Yiym The Irate
Yiym The Irate
Inheritor Marble
CLASS & LEVEL BACKGROUND PLAYER NAME
INSPIRATION
STRENGTH
18 +3 30 lost
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
13 PERSONALITY TRAITS
16 ●
+8 Wisdom
CONSTITUTION
●
+6 Charisma
SAVING THROWS
none
TEMPORARY HIT POINTS BONDS
+2 ●
+6 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
15 ●
+8 Insight (Wis)
Dagger +7 1d4+3 piercing
Backpack
WISDOM
+2 Intimidation (Cha)
+2 Investigation (Int)
Mace +5 1d6+1 bludgeoning
Bedroll
+8 Medicine (Wis) Chalk x5
+4
●
+2 Nature (Int)
+4 Perception (Wis) Number of Clothes, traveler’s
18
+2 Performance (Cha)
Attacks: 1 Mess kit
CHARISMA
+2 Persuasion (Cha)
+6 Religion (Int)
Pouch
Rations (1 day)
●
15
●
+7 Stealth (Dex) x10
+8 Survival (Wis)
Reliquary
●
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35 5' 7" 126
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Light Animate Dead
Mending Beacon of Hope
Sapping Sting (Dunamancy) Bestow Curse
Virtue Clairvoyance
Word of Radiance Create Food and Water
Daylight
Dispel Magic (Domain)
Fast Friends
SPELL
Feign Death
LEVEL
SLOTS TOTAL SLOTS EXPENDED Glyph of Warding
1 4 Life Transference
7
Magic Circle
EPAR
SPELL NAME
ED
PR
Bane
Bless
4 3
Ceremony
Stone Shape
2 3
Aid
Augury
Blindness/Deafness
5 2
Calm Emotions
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Mass Healing Word
Sending
SPELL
Speak with Dead
LEVEL
SLOTS TOTAL SLOTS EXPENDED Spirit Guardians
1 4 Tongues
7
Water Walk
EPAR
SPELL NAME
ED
PR
Guiding Hand
Healing Word
Inflict Wounds (Domain)
4 3
Magnify Gravity (Dunamancy)
SPELLS KNOWN
Shield of Faith
2 3
Prayer of Healing
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing
damage (lasts 1 minute, use twice/long rest).
---------------Actions--------------
Channel Divinity: Turn Undead. Undead within 30 feet must make a DC 16 Wisdom save or be turned for 1 min. or until
damaged.
Sending Stones. Cast sending to communicate with the holder of the other stone (use once/day).
-----------Other Traits------------
Channel Divinity. Channel divine power using Turn Undead or one of your domain Channel Divinity options. (use twice/rest).
Channel Divinity: Arcane Disruption. Starting at 2nd level, you can use your Channel Divinity to disrupt the flow of magic in your
vicinity.
As an action, you conjure an aura of disruptive energy that radiates from you in a 15-foot radius. The aura lasts until the end of
your next turn, and moves with you, centered on you. While inside the aura, any creature that attempts to cast a spell must first
succeed on a Constitution saving throw. If they fail the save, their spell fails to cast and the spell slot is wasted.
Danger Sense. Advantage on DEX saves against effects you can see.
Divine Intervention. You call for aid from your deity, succeeding if you make a percentile roll less than or equal to your cleric
level.
Entropic Retaliation. Starting at 6th level, when you or an ally within 30 feet of you takes damage from a spell, you can use your
reaction to cause the caster to make a Constitution saving throw. If the caster fails its saving throw, it gains one level of
exhaustion.
Equipment. You possess your inheritance and the gaming set or musical instrument you chose for your proficiency. Enter these
manually as custom items.
Inheritance. Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your
Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the
DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or
true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The
DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance,
the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of
time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away.
Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it
means to you and what it can do for you.
Potent Spellcasting. At 8th level, you add your Wisdom modifier to the damage you deal with any cantrip.
Reckless Attack. Advantage on attacks using Strength, attacks against you have advantage as well.
Sanctity of Body. When you choose this domain at 1st level, you perform a ritual to anchor your soul to the material plane. You
have advantage when making death saving throws.
Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form.
However, your equipment does not change with you. If you die, you revert to your natural appearance.
Skill Proficiencies. Choose one from among Arcana, History, and Religion. Enter this manually.
Skilled. You gain proficiency in any combination of three skills or tools of your choice.
Page 1
You touch one object that is no larger than 10 This spell repairs a single break or tear in an You sap the vitality of one creature you can see
feet in any dimension. Until the spell ends, the object you touch, such as a broken chain link, in range. The target must succeed on a
object sheds bright light in a 20-foot radius two halves of a broken key, a torn cloak, or a Constitution saving throw or take 1d4 necrotic
and dim light for an additional 20 feet. The leaking wineskin. As long as the break or tear damage and fall prone. This spell's damage
light can be colored as you like. Completely is no larger than 1 foot in any dimension, you increases by 1d4 when you reach 5th level
covering the object with something opaque mend it, leaving no trace of the former (2d4), 11th level (3d4), and 17th level (4d4).
blocks the light. The spell ends if you cast it damage. This spell can physically repair a
again or dismiss it as an action. If you target magic item or construct, but the spell can't
an object held or worn by a hostile creature, restore magic to such an object.
that creature must succeed on a Dexterity
saving throw to avoid the spell.
You touch one creature, imbuing it with You utter a divine word, and burning radiance Up to three creatures of your choice that you
vitality. If the target has at least 1 hit point, it erupts from you. Each creature of your choice can see within range must make Charisma
gains a number of temporary hit points equal that you can see within range must succeed on saving throws. Whenever a target that fails
to 1d4 + your spellcasting ability modifier. The a Constitution saving throw or take 1d6 this saving throw makes an attack roll or a
temporary hit points are lost when the spell radiant damage. The spell's damage increases saving throw before the spell ends, the target
ends. by 1d6 when you reach 5th level (2d6), 11th must roll a d4 and subtract the number rolled
level (3d6), and 17th level (4d6). 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.
