Actions: Attack-Dash - Disengage - Dodge
Actions: Attack-Dash - Disengage - Dodge
Dash- For the rest of the turn, give yourself extra movement equal to your Speed.
Disengage- Your movement doesn't provoke Opportunity Attacks for the rest of the turn.
Dodge- Until the start of your next turn, attack rolls against you have Disadvantage, and you
make Dexterity saving throws with Advantage. You lose this benefit if you have the
incapacitated condition or if your Speed is 0.
Help- Help another creature's ability check or attack roll, or administer first aid.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light
must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's
range.
Thaumaturgy
Level
Cantrip
Casting Time
1 Action
Range/Area
30 ft
Components
V
Duration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Control
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects
within range:
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss
such an effect as an action.
Charm person
Level
1st
Casting Time
1 Action
Range/Area
30 ft
Components
V, S
Duration
1 Hour
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your
companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything
harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.
Disguise self
Level
1st
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
1 Hour
School
Illusion
Attack/Save
None
Damage/Effect
Shapechanging
You make yourself--including your clothing, armor, weapons, and other belongings--look different until the spell ends or until you use
your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body
type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to
you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an
Intelligence (Investigation) check against your spell save DC.
Faerie fire
Level
1st
Casting Time
1 Action
Range/Area
60 ft (20 ft )
Components
V
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Debuff
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when
the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures
shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or
object can't benefit from being invisible.
Cure wounds
Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Healing
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no
effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each
slot level above 1st.
Inflect wounds
Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
Melee
Damage/Effect
Necrotic
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each
slot level above 1st.
Guiding bolt
Level
1st
Casting Time
1 Action
Range/Area
120 ft
Components
V, S
Duration
1 Round
School
Evocation
Attack/Save
Ranged
Damage/Effect
Radiant
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the
target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has
advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above
1st.
2 spells
Invisibility
Level
2nd
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 1 Hour
School
Illusion
Attack/Save
None
Damage/Effect
Invisible
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or
casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target
one additional creature for each slot level above 2nd.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness
emanates from the object and moves with it. Completely covering the source of the darkness with an opaque
object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created
the light is dispelled.
Aid
Level
2nd
Casting Time
1 Action
Range/Area
30 ft
Components
V, S, M *
Duration
8 Hours
School
Abjuration
Attack/Save
None
Damage/Effect
Buff
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each
target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each
slot level above 2nd.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed
effect resumes, 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 DM rules otherwise.
3 spells
Hypnotic pattern
Level
3rd
Casting Time
1 Action
Range/Area
120 ft (30 ft )
Components
S, M *
Duration
Concentration 1 Minute
School
Illusion
Attack/Save
WIS Save
Damage/Effect
Charmed
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The
pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must
make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration.
While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to
shake the creature out of its stupor.
Nondetection
Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
8 Hours
School
Abjuration
Attack/Save
None
Damage/Effect
Deception
For the duration, you hide a target that you touch from divination magic. The target can be a willing
creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted
by any divination magic or perceived through magical scrying sensors.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life,
including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no
compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return
the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't
comprehend anything that has happened since it died, and can't speculate about future events.
Revivify
Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Healing
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't
return to life a creature that has died of old age, nor can it restore any missing body parts.
Animate Dead
Level
3rd
Casting Time
1 Minute
Range/Area
10 ft
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Creation
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within
range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a
skeleton if you choose bones or a zombie if you choose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the
creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same
time, issuing the same command to each one). You decide what action the creature will take and where it will move
during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To
maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current
24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each
slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
features
Cleric
Turn Undead
As a Magic action, you present your Holy Symbol and censure Undead creatures. Each
Undead of your choice within 3O feet of you must make a Wisdom saving throw If the
creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute.
For that duration, it tries to move as far from you as it can on its turns. This effect ends early on
the creature if it takes any damage, if you have the Incapacitated condition, or if you die
Sear undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier
(minimum of ld8) and add the rolls together. Each Undead that fails its saving throw against that
use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the
turn effect.
Divine Spark
.As a Magic action, you point your Holy Symbol at another creature you can see within 50 feet of yourself
and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to
the creature equal to that total or force the creature to make a Constitution saving throw. On a
failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a
successful save, the creature takes half as much damage (round down).
Trickery
Blessing of the trickster
As a Magic action, you can choose yourself or a willing creature within 3O feet of yourself to have
Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use
this feature again.
Invoke duplicity
As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in
an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It
lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The
illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits. Cost
Spells. You can cast spells as though you were in the illusions space, but you must use your own senses. Distract.
When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on
attack rolls against that creature, given how distracting the illusion is to the target. Move. As a Bonus Action, you
can move the illusion up to 50 feet to an unoccupied space you can see that is within 120 feet of yourself.
Tricksters transportation
Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can
teleport, swapping places with the illusion.
acolyte
Ability Scores: Intelligence, Wisdom, Charisma
Feat Magic initiate (Cleric)
Skill Proficiencies: Insight and Religion
Tool Proficiency: Calligrapher's Supplies Equipment:Calligrapher's Supplies, Book (prayers),
Holy Symbol, Parchment (10 sheets), Robe, 8 GP
You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred
grove. There you performed rites in honor of a god or pantheon. You served under a priest and
studied religion. Thanks to your priest's instruction and your own devotion, you also learned
how to channel a modicum of divine power in service to your place of worship and the people
who prayed there.
Race
Creature Type: Humanoid
Size: Medium (about 5-6 feet tall)
Speed: 30 feet
Fey Ancestry: You have Advantage on saving throws you make to avoid or end the Charmed
Condition.
Trance You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in
4 hours if you spend those hours in a trancelike meditation, during which you retain
consciousness.
help
Ability check ex
Ability to Make a Check To ...
Strength Lift, push, pull, or break something
Dexterity Move nimbly, quickly, or quietly
Constitution Push your body beyond normal limits
intelligence Reason or remember
Wisdom Notice things in the environment or in creatures' behavior
Charisma influence, entertain, or deceive
Saving throw ex
Ability to Make a Save To ...
Strength Physically resist direct force
Dexterity Dodge out of harm's way
Constitution Ensure a toxic hazard
Intelligence Recognize an illusion as fake
Wisdom Resist a mental assault
Charisma Assert your identity
Hermes
God of boundaries, roads, travelers, merchants, thieves, athletes, shepherds, commerce,
speed, cunning, language, oratory, wit, and messages
info