0% found this document useful (0 votes)
18 views8 pages

DND 1

The document outlines the character Christof Vesna, a Chaotic Good Changeling Paladin of level 18, detailing his abilities, skills, and features. Key attributes include high Strength and Charisma, proficiency in various saving throws, and unique abilities like Divine Smite and Lay on Hands. The character also possesses racial traits allowing for shape-shifting and has a variety of spells and combat features that enhance his effectiveness in battle.

Uploaded by

anqlam0990
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
18 views8 pages

DND 1

The document outlines the character Christof Vesna, a Chaotic Good Changeling Paladin of level 18, detailing his abilities, skills, and features. Key attributes include high Strength and Charisma, proficiency in various saving throws, and unique abilities like Divine Smite and Lay on Hands. The character also possesses racial traits allowing for shape-shifting and has a variety of spells and combat features that enhance his effectiveness in battle.

Uploaded by

anqlam0990
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

changeling city warden

Christof Vesna RACE


Chaotic Good
BACKGROUND
Paladin 18
CHARACTER NAME
ALIGNMENT EXPERIENCE POINTS Path of Ancients
SACRED OATH
LEVEL

6 PROFICIENCY PASSIVE
PERCEPTION 13 AC INITIATIVE SPEED
FIGHTING STYLE
2
Dueling
25 +1 30 LEVEL
INSPIRATION PASSIVE
INSIGHT 16 DIVINE SMITE
2
When you hit a creature with a melee weapon attack, you can expend one spell
slot to deal extra radiant damage to the target. The extra damage is 2d8 for a
Hit Point Temporary 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of
Maximum Hit Points 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
STRENGTH +5 SAVING THROWS

20 236
● +11 ATHLETICS LEVEL

3
+5 LEVEL

HIT DICE DEATH SAVES SACRED OATH FEATURE


3
Used Total Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an
DEXTERITY +1 SAVING THROWS SUCCESSES action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that

20
you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be

14
+1 ACROBATICS restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of
FAILURES its turns. On a success, it frees itself and the vines vanish.
+1 SLEIGHT OF HAND d10 Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey
and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of
+1 STEALTH you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for
1 minute or until it takes damage. If the creature's true form is concealed by an illusion,

+2 NAME ATK BONUS DAMAGE/TYPE


shapeshifting, or other effect, that form is revealed while it is turned.

LEVEL

CONSTITUTION +5 SAVING THROWS


Longsword +9 1d8 slashing + 2 EXTRA ATTACK
You can attack twice, instead of once, whenever you take the Attack action on
5
Javelin (5) +5 1d6 piercing
20
your turn.

LEVEL

Warrior's Passkey +10 1d10 force + 7 AURA OF PROTECTION


6
+5 You and friendly creatures within 10 feet of you gain a bonus to the saving
Answering Sword +14 1d8 slashing + 8 throws equal to your Charisma modifier. You must be conscious to grant
this bonus.

INTELLIGENCE -1 SAVING THROWS At 18th level, the range of this aura increases to 30 feet.

8
● +5 ARCANA LEVEL
-1
-1
HISTORY
INVESTIGATION
SPELL
ATTACK BONUS
SPELL
SAVE DC
SPELL SLOTS
SACRED OATH FEATURE
7
1st 2nd 3rd 4th 5th Beginning at 7th level, ancient magic lies so heavily upon you
-1
-1 NATURE
that it forms an eldritch ward. You and friendly creatures

9 17
● ● ● ● ●
-1 RELIGION
● ● ● ● ● within 10 feet of you have resistance to damage from spells.
● ● ● ●
WISDOM ◆ +8 SAVING THROWS ● At 18th level, the range of this aura increases to 30 feet.

15
+2 ANIMAL HANDLING LAY ON HANDS DIVINE SENSE
● +14 INSIGHT
Used Total Used Total LEVEL
+2 MEDICINE AURA OF COURAGE
10
+2 ● +2
+2
PERCEPTION
SURVIVAL
85 5 You and friendly creatures within 10 feet of you can’t be frightened while you
are conscious.

At 18th level, the range of this aura increases to 30 feet.


CHARISMA ◆ +11 SAVING THROWS Level R SPELLS PREPARED (charisma mod + half paladin level)

20
LEVEL
+5
11
DECEPTION
IMPROVED DIVINE SMITE
● +11 INTIMIDATION
+5 Whenever you hit a creature with a melee weapon, the creature takes an
PERFORMANCE
extra 1d8 radiant damage.