You bless up to three creatures of your choice You perform a special religious ceremony that You hurl an undulating, warbling mass of
within range. Whenever a target makes an is infused with magic. When you cast the spell, chaotic energy at one creature in range . Make
attack roll or a saving throw before the spell choose one of the following rites, the target of a ranged spell attack against the target. On a
ends, the target can roll a d4 and add the which must be within 10 feet of you hit, the target takes 2d8 + 1d6 damage. Choose
number rolled to the attack roll or saving throughout the casting. Atonement: You one of the d8s. The number rolled on that die
throw. At Higher Levels. When you cast this touch one willing creature whose alignment determines the attack's damage type, as
spell using a spell slot of 2nd level or higher, has changed, and you make a DC 20 Wisdom shown below. l Acid 2 Cold 3 Fire 4 Force 5
you can target one additional creature for each (Insight) check. On a successful check, you Lightning 6 Poison 7 Psychic 8 Thunder If you
slot level above 1st. restore the target to its original alignment. roll the same number on both d8s, the chaotic
Bless Water: You touch one vial of water and energy leaps from the target to a different
cause it to become holy water. Coming of Age: creature of your choice within 30 feet of it.
You touch one humanoid who is a young Make a new attack roll against the new target,
adult. For the next 24 hours, whenever the and make a new damage roll , which could
target makes an ability check, it can roll a d4 cause the chaotic energy to leap again. A
and add the number rolled to the ability check. creature can be targeted only once by this
A creature can benefit from this rite only once. casting of the spell. At Higher Levels. When
Dedication: You touch one humanoid who you cast this spell using a spell s lot of 2nd
wishes to be dedicated to your god's service. level or higher, each target takes 1d6 extra
For the next 24 hours, whenever the target damage of the type rolled for each slot level
Page 1 (reverse)
You speak a one-word command to a creature You either create or destroy water. Create A creature you touch regains a number of hit
you can see within range. The target must Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability
succeed on a Wisdom saving throw or follow water within range in an open container. modifier. This spell has no effect on undead or
the command on its next turn. The spell has no Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast
effect if the target is undead, if it doesn't 30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or
understand your language, or if your exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each
command is directly harmful to it. Some You destroy up to 10 gallons of water in an slot level above 1st.
typical commands and their effects follow. open container within range. Alternatively,
You might issue a command other than one you destroy fog in a 30-foot cube within range.
described here. If you do so, the GM At Higher Levels. When you cast this spell
determines how the target behaves. If the using a spell slot of 2nd level or higher, you
target can't follow your command, the spell create or destroy 10 additional gallons of
ends. Approach. The target moves toward you water, or the size of the cube increases by 5
by the shortest and most direct route, ending feet, for each slot level above 1st.
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
Detect Evil and Good Detect Magic (ritual) Detect Poison and Disease (ritual)
Cleric Level 1 Divination DC 16 Spell Mod +8 Cleric Level 1 Divination DC 16 Spell Mod +8 Cleric Level 1 Divination DC 16 Spell Mod +8
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf
For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.
You touch a willing creature. For the duration, A flash of light streaks toward a creature of You create a Tiny incorporeal hand of
the target can add 1d8 to its initiative rolls. your choice within range. Make a ranged spell shimmering light in an unoccupied space you
attack against the target. On a hit, the target can see within range. The hand exists for the
takes 4d6 radiant damage, and the next attack duration, but it disappears if you teleport or
roll made against this target before the end of you travel to a different plane of
your next turn has advantage, thanks to the existence.When the hand appears, you name
mystical dim light glittering on the target until one major landmark, such as a city, mountain,
then. At Higher Levels. When you cast this castle, or battlefield on the same plane of
spell using a spell slot of 2nd level or higher, existence as you. Someone in history must
the damage increases by 1d6 for each slot level have visited the site and mapped it. If the
above 1st. landmark appears on no map in existence, the
spell fails. Otherwise, whenever you move
toward the hand, it moves away from you at
the same speed you moved, and it moves in
the direction of the landmark, always
remaining 5 feet away from you. If you don't
move toward the hand, it remains in place
until you do and beckons for you to follow
once every 1d4 minutes.
Page 2 (reverse)
Command (reverse)
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.
Page 3
A creature of your choice that you can see Make a melee spell attack against a creature The gravity in a 10-foot-radius sphere
within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10 centered on a point you can see within range
your spellcasting ability modifier. This spell necrotic damage. At Higher Levels. When you increases for a moment. Each creature in the
has no effect on undead or constructs. At cast this spell using a spell slot of 2nd level or sphere on the turn when you cast the spell
Higher Levels. When you cast this spell using a higher, the damage increases by 1d10 for each must make a Constitution saving throw. On a
spell slot of 2nd level or higher, the healing slot level above 1st. failed save, a creature takes 2d8 force damage,
increases by 1d4 for each slot level above 1st. and its speed is halved until the end of its next
turn. On a successful save, a creature takes
half as much damage and suffers no reduction
to its speed. Until the start of your next turn,
any object that isn't being worn or carried in
the sphere requires a successful Strength
check against your spell save DC to pick up or
move. 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.
Protection from Evil and Good Purify Food and Drink (ritual) Sanctuary
Cleric Level 1 Abjuration DC 16 Spell Mod +8 Cleric Level 1 Transmutation DC 16 Spell Mod +8 Cleric Level 1 Abjuration DC 16 Spell Mod +8
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min
Holy water or powdered silver and iron, which the A small silver mirror
spell consumes
Until the spell ends, one willing creature you All nonmagical food and drink within a You ward a creature within range against
touch is protected against certain types of 5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who
creatures: aberrations, celestials, elementals, your choice within range is purified and targets the warded creature with an attack or a
fey, fiends, and undead. The protection grants rendered free of poison and disease. harmful spell must first make a Wisdom
several benefits. Creatures of those types have saving throw. On a failed save, the creature
disadvantage on attack rolls against the target. must choose a new target or lose the attack or
The target also can't be charmed, frightened, spell. This spell doesn't protect the warded
or possessed by them. If the target is already creature from area effects, such as the
charmed, frightened, or possessed by such a explosion of a fireball. If the warded creature
creature, the target has advantage on any new makes an attack or casts a spell that affects an
saving throw against the relevant effect. enemy creature, this spell ends.
