit a creature with a weapon attack before this A creature you touch regains a number of hit
the spell ends, you deal an extra 1d6 damage to the target spell ends, thorny vines appear at the point of impact and the target
whenever you hit it with a weapon attack, and you have advantage must succeed on a Strength saving throw or be restrained by vines
points equal to 1d8 + your spellcasting ability
on any Perception or Survival check made to find it. until the spell ends. A Large or larger creature has advantage. modifier. This spell has no effect on undead or
constructs.
If the target drops to 0 hit points before this spell ends, you can use While restrained by this spell, the target takes 1d6 piercing damage
a bonus action on a seperate turn to mark a new creature. at the start of its turns. A creature restrained by the vines or one
that can touch the creature can use its action to make a Strength At Higher Levels. When you cast this spell using a
If you cast using a spell slot of 3rd or higher, you maintain your check against your spell save DC to break free. spell slot of 2nd level or higher, the healing
concentration on the spell for 8 hours. If you use a spell slot of 5th
level, you maintain your concentration on the spell for 24 hours. The damage increases by 1d6 for each slot level used above 1st.
increases by 1d8 for each slot level above 1st.

Pass without Trace (H)


Abjuration
2 Cordon of Arrows
Transmutation
2 Entangle
Conjuration
1
Self/30ft 1 Action 5ft 1 Action Dexterity 90ft/20ft 1 Action Strength
● ●

1 Hour ●
8 Hours 4 Arrows or Bolts ● 1 Minute ●

A veil of shadows and silence radiates from you, You plant four pieces of nonmagical ammunition in the ground Grasping weeds and vines sprout from the ground in a 20-foot
within range and lay magic upon them to protect an area. Until the square starting from a point within range. For the duration, these
masking you and your companions from detection. spell ends, whenever a creature other than you comes within 30 plants turn the ground in the area into difficult terrain.
For the duration, each creature you choose within feet of the ammunition for the first time on a turn or ends its turn
30 feet of you (including you) has a +10 bonus to there, one piece of ammunition flies up to strike it. The creature A creature in the area when you cast the spell must succeed on a
must succeed on a Dexterity saving throw or take 1d6 piercing Strength saving throw or be restrained by the entangling plants until
Dexterity (Stealth) checks and can't be tracked damage. The piece of ammunition is then destroyed. The spell ends the spell ends. A creature restrained by the plants can use its action
except by magical means. A creature that receives when no ammunition remains. This spell ignores any creature of to make a Strength check against your spell save DC. On a success, it
this bonus leaves behind no tracks or other traces your choice. At Higher Levels. When you cast this spell using a spell frees itself.
slot of 3rd level or higher, the amount of ammunition that can be
of its passage. affected increases by two for each slot level above 2nd. When the spell ends, the conjured plants wilt away.
Tinker Gnome Hermit
Zelrion Brightstone Lawful Neutral
5 Plague Domain

+3 13
16 +0
inflict wounds, hex

16
25ft gentle repose, wither and bloom
animate dead, bestow curse
19 death ward, shadow of moil
contagion, raise dead

33
-2
When you cast a spell that deals damage, you can

-2
-2
change the spell's damage type to necrotic or
poison. You can use this feature a number of times
equal to your proficiency bonus. You regain all
7 expended uses at the end of a long rest.

+0

+0
+0
+0
5 Action. You evoke the power of the plague. Choose a creature you
can see within 30 feet of you. The target takes necrotic or poison
+0 damage equal to your cleric level and makes a Constitution saving
throw against your spell save DC. On a failed save, the target is
10 wracked with illness for 1 minute. The target must choose between
moving or taking actions each turn. At the end of the target's turn,
they can repeat the saving throw, ending the effect on a success.
Mace +1 1d6-2 Blunt
+0

+1
Light Crossbow +3 1d8 Pierce

12
+1

+1 1
+1
+4
+1
+6 14
12 +1
+4

+6
Toll the Dead 60ft 1 Action Wis
+3
+3
● +6
+6 1d8 Necrotic, 1d12 if less than max HP
16 +3
+3 Bless 30ft 1 Action Action. PB times per day you touch one creature who must succeed

on a Dex save against your spell save DC, otherwise it contracts the
3 creatures add Id4 to attacks and saving throws plague. At the beginning of their turn, they suffer 2d4 necrotic or
+1 poison damage & Con save against your spell save DC. On a failed