+5 PERSUASION
● +11
LEVEL
CLEANSING TOUCH
As an action you can end one spell on yourself or a willing creature that you
14
RACIAL TRAITS touch. You can do this a number of times equal to your Charisma modifier.
You regain expended uses of this feature when you finish a long rest.
Feat: Eldritch Adept Feat: Inspiring Leader: Temp hit point level + charisma mod. once per short rest
Misty Vision: Silent Image at Will
Feat: Mounted Combatant:
Advantage against enemies smaller than mount LEVEL

15
Redirect attack to self
Mount takes no damage for dex saves and half SACRED PATH FEATURE
Bonus action attack d4 with glaive, halbert, quarter staff or spear {d4)
opportunity attack from you when they enter the reach you have with that weapon. Starting at 15th level, when you are reduced to 0 hit points and are not
Shape Changer: Change shape, including height and voice
Watcher's Eye (background feature)
killed outright, you can choose to drop to 1 hit point instead. Once you
- Find Watcher's outpost and criminals' den LEVEL use this ability, you can't use it again until you finish a long rest.
- Actor feat: adv on impersonating other (performance and deception)
Skill Expert Feat
DIVINE SENSE
1 Additionally, you suffer none of the drawbacks of old age, and you can't
Action. Until the end of your next turn, you know the location be aged magically.
of any celestial, fiend, or undead within 60 feet of you that is not behind total
cover. You also detect the presence of any consecrated or desecrated place or
PROFICIENCIES LANGUAGES
object. You can use this feature a number of times equal to 1 + your Charisma
LEVEL

20
modifier. When you finish a long rest, you regain all expended uses.
LIGHT
ARMOUR
SIMPLE
WEAPONS Common, Primordial, SACRED OATH FEATURE
● ●
Celestial, Fey LEVEL
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you
choose. For example, your skin might turn green or take on a bark-like texture, your hair might
MEDIUM
ARMOUR

MARTIAL
WEAPONS

TOOLS & OTHER PROFICIENCIES
LAY ON HANDS
You have a pool of magical healing equal to 5 x your Paladin
1 become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

level. As an action, you can touch a creature to restore a number of hit pointsto that At the start of each of your turns, you regain 10 hit points.
HEAVY
ARMOUR
SHIELDS creature, up to the maximum amount remaining in your pool. You can expend 5
points from your pool to cure one disease or neutralize one poison affecting the Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus
● ● target. action instead.
O:CI==:J
r====c �
t)
tCHARACTER NAME
RACE

ALIGNMENT
BACKGROUND

EXPERIENCE POINTS

-L-------------1�)
Paladin
SACRED OATH

g
LEVEL

PROFICIENCY PASSIVE
PERCEPTION AC INITIATIVE SPEED
FIGHTING STYLE
2

� [
LEVEL

2
PASSIVE
INSPIRATION INSIGHT
DIVINE SMITE
When you hit a creature with a melee weapon attack, you can expend one spell

:=
slot to deal extra radiant damage to the target. The extra damage is 2d8 for a
Hit Point
J Temporary 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of

[
'i
Maximum Hit Points 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
SAVING THROWS
STRENGTH

Q
Strength LEVEL

Dexterity You are immune to disease.


DIVINE HEALTH
3
◊- Constitution LEVEL

3
] �
HIT DICE DEATH SAVES SACRED OATH FEATURE


Intelligence

� [
Used Total

[J :�=
DEXTERITY

Tc:;]
SUCCESSES
Wisdom
FAILURES
Charisma d10

NAME ATK BONUS DAMAGE/TYPE ..,_______-.I


SKILLS LEVEL

CONSTITUTION Acrobatics (Dex)


EXTRA ATTACK
5
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Animal Handling (Wis)


LEVEL
Arcana (Int) AURA OF PROTECTION
6
Athletics (Str) You and friendly creatures within 10 feet of you gain a bonus to the saving throws
equal to your Charisma modifier. You must be conscious to grant this bonus.