A shimmering field appears and surrounds a Your spell bolsters your allies with toughness By casting gem-inlaid sticks, rolling dragon
creature of your choice within range, granting and resolve. Choose up to three creatures bones, laying out ornate cards, or employing
it a +2 bonus to AC for the duration. within range. Each target's hit point some other divining tool, you receive an omen
maximum and current hit points increase by 5 from an otherworldly entity about the results
for the duration. At Higher Levels. When you of a specific course of action that you plan to
cast this spell using a spell slot of 3rd level or take within the next 30 minutes. The GM
higher, a target's hit points increase by an chooses from the following possible omens: •
additional 5 for each slot level above 2nd. 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 GM makes this roll in secret.
Page 3 (reverse)
Page 4
You can blind or deafen a foe. Choose one You attempt to suppress strong emotions in a A flame, equivalent in brightness to a torch,
creature that you can see within range to make group of people. Each humanoid in a springs forth from an object that you touch.
a Constitution saving throw. If it fails, the 20-foot-radius sphere centered on a point you The effect looks like a regular flame, but it
target is either blinded or deafened (your choose within range must make a Charisma creates no heat and doesn't use oxygen. A
choice) for the duration. At the end of each of saving throw; a creature can choose to fail this continual flame can be covered or hidden but
its turns, the target can make a Constitution saving throw if it wishes. If a creature fails its not smothered or quenched.
saving throw. On a success, the spell ends. At saving throw, choose one of the following two
Higher Levels. When you cast this spell using a effects. You can suppress any effect causing a
spell slot of 3rd level or higher, you can target target to be charmed or frightened. When this
one additional creature for each slot level spell ends, any suppressed effect resumes,
above 2nd. provided that its duration has not expired in
the meantime. Alternatively, you can make a
target indifferent about creatures of your
choice that it is hostile toward. This
indifference ends if the target is attacked or
harmed by a spell or if it witnesses any of its
friends being harmed. When the spell ends,
the creature becomes hostile again, unless the
GM rules otherwise.
You touch a creature and bestow upon it a You sense the presence of any trap within You impart latent luck to yourself or one
magical enhancement. Choose one of the range that is within line of sight. A trap, for willing creature you can see within range.
following effects; the target gains that effect the purpose of this spell, includes anything When the chosen creature makes an attack
until the spell ends. Bear's Endurance. The that would inflict a sudden or unexpected roll, an ability check, or a saving throw before
target has advantage on Constitution checks. effect you consider harmful or undesirable, the spell ends, it can dismiss this spell on itself
It also gains 2d6 temporary hit points, which which was specifically intended as such by its to roll an additional d20 and choose which of
are lost when the spell ends. Bull's Strength. creator. Thus, the spell would sense an area the d20s to use. Alternatively, when an attack
The target has advantage on Strength checks, affected by the alarm spell, a glyph of roll is made against the chosen creature, it can
and his or her carrying capacity doubles. Cat's warding, or a mechanical pit trap, but it would dismiss this spell on itself to roll a d20 and
Grace. The target has advantage on Dexterity not reveal a natural weakness in the floor, an choose which of the d20s to use, the one it
checks. It also doesn't take damage from unstable ceiling, or a hidden sinkhole. This rolled or the one the attacker rolled. If the
falling 20 feet or less if it isn't incapacitated. spell merely reveals that a trap is present. You original d20 roll has advantage or
Eagle's Splendor. The target has advantage on don't learn the location of each trap, but you disadvantage, the creature rolls the additional
Charisma checks. Fox's Cunning. The target do learn the general nature of the danger d20 after advantage or disadvantage has been
has advantage on Intelligence checks. Owl's posed by a trap you sense. applied to the original roll. At Higher Levels.
Wisdom. The target has advantage on Wisdom When you cast this spell using a spell slot of
checks. At Higher Levels. When you cast this 3rd level or higher, you can target one
spell using a spell slot of 3rd level or higher, additional creature for each slot level above
you can target one additional creature for each 2nd.
You touch a corpse or other remains. For the Choose a humanoid that you can see within You touch an object that weighs no more than
duration, the target is protected from decay range. The target must succeed on a Wisdom 10 pounds and cause it to become magically
and can't become undead. The spell also saving throw or be paralyzed for the duration. fixed in place. You and the creatures you
effectively extends the time limit on raising At the end of each of its turns, the target can designate when you cast this spell can move
the target from the dead, since days spent make another Wisdom saving throw. On a the object normally. You can also set a
under the influence of this spell don't count success, the spell ends on the target. At Higher password that, when spoken within 5 feet of
against the time limit of spells such as raise Levels. When you cast this spell using a spell the object, suppresses this spell for 1 minute.
dead. slot of 3rd level or higher, you can target one If the object is fixed in the air, it can hold up to
additional humanoid for each slot level above 4,000 pounds of weight. More weight causes
2nd. The humanoids must be within 30 feet of the object to fall. Otherwise, a creature can use
each other when you target them. an action to make a Strength check against
your spell save DC. On a success, the creature
can move the object up to 10 feet. At Higher
Levels. If you cast this spell using a spell slot of
4th or 5th level, the DC to move the object
increases by 5, it can carry up to 8,000 pounds
of weight, and the duration increases to 24
hours. If you cast this spell using a spell slot of
6th level or higher, the DC to move the object
Page 4 (reverse)
You touch a creature and can end either one Describe or name an object that is familiar to Up to six creatures of your choice that you can
disease or one condition afflicting it. The you. You sense the direction to the object's see within range each regain hit points equal
condition can be blinded, deafened, paralyzed, location, as long as that object is within 1,000 to 2d8 + your spellcasting ability modifier.
or poisoned. feet of you. If the object is in motion, you know This spell has no effect on undead or
the direction of its movement. The spell can constructs. At Higher Levels. When you cast
locate a specific object known to you, as long this spell using a spell slot of 3rd level or
as you have seen it up close—within 30 higher, the healing increases by 1d8 for each
feet—at least once. Alternatively, the spell can slot level above 2nd.