+1
+1 save, the creature can't take bonus actions & reactions until their
+1 next turn. It lasts for 10 minutes or until the target succeeds two
times or until cured by magic that heals poisons, diseases, or curses.
+1

12 +1

Once on each of your turns when you hit a


creature with a weapon attack, you can cause the
You have advantage on INT and CHA saving throws against magic. 5 attack to deal an extra Id8 poison damage to the
target.
You have advantage on History checks related to magic items, At 14th level, the extra damage increases to 2d8.
alchemical objects, or technological devices. In addition when you
make an ability check with tinker's tools you can roll a d4 and add 0 Toll the Dead 3 Animate Dead

the number rolled to the ability check. 0 Spare the Dying 3 Bestow Curse

0 Light
You can see in dim light within 60 feet of you as if it were bright
0 Thaumaturgy
light and in darkness as if it were dim light. You see colors in that
0 Decompose
darkness as shades of gray.
1 Inflict Wounds (P)

1 Cure Wounds

1 Shield (DF) One-use

Common 1 ● Detect Magic

Gnomish
1 Detect Poison & Disease

1 Hex (P)

1 Augury (DF) One-use


You are immune to all poisons and diseases. As an action, you
2 Wither and Bloom (P)
imbue up to three of your allies per day with plague energy. Your
Disguise Kit 2 ● Gentle Repose allies become immune to poisons and diseases and gain the Plague
Tinker's Tools 3 Fast Friends Touch feature for 1 minute or until they have infected a target with
Herbalism Kit 3 Beacon of Hope
it. Once used, you can't use it again until you finish a long rest.
CANTRIPS SPELLS
KNOWN PREPARED
● ● ● ● ● ● ●

+6 14 5 13 ●




● ●

Toll the Dead


Necromancy
0 Spare the Dying
Necromancy
0 Light
Evocation
0
60ft 1 Action Wis Touch 1 Action Touch 1 Action
● ●

Instant ● Instant ● 1 Hour ●

You point at one creature you can see within range, and the sound
You touch a living creature that has 0 hit You touch one object that is no larger than 10 feet in any dimension.
of a dolorous bell fills the air around it for a moment. The target points. The creature becomes stable. Until the spell ends, the object sheds bright light in a 20-foot radius
must succeed on a Wisdom saving throw or take 1d8 necrotic and dim light for an additional 20 feet. The light can be colored as
damage. If the target is missing any of its hit points, it instead takes This spell has no effect on undead or you like. Completely covering the object with something opaque
1d12 necrotic damage. blocks the light. The spell ends if you cast it again or dismiss it as an
constructs. action.
At Higher Levels. The spell's damage increases by one die when you
reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th If you target an object held or worn by a hostile creature, that
level (4d8 or 4d12). creature must succeed on a Dexterity saving throw to avoid the spell.

Thaumaturgy (DF)
Transmutation
0 Decompose
Necromancy
0 Hex (P)
Enchantment
1
30 feet 1 Action Touch 1 Action 90 feet 1 BA
● ●

Instant Instant 1 hour ●


● ●
Your voice booms up to three times as loud as normal for 1 minute. You reach out and touch the corpse of a creature. You place a curse on a creature that you can see within range. Until
You cause flames to flicker, brighten, dim, or change color for 1 the spell ends, you deal an extra 1d6 necrotic damage to the target
minute.
Over the next minute, the corpse begins to rapidly whenever you hit it with an attack. Also, choose one ability when
You cause harmless tremors in the ground for 1 minute. decompose, sprouting fungus and moss as it begins you cast the spell. The target has disadvantage on ability checks
You create an instantaneous sound that originates from a point of to degrade into compost and mulch. An made with the chosen ability.
your choice within range
You instantaneously cause an unlocked door or window to fly open
odd-colored flower or two may also spring from If the target drops to 0 hit points before this spell ends, you can use
or slam shut. the corpse in this time. Applicable requirements a bonus action on a subsequent turn of yours to curse a new
You alter the appearance of your eyes for 1 minute. for resurrection are unaffected by this creature.
You can have up to three of its effects active at a time, and you can
dismiss such an effect as an action.
decomposition. A Remove Curse cast on the target ends this spell early.