Deception (Cha)

ao
At 18th level, the range of this aura increases to 30 feet.
INTELLIGENCE
History (Int)
LEVEL
Insight (Wis)
SPELL
ATTACK BONUS
SPELL
SAVE DC
SPELL SLOTS
SACRED OATH FEATURE
7
Intimidation (Cha) 1st 2nd 3rd 4th 5th

Investigation (Int)
0 0 0 0 0
0 0 0 0 0
Medicine (Wis) 0 0 0 0
WISDOM

g
0
Nature (Int) LAY ON HANDS DIVINE SENSE

Perception (Wis) Used Total Used Total LEVEL


AURA OF COURAGE
10

[ =][ =] [__
Performance (Cha) You and friendly creatures within 10 feet of you can’t be frightened while you are
conscious.
Persuasion (Cha)

[ g
At 18th level, the range of this aura increases to 30 feet.
CHARISMA
Religion (Int) SPELLS PREPARED 'i
'/Level 0
R
LEVEL

Sleight of Hand (Dex) 0 0 IMPROVED DIVINE SMITE


11

[ g
0 0 Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8
Stealth (Dex) 0 0 radiant damage.
0 0
Survival (Wis) LEVEL

14
0 0 CLEANSING TOUCH
/. 0 0
0 0 As an action you can end one spell on yourself or a willing creature that you
RACIAL TRAITS touch. You can do this a number of times equal to your Charisma modifier.
0 0 You regain expended uses of this feature when you finish a long rest.
Changling:
As an action, you can change your appearance and your voice. You determine the
0 0
specifics of the changes, including your coloration, hair length, and sex. You can also 0 0
LEVEL

15
adjust your height and weight and can change your size between Medium and
0 0 SACRED PATH FEATURE
Small. You can make yourself appear as a member of another race, though none of
your game statistics change. You can’t duplicate the appearance of an individual 0 0
you’ve never seen, and you must adopt a form that has the same basic arrangement
0 0

C1
of limbs that you have. Your clothing and equipment aren’t changed by this trait. � L.
• You stay in the new form until you use an action to revert to your true form or LEVEL
until you die.
'/ DIVINE SENSE
Action. Until the end of your next turn, you know the location
of any celestial, fiend, or undead within 60 feet of you that is not behind total
PROFICIENCIES LANGUAGES cover. You also detect the presence of any consecrated or desecrated place or
object. You can use this feature a number of times equal to 1 + your Charisma LEVEL

20
modifier. When you finish a long rest, you regain all expended uses.
LIGHT SIMPLE
Common, fey SACRED OATH FEATURE

:: rl------------- [_g ��
_______
ARMOUR WEAPONS
0 □ ~ �
LEVEL
MEDIUM MARTIAL
ARMOUR WEAPONS TOOLS & OTHER PROFICIENCIES
LAY ON HANDS
You have a pool of magical healing equal to 5 x your Paladin
1
level. As an action, you can touch a creature to restore a number of hit pointsto that
HEAVY SHIELDS creature, up to the maximum amount remaining in your pool. You can expend 5 points
ARMOUR from your pool to cure one disease or neutralize one poison affecting the target.
AGE HEIGHT WEIGHT DISTINGUISHING FEATURES