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.
You touch a creature. If it is poisoned, you For the duration, no sound can be created You create a floating, spectral weapon within
neutralize the poison. If more than one poison within or pass through a 20-foot-radius range that lasts for the duration or until you
afflicts the target, you neutralize one poison sphere centered on a point you choose within cast this spell again. When you cast the spell,
that you know is present, or you neutralize range. Any creature or object entirely inside you can make a melee spell attack against a
one at random. For the duration, the target the sphere is immune to thunder damage, and creature within 5 feet of the weapon. On a hit,
has advantage on saving throws against being creatures are deafened while entirely inside it. the target takes force damage equal to 1d8 +
poisoned, and it has resistance to poison Casting a spell that includes a verbal your spellcasting ability modifier. As a bonus
damage. component is impossible there. 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.
This spell wards a willing creature you touch You flick your wrist, causing one object in You create a magical zone that guards against
and creates a mystic connection between you your hand to vanish. The object, which only deception in a 15-foot-radius sphere centered
and the target until the spell ends. While the you can be holding and can weigh no more on a point of your choice within range. Until
target is within 60 feet of you, it gains a +1 than 5 pounds, is transported to an the spell ends, a creature that enters the spell's
bonus to AC and saving throws, and it has extradimensional space, where it remains for area for the first time on a turn or starts its
resistance to all damage. Also, each time it the duration. Until the spell ends, you can use turn there must make a Charisma saving
takes damage, you take the same amount of your action to summon the object to your free throw. On a failed save, a creature can't speak
damage. The spell ends if you drop to 0 hit hand, and you can use your action to return a deliberate lie while in the radius. You know
points or if you and the target become the object to the extradimensional space. An whether each creature succeeds or fails on its
separated by more than 60 feet. It also ends if object still in the pocket plane when the spell saving throw. An affected creature is aware of
the spell is cast again on either of the ends appears in your space, at your feet. the spell and can thus avoid answering
connected creatures. You can also dismiss the questions to which it would normally respond
spell as an action. with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
Page 5 (reverse)
Page 6
This spell creates an undead servant. Choose a This spell bestows hope and vitality. Choose You touch a creature, and that creature must
pile of bones or a corpse of a Medium or Small any number of creatures within range. For the succeed on a Wisdom saving throw or become
humanoid within range. Your spell imbues the duration, each target has advantage on cursed for the duration of the spell. When you
target with a foul mimicry of life, raising it as Wisdom saving throws and death saving cast this spell, choose the nature of the curse
an undead creature. The target becomes a throws, and regains the maximum number of from the following options: • Choose one
skeleton if you chose bones or a zombie if you hit points possible from any healing. ability score. While cursed, the target has
chose a corpse (the GM has the creature's disadvantage on ability checks and saving
game statistics). On each of your turns, you throws made with that ability score. • While
can use a bonus action to mentally command cursed, the target has disadvantage on attack
any creature you made with this spell if the rolls against you. • While cursed, the target
creature is within 60 feet of you (if you control must make a Wisdom saving throw at the start
multiple creatures, you can command any or of each of its turns. If it fails, it wastes its
all of them at the same time, issuing the same action that turn doing nothing. • While the
command to each one). You decide what action target is cursed, your attacks and spells deal
the creature will take and where it will move an extra 1d8 necrotic damage to the target. A
during its next turn, or you can issue a general remove curse spell ends this effect. At the
command, such as to guard a particular GM's option, you may choose an alternative
chamber or corridor. If you issue no curse effect, but it should be no more powerful
commands, the creature only defends itself than those described above. The GM has final
You create an invisible sensor within range in You create 45 pounds of food and 30 gallons of A 60-foot-radius sphere of light spreads out
a location familiar to you (a place you have water on the ground or in containers within from a point you choose within range. The
visited or seen before) or in an obvious range, enough to sustain up to fifteen sphere is bright light and sheds dim light for
location that is unfamiliar to you (such as humanoids or five steeds for 24 hours. The an additional 60 feet. If you chose a point on
behind a door, around a corner, or in a grove food is bland but nourishing, and spoils if an object you are holding or one that isn't
of trees). The sensor remains in place for the uneaten after 24 hours. The water is clean and being worn or carried, the light shines from
duration, and it can't be attacked or otherwise doesn't go bad. the object and moves with it. Completely
interacted with. When you cast the spell, you covering the affected object with an opaque
choose seeing or hearing. You can use the object, such as a bowl or a helm, blocks the
chosen sense through the sensor as if you were light. If any of this spell's area overlaps with
in its space. As your action, you can switch an area of darkness created by a spell of 3rd
between seeing and hearing. A creature that level or lower, the spell that created the
can see the sensor (such as a creature darkness is dispelled.
benefiting from see invisibility or truesight)
sees a luminous, intangible orb about the size
of your fist.
Choose one creature, object, or magical effect When you need to make sure something gets You touch a willing creature and put it into a
within range. Any spell of 3rd level or lower done, you can't rely on vague promises, sworn cataleptic state that is indistinguishable from
on the target ends. For each spell of 4th level oaths, or binding contracts of employment. death. For the spell's duration, or until you use
or higher on the target, make an ability check When you cast this spell, choose one an action to touch the target and dismiss the
using your spellcasting ability. The DC equals humanoid within range that can see and hear spell, the target appears dead to all outward
10 + the spell's level. On a successful check, the you, and that can understand you. The inspection and to spells used to determine the
spell ends. At Higher Levels. When you cast creature must succeed on a Wisdom saving target's status. The target is blinded and
this spell using a spell slot of 4th level or throw or become charmed by you for the incapacitated, and its speed drops to 0. The
higher, you automatically end the effects of a duration. While the creature is charmed in target has resistance to all damage except
spell on the target if the spell's level is equal to this way, it undertakes to perform any psychic damage. If the target is diseased or
or less than the level of the spell slot you used. services or activities you ask of it in a friendly poisoned when you cast the spell, or becomes
manner, to the best of its ability. You can set diseased or poisoned while under the spell's
the creature new tasks when a previous task is effect, the disease and poison have no effect
completed, or if you decide to end its current until the spell ends.