Detect Magic
Divination
1 Inflict Wounds (P)
Necromancy
1 Bless
Enchantment
1
Self 1 Action ●
Touch 1 Action 30 feet 1 Action
● ● ●

10 Minutes ● Instant ● 1 Minute ●


For the duration, you sense the presence of magic within 30 feet of You bless up to three creatures of your choice within range.
you. If you sense magic in this way, you can use your action to see a
Make a melee spell attack against a creature you Whenever a target makes an attack roll or a saving throw before the
faint aura around any visible creature or object in the area that can reach. On a hit, the target takes 3d10 necrotic spell ends, the target can roll a d4 and add the number rolled to the
bears magic, and you learn its school of magic, if any. damage. attack roll or saving throw.

The spell can penetrate most barriers, but is blocked by 1 foot of At Higher Levels. When you cast this spell using a spell slot of 2nd
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of At Higher Levels. When you cast this spell using a level or higher, you can target one additional creature for each slot
wood or dirt. spell slot of 2nd level or higher, the damage level above 1st.

increases by 1d10 for each slot level above 1st.

Shield (DF) one-use


Abjuration
1 Cure Wounds
Evocation
1 Detect Poison & Disease
Divination
1
Self 1 Reaction Touch 1 Action Self 1 Action
● ●

1 Reaction ● Instant ● 10 Minutes ●



An invisible barrier of magical force A creature you touch regains a number of hit You ou can sense the presence and location of
points equal to 1d8 + your spellcasting ability poisons, poisonous creatures, and diseases within
appears and protects you. Until the start
modifier. This spell has no effect on undead or 30 feet of you. You also identify the kind of poison,
of your next turn, you have a +5 bonus constructs. poisonous creature, or disease in each case.
to AC, including against the triggering
attack, and you take no damage from At Higher Levels. When you cast this spell using a This spell is blocked by 1 foot of stone, 1 inch of
spell slot of 2nd level or higher, the healing common metal, a thin sheet of lead, or 3 feet of
magic missile.
increases by 1d8 for each slot level above 1st. wood or dirt.
Augury (DF) One-use
Necromancy
1 Wither & Bloom (P)
Necromancy
2 Gentle Repose (P)
Necromancy
2
Self 1 Minute ●
60ft 1 Action Constitution Touch 1 Action ●

● ● ●

Instant Specially marked items - 25gp ●



Instant ●

10 Days ●

You receive an omen from an otherworldly entity about the results You touch a corpse or other remains. For the duration, the target is
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each
of a specific course of action that you plan to take within the next 30 creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic protected from decay and can't become undead.
minutes. The DM chooses from the following possible omens: damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that
area withers.
The spell also effectively extends the time limit on raising the target
Weal, for good results In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and from the dead, since days spent under the influence of this spell
regain a number of hit points equal to the roll plus your spellcasting ability modifier.
Woe, for bad results don't count against the time limit of spells such as raise dead.
Weal and woe, for both good and bad results At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing
Nothing, for results that aren’t especially good or bad roll increases by one for each slot above 2nd.

Aid
Abjuration
2 Beacon of Hope
Abjuration
3 Fast Friends
Enchantment
3
30ft 1 Action 30ft 1 Action 30ft 1 Action Wisdom
● ● ●

8 Hours ●

1 Minute ● 1 Hour ●

Your spell bolsters your allies with toughness and This spell bestows hope and vitality. Choose When you cast this spell, choose one humanoid within range that can see and hear you, and that can
understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for
resolve. Choose up to three creatures within range. any number of creatures within range. For the duration. While the creature is charmed in this way, it undertakes to perform any services or
activities you ask of it in a friendly manner, to the best of its ability.
Each target's hit point maximum and current hit the duration, each target has advantage on You can set the creature new tasks when a previous task is completed, or if you decide to end its
points increase by 5 for the duration.
Wisdom saving throws and death saving current task. If the service or activity might cause harm to the creature, or if it conflicts with the
creature's normal activities and desires, the creature can make another Wisdom saving throw to try to
When you cast this spell using a spell slot of 3rd end the effect. This save is made with advantage if you or your companions are fighting the creature. If

level or higher, a target's hit points increase by an


throws, and regains the maximum number of the activity would result in certain death for the creature, the spell ends.

additional 5 for each slot level above 2nd. hit points possible from any healing. When the spell ends, the creature knows it was charmed by you.

You might also like