EYES SKIN HAIR SCARS


CHARACTER NAME

PERSONALITY TRAITS BACKGROUND

Live in feywild
owes favor to a fey
Jealous with his brother
IDEALS

BONDS

ALLIES ENEMIES

FLAWS

CHARACTER APPEARANCE

ADDITIONAL FEATURES & TRAITS EQUIPMENT Attuned BACKPACK/STORAGE


HEAD

AMULET

CLOAK

ARMOUR

HANDS/ARMS

RING

RING

BELT

BOOTS

30,000
CP SP EP GP PP

MAGIC ITEMS
Attuned
Name

Attuned
Name

Attuned
Name

Attuned
Name

Attuned
Name
AGE HEIGHT WEIGHT DISTINGUISHING FEATURES

EYES SKIN HAIR SCARS


CHARACTER NAME

PERSONALITY TRAITS BACKGROUND

IDEALS

BONDS

ALLIES ENEMIES

FLAWS

CHARACTER APPEARANCE

SIDEKICK NAME EQUIPMENT Attuned BACKPACK/STORAGE

Hit Points AC Initiative Speed HEAD

AMULET

CLOAK

STR DEX CON INT WIS CHA ARMOUR

HANDS/ARMS
Skills
RING
Senses
NAME ATK BONUS DAMAGE/TYPE RING

BELT

BOOTS

ADDITIONAL FEATURES & TRAITS

CP SP EP GP PP

MAGIC ITEMS
Attuned
Name

Attuned
Name

Attuned
Name

Attuned
Name

Attuned
Name
ADDITIONAL FEATURES
LEVEL LEVEL LEVEL

Class Class Class


RANGE ACTION SAVE RANGE ACTION SAVE RANGE ACTION SAVE

DURATION USES VALUE DURATION USES VALUE DURATION USES VALUE


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

LEVEL LEVEL LEVEL

Class Class Class


RANGE ACTION SAVE RANGE ACTION SAVE RANGE ACTION SAVE

DURATION USES VALUE DURATION USES VALUE DURATION USES VALUE


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

LEVEL LEVEL LEVEL

Class Class Class


RANGE ACTION SAVE RANGE ACTION SAVE RANGE ACTION SAVE

DURATION USES VALUE DURATION USES VALUE DURATION USES VALUE


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

LEVEL LEVEL LEVEL

Class Class Class


RANGE ACTION SAVE RANGE ACTION SAVE RANGE ACTION SAVE

DURATION USES VALUE DURATION USES VALUE DURATION USES VALUE


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT
MAGIC ITEMS
Ring of Spell Storing Answering Sword Amulet of Devout (+3)
TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS

very rare
ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION
Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

You gain a +3 bonus to attack and damage rolls made This amulet bears the symbol of a deity inlaid with precious
with this sword. In addition, while you hold the stones or metals. While you wear the holy symbol, you gain a
bonus to spell attack rolls and the saving throw DCs of your
sword, you can use your reaction to make one melee
spells. The bonus is determined by the amulet's rarity.
attack with it against any creature in your reach that
deals damage to you. You have advantage on the While you wear this amulet, you can use your Channel
attack roll, and any damage dealt with this special Divinity feature without expending one of the feature's uses.
attack ignores any damage immunity or resistance Once this property is used, it can't be used again until the
the target has.s next dawn.

Tooth
TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS

ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

Cast Counterspell

TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS

ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT

TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS

ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION


Used Total Used Total Used Total

RECOVERS RECOVERS RECOVERS


EFFECT EFFECT EFFECT
COMPONENT POUCH SPELL SLOTS
SPELL SPELL CANTRIPS SPELLS
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
ATTACK BONUS SAVE DC KNOWN PREPARED
● ● ●

20 17 8 ●




SPELLCASTING FOCUS

LEVEL LEVEL LEVEL

School
Esnaring Strike
conjuration
1 School
Speak with Animal
Divination
1 School
Compelled Duel
enchantmnent
1
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

Self 1 bonus action


R
17 Self 1 minute R 30 ft 1 bonus action
R
17
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V ● V ● V ●
Concentration, 1 minute
C
V S
M
10 minutesC V,S S ●
M
Concentration, 1 minute
C
V S
M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
The next time you hit a creature with a weapon attack before this You attempt to compel a creature into a duel. One creature that
You gain the ability to comprehend and verbally
spell ends, a writhing mass of thorny vines appears at the point of you can see within range must make a Wisdom saving throw. On a
impact, and the target must succeed on a Strength saving throw or be communicate with beasts for the duration. The failed save, the creature is drawn to you, compelled by your divine
restrained by the magical vines until the spell ends. A Large or larger knowledge and awareness of many beasts is demand. For the duration, it has disadvantage on attack rolls
creature has advantage on this saving throw. If the target succeeds on against creatures other than you, and must make a Wisdom saving
the save, the vines shrivel away. limited by their intelligence, but at minimum, throw each time it attempts to move to a space that is more than
beasts can give you information about nearby 30 feet away from you; if it succeeds on this saving throw, this spell
While restrained by this spell, the target takes 1d6 piercing damage at doesn’t restrict the target’s movement for that turn.
the start of each of its turns. A creature restrained by the vines or one locations and monsters, including whatever they
that can touch the creature can use its action to make a Strength can perceive or have perceived within the past The spell ends if you attack any other creature, if you cast a spell
check against your spell save DC. On a success, the target is freed.
day. You might be able to persuade a beast to that targets a hostile creature other than the target, if a creature
friendly to you damages the target or casts a harmful spell on it, or
At Higher Levels. If you cast this spell using a spell slot of 2nd level or perform a small favor for you, at the GM’s if you end your turn more than 30 feet away from the target.
higher, the damage increases by 1d6 for each slot level above 1st.
discretion.