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 end the effect. This save is
Page 6 (reverse)
When you cast this spell, you inscribe a glyph When you cast this spell, you present the gem You sacrifice some of your health to mend
that harms other creatures, either upon a used as the material component and choose another creature's injuries. You take 4d8
surface (such as a table or a section of floor or any number of creatures within range that can necrotic damage, and one creature of your
wall) or within an object that can be closed see you. Each target must succeed on a choice that you can see within range regains a
(such as a book, a scroll, or a treasure chest) to Wisdom saving throw or be charmed by you number of hit points equal to twice the
conceal the glyph. If you choose a surface, the until the spell ends, or until you or your necrotic damage you take. At Higher Levels.
glyph can cover an area of the surface no companions do anything harmful to it. While When you cast this spell using a spell slot of
larger than 10 feet in diameter. If you choose charmed in this way, a creature can do 4th level or higher, the damage increases by
an object, that object must remain in its place; nothing but use its movement to approach you 1d8 for each slot level above 3rd.
if the object is moved more than 10 feet from in a safe manner. While an affected creature is
where you cast this spell, the glyph is broken, within 5 feet of you, it cannot move, but
and the spell ends without being triggered. simply stares greedily at the gem you present.
The glyph is nearly invisible and requires a At the end of each of its turns, an affected
successful Intelligence (Investigation) check target can make a Wisdom saving throw. If it
against your spell save DC to be found. You succeeds, this effect ends for that target.
decide what triggers the glyph when you cast
the spell. For glyphs inscribed on a surface,
the most typical triggers include touching or
standing on the glyph, removing another
You create a 10-foot-radius, 20-foot-tall As you call out words of restoration, up to six You step into a stone object or surface large
cylinder of magical energy centered on a point creatures of your choice that you can see enough to fully contain your body, melding
on the ground that you can see within range. within range regain hit points equal to 1d4 + yourself and all the equipment you carry with
Glowing runes appear wherever the cylinder your spellcasting ability modifier. This spell the stone for the duration. Using your
intersects with the floor or other surface. has no effect on undead or constructs. At movement, you step into the stone at a point
Choose one or more of the following types of Higher Levels. When you cast this spell using a you can touch. Nothing of your presence
creatures: celestials, elementals, fey, fiends, or spell slot of 4th level or higher, the healing remains visible or otherwise detectable by
undead. The circle affects a creature of the increases by 1d4 for each slot level above 3rd. nonmagical senses. While merged with the
chosen type in the following ways: • The stone, you can't see what occurs outside it, and
creature can't willingly enter the cylinder by any Wisdom (Perception) checks you make to
nonmagical means. If the creature tries to use hear sounds outside it are made with
teleportation or interplanar travel to do so, it disadvantage. You remain aware of the
must first succeed on a Charisma saving passage of time and can cast spells on yourself
throw. • The creature has disadvantage on while merged in the stone. You can use your
attack rolls against targets within the cylinder. movement to leave the stone where you
• Targets within the cylinder can't be charmed, entered it, which ends the spell. You otherwise
frightened, or possessed by the creature. can't move. Minor physical damage to the
When you cast this spell, you can elect to stone doesn't harm you, but its partial
cause its magic to operate in the reverse destruction or a change in its shape (to the
I once heard a motivational speech by Jim and For the duration, the willing creature you You create intense pressure, unleash it in a
it was the worst ninety seconds of my life. touch has resistance to one damage type of 30-foot cone, and decide whether the pressure
What does Omin see in him, anyway?— your choice: acid, cold, fire, lightning, or pulls or pushes creatures and objects. Each
Walnut Dankgrass You address allies, staff, thunder. creature in that cone must make a
or innocent bystanders to exhort and inspire Constitution saving throw. A creature takes
them to greatness, whether they have 6d6 force damage on a failed save, or half as
anything to get excited about or not. Choose much damage on a successful one. And every
up to five creatures within range that can hear creature that fails the save is either pulled 15
you. For the duration, each affected creature feet toward you or pushed 15 feet away from
gains 5 temporary hit points and has you, depending on the choice you made for the
advantage on Wisdom saving throws. If an spell. In addition, unsecured objects that are
affected creature is hit by an attack, it has completely within the cone are likewise pulled
advantage on the next attack roll it makes. or pushed 15 feet. At Higher Levels. When you
Once an affected creature loses the temporary cast this spell using a spell slot of 4th level or
hit points granted by this spell, the spell ends higher, the damage increases by 1d6 and the
for that creature. At Higher Levels. When distance pulled or pushed increases by 5 feet
you cast this spell using a spell slot of 4th level for each slot level above 3rd.
or higher, the temporary hit points increase
by 5 for each slot level above 3rd.
Page 7 (reverse)
At your touch, all curses affecting one creature You touch a creature that has died within the You send a short message of twenty-five
or object end. If the object is a cursed magic last minute. That creature returns to life with 1 words or less to a creature with which you are
item, its curse remains, but the spell breaks its hit point. This spell can't return to life a familiar. The creature hears the message in its
owner's attunement to the object so it can be creature that has died of old age, nor can it mind, recognizes you as the sender if it knows
removed or discarded. restore any missing body parts. 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.
You grant the semblance of life and You call forth spirits to protect you. They flit You call forth spirits of the dead, which flit
intelligence to a corpse of your choice within around you to a distance of 15 feet for the around you for the spell's duration. The spirits
range, allowing it to answer the questions you duration. If you are good or neutral, their are intangible and invulnerable, and they are
pose. The corpse must still have a mouth and spectral form appears angelic or fey (your good or evil (your choice). Until the spell
can't be undead. The spell fails if the corpse choice). If you are evil, they appear fiendish. ends, any attack you make deals 1d8 extra
was the target of this spell within the last 10 When you cast this spell, you can designate damage when you hit a creature within 10 feet
days. Until the spell ends, you can ask the any number of creatures you can see to be of you. This damage is radiant if the spirits are
corpse up to five questions. The corpse knows unaffected by it. An affected creature's speed is good and necrotic if they are evil. Any creature
only what it knew in life, including the halved in the area, and when the creature that takes this damage can't regain hit points
languages it knew. Answers are usually brief, enters the area for the first time on a turn or until the start of your next turn. In addition,
cryptic, or repetitive, and the corpse is under starts its turn there, it must make a Wisdom any creature of your choice that you can see
no compulsion to offer a truthful answer if you saving throw. On a failed save, the creature that starts its turn within 10 feet of you has its
are hostile to it or it recognizes you as an takes 3d8 radiant damage (if you are good or speed reduced by 10 feet until the start of your
enemy. This spell doesn't return the creature's neutral) or 3d8 necrotic damage (if you are next turn. At Higher Levels. When you cast
soul to its body, only its animating spirit. evil). On a successful save, the creature takes this spell using a spell slot of 4th level or
Thus, the corpse can't learn new information, half as much damage. At Higher Levels. When higher, the extra damage increases by 1d8 for
doesn't comprehend anything that has you cast this spell using a spell slot of 4th level each slot level above 3rd.
happened since it died, and can't speculate or higher, the damage increases by 1d8 for
about future events. each slot level above 3rd.
This spell grants the creature you touch the This spell grants the ability to move across any You attempt to send one creature that you can
ability to understand any spoken language it liquid surface—such as water, acid, mud, see within range to another plane of existence.
hears. Moreover, when the target speaks, any snow, quicksand, or lava—as if it were The target must succeed on a Charisma saving
creature that knows at least one language and harmless solid ground (creatures crossing throw or be banished. If the target is native to
can hear the target understands what it says. molten lava can still take damage from the the plane of existence you're on, you banish
heat). Up to ten willing creatures you can see the target to a harmless demiplane. While
within range gain this ability for the duration. there, the target is incapacitated. The target
If you target a creature submerged in a liquid, remains there until the spell ends, at which
the spell carries the target to the surface of the point the target reappears in the space it left
liquid at a rate of 60 feet per round. or in the nearest unoccupied space if that
space is occupied. If the target is native to a
different plane of existence than the one
you're on, the target is banished with a faint
popping noise, returning to its home plane. If
the spell ends before 1 minute has passed, the
target reappears in the space it left or in the
nearest unoccupied space if that space is
occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell
Page 8 (reverse)
Banishment (reverse)
using a spell slot of 5th level or higher, you can
target one additional creature for each slot
level above 4th.
Page 9
Necromantic energy washes over a creature of Until the spell ends, you control any You touch a creature and grant it a measure of
your choice that you can see within range, freestanding water inside an area you choose protection from death. The first time the
draining moisture and vitality from it. The that is a cube up to 100 feet on a side. You can target would drop to 0 hit points as a result of
target must make a Constitution saving throw. choose from any of the following effects when taking damage, the target instead drops to 1
The target takes 8d8 necrotic damage on a you cast this spell. As an action on your turn, hit point, and the spell ends. If the spell is still
failed save, or half as much damage on a you can repeat the same effect or choose a in effect when the target is subjected to an
successful one. This spell has no effect on different one. Flood. You cause the water level effect that would kill it instantaneously
undead or constructs. If you target a plant of all standing water in the area to rise by as without dealing damage, that effect is instead
creature or a magical plant, it makes the much as 20 feet. If the area includes a shore, negated against the target, and the spell ends.
saving throw with disadvantage, and the spell the flooding water spills over onto dry land. If
deals maximum damage to it. If you target a you choose an area in a large body of water,
nonmagical plant that isn't a creature, such as you instead create a 20-foot tall wave that
a tree or shrub, it doesn't make a saving throw; travels from one side of the area to the other
it simply withers and dies. At Higher Levels. and then crashes down. Any Huge or smaller
When you cast this spell using a spell slot of vehicles in the wave's path are carried with it
5th level or higher, the damage increases by to the other side. Any Huge or smaller vehicles
1d8 for each slot level above 4th. struck by the wave have a 25 percent chance of
capsizing. The water level remains elevated
until the spell ends or you choose a different
Your magic and an offering put you in contact You touch a willing creature. For the duration, A 20-foot-radius sphere of crushing force
with a god or a god's servants. You ask a single the target's movement is unaffected by forms at a point you can see within range and
question concerning a specific goal, event, or difficult terrain, and spells and other magical tugs at the creatures there. Each creature in
activity to occur within 7 days. The GM offers effects can neither reduce the target's speed the sphere must make a Constitution saving
a truthful reply. The reply might be a short nor cause the target to be paralyzed or throw. On a failed save, the creature takes
phrase, a cryptic rhyme, or an omen. The spell restrained. The target can also spend 5 feet of 5d10 force damage and is pulled in a straight
doesn't take into account any possible movement to automatically escape from line toward the center of the sphere, ending in
circumstances that might change the outcome, nonmagical restraints, such as manacles or a an unoccupied space as close to the center as
such as the casting of additional spells or the creature that has it grappled. Finally, being possible (even if that space is in the air). On a
loss or gain of a companion. If you cast the underwater imposes no penalties on the successful save, the creature takes half as
spell two or more times before finishing your target's movement or attacks. much damage and isn't pulled. At Higher
next long rest, there is a cumulative 25 percent Levels. When you cast this spell using a spell
chance for each casting after the first that you slot of 5th level or higher, the damage
get a random reading. The GM makes this roll increases by 1d10 for each slot level above 4th.
in secret.