LEVEL LEVEL LEVEL

School
Command
enchangment
1 School
Thunderous smite
evocation
1 School
Shield of Faith
abhuration
1
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

60 ft 1 action R
17 Self 1 bonus action
R
60ft 1 bonus action
R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V ● V ● V ●
1 round C
V S
M
Concentration, 1 minute
C
V S
M
Concentration, 1 mintue
C
VSM S ●
M●
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
You speak a one-word command to a creature you can see within range. The target must succeed on a
Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is
undead, if it doesn't understand your language, or if your command is directly harmful to it.
The first time you hit with a melee A shimmering field appears and
weapon attack during this spell’s
Some typical commands and their effects follow. You might issue a command other than one described
here. If you do so, the DM determines how the target behaves. If the target can't follow your
command, the spell ends. surrounds a creature of your
duration, your weapon rings with thunder
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it
moves within 5 feet of you.
that is audible within 300 feet of you, and choice within range, granting it a
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.
the attack deals an extra 2d6 thunder +2 bonus to AC for the duration.
Grovel: The target falls prone and then ends its turn. damage to the target. Additionally, if the
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.
target is a creature, it must succeed on a
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one Strength saving throw or be pushed 10
additional creature for each slot level above 1st. The creatures must be within 30 feet of each other
when you target them. feet away from you and knocked prone.

LEVEL LEVEL LEVEL

School
Wrathful Smite 1 School
Divine Favor 1 School
Bless 1
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

Self 1 bonus action


R
Self 1 bonus action
R
30 ft 1 action R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
Concentration, 1 mintue
C
V S
M
concentration, 1 minute
C
V, S S
M
con, 1 minute
C
S
M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

The next time you hit with a melee weapon Your prayer empowers you with You bless up to three creatures of
attack during this spell’s duration, your
divine radiance. Until the spell your choice within range.
attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it ends, your weapon attacks deal Whenever a target makes an
must make a Wisdom saving throw or be an extra 1d4 radiant damage on a attack roll or a saving throw before
frightened of you until the spell ends. As an the spell ends, the target can roll a
hit.
action, the creature can make a Wisdom
check against your spell save DC to steel its
d4 and add the number rolled to
resolve and end this spell. the atta⁠
ck roll or saving throw.
SPELLS
LEVEL LEVEL LEVEL

School
Moon Beam
evocation
2 School
Misty Step
conjuration
2 School
Warding Bond
abjustation
2
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

60ft 1 action R
17 Self 1 bonus action
R
Touch 1 action R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V● V●

con, 1 minute
C
VSM M
S Instantaneous
C M
S 1 hour C
VSM S●
M●
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
A 5-foot-radius, 40-foot-high cylinder centered on a point within range This spell wards a willing creature you touch and creates a mystic
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder
centered on a point within range. Until the spell ends, dim light fills the cylinder.
Briefly surrounded by silvery mist, connection between you and the target until the spell ends.

you teleport up to 30 feet to an


When a creature enters the spell’s area for the first time on a turn or starts its turn
there, it is engulfed in ghostly flames that cause searing pain, and it must make a While the target is within 60 feet of you, it gains a +1 bonus to AC
Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as
and saving throws, and it has resistance to all damage. Also, each
much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly
unoccupied space that you can time it takes damage, you take the same amount of damage.

see.
reverts to its original form and can’t assume a different form until it leaves the spell’s
light. The spell ends if you drop to 0 hit points or if you and the target
On each of your turns after you cast this spell, you can use an action to move the
become separated by more than 60 feet. It also ends if the spell is
beam 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cast again on either of the connected creatures. You can also
damage increases by 1d10 for each slot level above 2nd. dismiss the spell as an action.

LEVEL LEVEL LEVEL

School
Find Steed
conjustation
2 School
Zone of Truth
enchantment
2 School
Plant Growth
transmutation
3
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

30 ft 10 minutesR 60ft 1 action R


17 150 ft 1 hour or 8 hour
R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V