A Large spectral guardian appears and hovers Describe or name a creature that is familiar to You touch a stone object of Medium size or
for the duration in an unoccupied space of you. You sense the direction to the creature's smaller or a section of stone no more than 5
your choice that you can see within range. The location, as long as that creature is within feet in any dimension and form it into any
guardian occupies that space and is indistinct 1,000 feet of you. If the creature is moving, shape that suits your purpose. So, for example,
except for a gleaming sword and shield you know the direction of its movement. The you could shape a large rock into a weapon,
emblazoned with the symbol of your deity. spell can locate a specific creature known to idol, or coffer, or make a small passage
Any creature hostile to you that moves to a you, or the nearest creature of a specific kind through a wall, as long as the wall is less than
space within 10 feet of the guardian must (such as a human or a unicorn), so long as you 5 feet thick. You could also shape a stone door
succeed on a Dexterity saving throw. The have seen such a creature up close—within 30 or its frame to seal the door shut. The object
creature takes 20 radiant damage on a failed feet—at least once. If the creature you you create can have up to two hinges and a
save, or half as much damage on a successful described or named is in a different form, such latch, but finer mechanical detail isn't
one. The guardian vanishes when it has dealt a as being under the effects of a polymorph possible.
total of 60 damage. spell, this spell doesn't locate the creature.
This spell can't locate a creature if running
water at least 10 feet wide blocks a direct path
between you and the creature.
Page 9 (reverse)
Divine energy radiates from you, distorting You contact your deity or a divine proxy and Your touch inflicts disease. Make a melee spell
and diffusing magical energy within 30 feet of ask up to three questions that can be answered attack against a creature within your reach.
you. Until the spell ends, the sphere moves with a yes or no. You must ask your questions On a hit, you afflict the creature with a disease
with you, centered on you. For the duration, before the spell ends. You receive a correct of your choice from any of the ones described
each friendly creature in the area (including answer for each question. Divine beings aren't below. At the end of each of the target's turns,
you) has advantage on saving throws against necessarily omniscient, so you might receive it must make a Constitution saving throw.
spells and other magical effects. Additionally, “unclear” as an answer if a question pertains to After failing three of these saving throws, the
when an affected creature succeeds on a information that lies beyond the deity's disease's effects last for the duration, and the
saving throw made against a spell or magical knowledge. In a case where a one-word creature stops making these saves. After
effect that allows it to make a saving throw to answer could be misleading or contrary to the succeeding on three of these saving throws,
take only half damage, it instead takes no deity's interests, the GM might offer a short the creature recovers from the disease, and the
damage if it succeeds on the saving throw. phrase as an answer instead. If you cast the spell ends. Since this spell induces a natural
spell two or more times before finishing your disease in its target, any effect that removes a
next long rest, there is a cumulative 25 percent disease or otherwise ameliorates a disease's
chance for each casting after the first that you effects apply to it. Blinding Sickness. Pain
get no answer. The GM makes this roll in grips the creature's mind, and its eyes turn
secret. milky white. The creature has disadvantage on
Wisdom checks and Wisdom saving throws
and is blinded. Filth Fever. A raging fever
The light of dawn shines down on a location Shimmering energy surrounds and protects A vertical column of divine fire roars down
you specify within range. Until the spell ends, you from fey, undead, and creatures from the heavens in a location you specify.
a 30-foot-radius, 40-foot-high cylinder of originating from beyond the Material Plane. Each creature in a 10-foot-radius,
bright light glimmers there. This light is For the duration, celestials, elementals, fey, 40-foot-high cylinder centered on a point
sunlight. When the cylinder appears, each fiends, and undead have disadvantage on within range must make a Dexterity saving
creature in it must make a Constitution saving attack rolls against you. You can end the spell throw. A creature takes 4d6 fire damage and
throw, taking 4d10 radiant damage on a failed early by using either of the following special 4d6 radiant damage on a failed save, or half as
save, or half as much damage on a successful functions. Break Enchantment. As your much damage on a successful one. At Higher
one. A creature must also make this saving action, you touch a creature you can reach that Levels. When you cast this spell using a spell
throw whenever it ends its turn in the is charmed, frightened, or possessed by a slot of 6th level or higher, the fire damage or
cylinder. If you're within 60 feet of the celestial, an elemental, a fey, a fiend, or an the radiant damage (your choice) increases by
cylinder, you can move it up to 60 feet as a undead. The creature you touch is no longer 1d6 for each slot level above 5th.
bonus action on your turn. charmed, frightened, or possessed by such
creatures. Dismissal. As your action, make a
melee spell attack against a celestial, an
elemental, a fey, a fiend, or an undead you can
reach. On a hit, you attempt to drive the
creature back to its home plane. The creature
must succeed on a Charisma saving throw or
You place a magical command on a creature You imbue a creature you touch with positive You touch a point and infuse an area around it
that you can see within range, forcing it to energy to undo a debilitating effect. You can with holy (or unholy) power. The area can
carry out some service or refrain from some reduce the target's exhaustion level by one, or have a radius up to 60 feet, and the spell fails if
action or course of activity as you decide. If the end one of the following effects on the target: • the radius includes an area already under the
creature can understand you, it must succeed One effect that charmed or petrified the target effect a hallow spell. The affected area is
on a Wisdom saving throw or become • One curse, including the target's attunement subject to the following effects. First,
charmed by you for the duration. While the to a cursed magic item • Any reduction to one celestials, elementals, fey, fiends, and undead
creature is charmed by you, it takes 5d10 of the target's ability scores • One effect can't enter the area, nor can such creatures
psychic damage each time it acts in a manner reducing the target's hit point maximum charm, frighten, or possess creatures within it.
directly counter to your instructions, but no Any creature charmed, frightened, or
more than once each day. A creature that can't possessed by such a creature is no longer
understand you is unaffected by the spell. You charmed, frightened, or possessed upon
can issue any command you choose, short of entering the area. You can exclude one or
an activity that would result in certain death. more of those types of creatures from this
Should you issue a suicidal command, the effect. Second, you can bind an extra effect to
spell ends. You can end the spell early by using the area. Choose the effect from the following
an action to dismiss it. A remove curse, greater list, or choose an effect offered by the GM.
restoration, or wish spell also ends it. At Some of these effects apply to creatures in the
Higher Levels. When you cast this spell using a area; you can designate whether the effect
Page 10 (reverse)
Contagion (reverse)
sweeps through the creature's body. The
creature has disadvantage on Strength checks,
Strength saving throws, and attack rolls that
use Strength. Flesh Rot. The creature's flesh
decays. The creature has disadvantage on
Charisma checks and vulnerability to all
damage. Mindfire. The creature's mind
becomes feverish. The creature has
disadvantage on Intelligence checks and
Intelligence saving throws, and the creature
behaves as if under the effects of the confusion
spell during combat. Seizure. The creature is
overcome with shaking. The creature has
disadvantage on Dexterity checks, Dexterity
saving throws, and attack rolls that use
Dexterity. Slimy Doom. The creature begins to
bleed uncontrollably. The creature has
disadvantage on Constitution checks and
Constitution saving throws. In addition,
whenever the creature takes damage, it is
stunned until the end of its next turn.