Instantaneous
C
VS M
S 10 minutesC V,S M
S Instantaneous
C
V,S M
S

SPELL EFFECT SPELL EFFECT SPELL EFFECT


PREPARED PREPARED PREPARED
ou summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed,
Targets 15ft sphere centered on a point within range This spell channels vitality into plants within a specific area. There are two
creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on
a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other You create a magical zone that guards against deception in a possible uses for the spell, granting either immediate or long-term
animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a 15-foot-radius sphere centered on a point of your choice within range. benefits.
celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an
Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language
Until the spell ends, a creature that enters the spell’s area for the first If you cast this spell using 1 action, choose a point within range. All
of your choice that you speak. time on a turn or starts its turn there must make a Charisma saving normal plants in a 100-foot radius centered on that point become thick
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it
throw. On a failed save, a creature can’t speak a deliberate lie while in the and overgrown. A creature moving through the area must spend 4 feet of
that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you
cast that targets only you also target your steed. radius. You know whether each creature succeeds or fails on its saving movement for every 1 foot it moves.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also throw. You can exclude one or more areas of any size within the spell’s area from
dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell
again summons the same steed, restored to its hit point maximum.
An affected creature is aware of the spell and can thus avoid answering being affected.
While your steed is within 1 mile of you, you can communicate with it telepathically. questions to which it would normally respond with a lie. Such a creature If you cast this spell over 8 hours, you enrich the land. All plants in a
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the
can be evasive in its answers as long as it remains within the boundaries half-mile radius centered on a point within range become enriched for 1
steed from its bond at any time, causing it to disappear.
of the truth. year. The plants yield twice the normal amount of food when harvested.

LEVEL LEVEL LEVEL


Protection from Energy
School
3 School
Spirit Shroud 3 School
Blinding Smite
evocation
3
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

Touch 1 action R
Self 1 bonus action
R
Self 1 bonus action
R
Con
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
Concentration, 1 hour
C
V,S M
S Concentration, 1 min
C
V, S M
S concentration, 1 min
C
V M
S

SPELL EFFECT SPELL EFFECT SPELL EFFECT


PREPARED PREPARED PREPARED
You call forth spirits of the dead, which flit around you for the spell’s duration. The next time you hit a creature with a melee weapon attack
For the duration, the willing The spirits are intangible and invulnerable.
during this spell’s duration, you weapon flares with a bright

creature you touch has resistance Until the spell ends, any attack you make deals 1d8 extra damage when you hit a
creature within 10 feet of you. This damage is radiant, necrotic, or cold (your
light, and the attack deals an extra 3d8 radiant damage to the
target. Additionally, the target must succeed on a
choice when you cast the spell). Any creature that takes this damage can’t regain
to one damage type of your hit points until the start of your next turn.
Constitution saving throw or be blinded until the spell ends.

choice: acid, cold, fire, lightning, In addition, any creature of your choice that you can see that starts its turn within
10 feet of you has its speed reduced by 10 feet until the start of your next turn.
A creature blinded by this spell makes another Constitution
saving throw at the end of each of its turns. On a successful
or thunder. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, save, it is no longer blinded.
the damage increases by 1d8 for every two slot levels above 3rd.

LEVEL LEVEL LEVEL

School
Crusader's Mantle 3 School
Find Greater Steed 4 School
Aura of Life 4
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

Self 1 action R
30 ft 10 minutesR 30 ft 1 action R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
concentration, 1 min
C
V M
S Instantaneouss
C M
S concentration, 10 minutes
C
V M
S

SPELL EFFECT SPELL EFFECT SPELL EFFECT


PREPARED PREPARED PREPARED
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an
Holy power radiates from you in an aura with a unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, Life-preserving energy radiates from you in an aura
30-foot radius, awakening boldness in friendly
a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics
provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a
with a 30-foot radius. Until the spell ends, the aura
creatures. Until the spell ends, the aura moves
fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence moves with you, centered on you. Each non-hostile
score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one
language of your choice that you speak. You control the mount in combat. While the creature in the aura (including you) has resistance
with you, centered on you. While in the aura, mount is within 1 mile of you, you can communicate with it telepathically. While mounted
to necrotic damage, and its hit point maximum
each non-hostile creature in the aura on it, you can make any spell you cast that targets only you also target the mount. The
mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an
can’t be reduced. In addition, a non-hostile, living
(including you) deals an extra 1d4 radiant action. Casting this spell again re-summons the bonded mount, with all its hit points
restored and any conditions removed. You can’t have more than one mount bonded by this creature regains 1 hit point when it starts its turn in
damage when it hits with a weapon attack. spell or find steed at the same time. As an action, you can release a mount from its bond,
causing it to disappear permanently. Whenever the mount disappears, it leaves behind any the aura with 0 hit points.
objects it was wearing or carrying.

You might also like