You imbue a weapon you touch with holy Swarming, biting locusts fill a 20-foot-radius Name or describe a person, place, or object.
power. Until the spell ends, the weapon emits sphere centered on a point you choose within The spell brings to your mind a brief summary
bright light in a 30-foot radius and dim light range. The sphere spreads around corners. The of the significant lore about the thing you
for an additional 30 feet. In addition, weapon sphere remains for the duration, and its area is named. The lore might consist of current tales,
attacks made with it deal an extra 2d8 radiant lightly obscured. The sphere's area is difficult forgotten stories, or even secret lore that has
damage on a hit. If the weapon isn't already a terrain. When the area appears, each creature never been widely known. If the thing you
magic weapon, it becomes one for the in it must make a Constitution saving throw. A named isn't of legendary importance, you gain
duration. As a bonus action on your turn, you creature takes 4d10 piercing damage on a no information. The more information you
can dismiss this spell and cause the weapon to failed save, or half as much damage on a already have about the thing, the more precise
emit a burst of radiance. Each creature of your successful one. A creature must also make this and detailed the information you receive is.
choice that you can see within 30 feet of you saving throw when it enters the spell's area for The information you learn is accurate but
must make a Constitution saving throw. On a the first time on a turn or ends its turn there. might be couched in figurative language. For
failed save, a creature takes 4d8 radiant At Higher Levels. When you cast this spell example, if you have a mysterious magic axe
damage, and it is blinded for 1 minute. On a using a spell slot of 6th level or higher, the on hand, the spell might yield this
successful save, a creature takes half as much damage increases by 1d10 for each slot level information: “Woe to the evildoer whose hand
damage and isn't blinded. At the end of each of above 5th. touches the axe, for even the haft slices the
its turns, a blinded creature can make a hand of the evil ones. Only a true Child of
Constitution saving throw, ending the effect Stone, lover and beloved of Moradin, may
on itself on a success. awaken the true powers of the axe, and only
A wave of healing energy washes out from a With this spell, you attempt to bind a celestial, You return a dead creature you touch to life,
point of your choice within range. Choose up an elemental, a fey, or a fiend to your service. provided that it has been dead no longer than
to six creatures in a 30-foot-radius sphere The creature must be within range for the 10 days. If the creature's soul is both willing
centered on that point. Each target regains hit entire casting of the spell. (Typically, the and at liberty to rejoin the body, the creature
points equal to 3d8 + your spellcasting ability creature is first summoned into the center of returns to life with 1 hit point. This spell also
modifier. This spell has no effect on undead or an inverted magic circle in order to keep it neutralizes any poisons and cures nonmagical
constructs. At Higher Levels. When you cast trapped while this spell is cast.) At the diseases that affected the creature at the time
this spell using a spell slot of 6th level or completion of the casting, the target must it died. This spell doesn't, however, remove
higher, the healing increases by 1d8 for each make a Charisma saving throw. On a failed magical diseases, curses, or similar effects; if
slot level above 5th. save, it is bound to serve you for the duration. these aren't first removed prior to casting the
If the creature was summoned or created by spell, they take effect when the creature
another spell, that spell's duration is extended returns to life. The spell can't return an
to match the duration of this spell. A bound undead creature to life. This spell closes all
creature must follow your instructions to the mortal wounds, but it doesn't restore missing
best of its ability. You might command the body parts. If the creature is lacking body
creature to accompany you on an adventure, parts or organs integral for its survival—its
to guard a location, or to deliver a message. head, for instance—the spell automatically
The creature obeys the letter of your fails. Coming back from the dead is an ordeal.
instructions, but if the creature is hostile to The target takes a -4 penalty to all attack rolls,
You can see and hear a particular creature you You call forth a spirit from the Upper Planes. You target the triggering creature, which must
choose that is on the same plane of existence The spirit manifests physically in an angelic succeed on a Wisdom saving throw or vanish,
as you. The target must make a Wisdom form in an unoccupied space that you can see being thrown to another point in time and
saving throw, which is modified by how well within range. This corporeal form uses the causing the attack to miss or the spell to be
you know the target and the sort of physical Celestial Spirit stat block below. When you wasted. At the start of its next turn, the target
connection you have to it. If a target knows cast the spell, choose Avenger or Defender. reappears where it was or in the closest
you're casting this spell, it can fail the saving Your choice determines the creature's attack unoccupied space. The target doesn't
throw voluntarily if it wants to be observed. in its stat block. The creature disappears when remember you casting the spell or being
Knowledge Save Modifier Secondhand (you it drops to 0 hit points or when the spell ends. affected by it. At Higher Levels. When you
have heard of the target) +5 Firsthand (you The creature is friendly to you and your cast this spell using a spell slot of 6th level or
have met the target) +0 Familiar (you know companions for the spell's duration. In higher, you can target one additional creature
the target well) -5 Connection Save Modifier combat, the creature shares your initiative for each slot level above 5th. All targets must
Likeness or picture -2 Possession or garment count, but it takes its turn immediately after be within 30 feet of each other.
-4 Body part, lock of hair, bit of nail, or the yours. It obeys verbal commands that you
like -10 On a successful save, the target isn't issue to it (no action required by you). If you
affected, and you can't use this spell against it don't issue any, it defends itself but otherwise
again for 24 hours. On a failed save, the spell takes no action. At Higher Levels. When you
creates an invisible sensor within 10 feet of the cast this spell using a spell slot of 6th level or
target. You can see and hear through the higher, the creature assumes the higher level
Page 11 (reverse)