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Domniku (Dream)

12 Level (0/120000 XP for level-up) Acolyte Background Human Race / Species / Heritage Neutral Good Alignment
Cleric (Sungrave | Custom)
Level 12
Hit Dice: 12/12
1d8+2 Class 1

STR
11
+0
DEX
12
+1
CON
14
+2
INT
18
+4
WIS
18
+4
CHA
14
+2
91
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+4
Prof. Bonus
30 / - / -
Speed (walk/run/fly)
14
Passive Perception
2 / 2
Channel Divinity
4 / 4
Eyes of the Grave
0 / 1
Divine Intervention
4 / 4
Warding Flare
3 / 3
Luck Points
Spellcasting ...
+8 Attack mod
WIS Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+1 Dexterity
+2 Constitution
+4 Intelligence
+8 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+2 Deception CHA
+8 History INT
+8 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+4 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+8 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Morning Star +4 STR 1d8 piercing
Staff Corvus Pire +5 STR 1d6 Bludgeoning
 Versatile (1d8)
Scythe Corvus Pire +5 STR 1d10 Slashing
 Two-Handed, Reach, Additional Damage 2d6 Fire Damage
Attacks

Spell Book

Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.

Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.



Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Sentinel at Death's Door
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Improved Warding Flare
At 11th level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Divine Intervention.
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Features & Traits
Studded Leather Armor, Morningstar, Corvus Pire

Equipment Copper: 0, Silver: 65, Electrum: 0, Gold: 5, Platinum: 0 Money
Languages: Common
Proficiencies:
Armor: Light, Medium, Shields
Weapons: Simple

Languages & Proficiencies
Bright, Sunny, Goodnatured Personality

Personality Traits
1 potion of water breathing
1 healing potion
1 ring of spell Storing: Antilife Shell
1 bracelet for help from Diana
Map to Pompea
Book: theories of manipulating celestial energy
Book: ON dragons and Vol VII: Sun and Moon Dragons
Book: registry of entrapments
Book: of the raven celestial
Water
Food rations: 3

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Corvus Pire

Staff

Legendary Requires Attunement

This black cane is made of gnarled wood and has a silvered raven's skull at its top. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property, regardless of which form it's in. While in its cane form, it functions as a quarterstaff. While holding it, you can use a bonus action to transform it into its scythe form. When you do, a large, shadowy sickle blade erupts from the raven's beak and the cane glows with fiery embers.   Scythe Form. While in its scythe form, the weapon functions as a halberd that lacks the heavy property, although it's still considered to be a quarterstaff for the purposes of weapon proficiency. When you hit with an attack using the scythe, the target takes an extra 2d6 fire damage. You gain temporary hit points equal to the fire damage dealt, which last until the start of your next turn. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 fire damage. The weapon remains in this form until you use a bonus action to transform it back into its cane form or until you drop or sheathe it. When you reduce a creature to 0 hit points using the scythe, you can choose to reduce it to ash. A creature with legendary actions can't be turned to ash in this way.   Death's Vigil. As an action, you can touch a corpse with the weapon to create a harmless, flaming mantle around it. The mantle duplicates the effect of the gentle repose spell, which lasts until this property is used again or until your attunement to the weapon ends. While protected by the mantle, a corpse has a damage threshold of 20, which means it has immunity to all damage unless it takes 20 damage or more from a single attack or effect, in which case it takes damage as normal.   Fate's Bond. While holding the weapon, you can use a bonus action to curse a creature that you can see with a grim fate. The curse remains for 1 minute or until the creature is reduced to 0 hit points. While cursed, your attacks with this weapon against that creature are made with advantage, and you magically know the exact distance and direction of the creature from you, provided that you're on the same plane of existence. This property of the weapon can't be used again until the next dusk. If the curse lasts for its full duration, it rebounds; you take 4d10 fire damage, which can't be reduced or prevented in any way. If you're reduced to 0 hit points when this happens, your body is incinerated and turned to ash.       From our first days, she was there. Leaning upon a silvered skull, she helped bring us into life.   To the aili   From our first days, she was there. Leaning upon a silvered skull, she helped bring us into life.   To the ailing, she brought aid. Not light, not bright or honored, but as embers that yet kept us from death's cold.   To those in the hands of death, she lent a gentle departure. The lost under her care bore a wreath of kindling sparks, forms alight in unblemished dignity.   And when others would bring death, she burned. A practitioner's incision, borne on blackened blade; what she excised would not trouble us again.   So it was we lived, and grew, and passed on beneath her watch, a twinned weight on her of penance and solace alike.   For who better to preserve life than one with mastery of its end? And who better to harvest life than one who knows its value? —A farmer's account of the acts of former Infernal matron Minatra Corax, excerpt from Exiles of the Planes

Type Damage Damage Range
Simple Melee 1d8 Bludgeoning


Goggles of Night

Wondrous Item

Uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.


Ring of Spell Storing

Ring

Varies Requires Attunement

Ring, Rare, requires attunement.   This ring stores spells cast into it, holding them until the attuned wearer uses them. When found it contains 1d6-1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast form the ring is no longer stored in it, freeing up the space.


Diana's Bracelet

Wondrous Item

Very Rare

This bracelet is woven from twigs, branches and leaves and is carried on the wrist.   It was created by the Dryad Diana .   By ripping it, the item is consumed with the following effects happening.  
  • All creatures chosen by the one using the bracelet within 60ft instantly regain 8d4+8 Hit Points, as a wave of healing energy is expelled.
  • A wooden Guardian of Faith (see spell) is instantly summoned to a location within 30ft. Unlike the regular Guardian fo Faith spell, this one only disappears after having dealed a total of 100 Points of Damage.
After consming it the item is lost and withers away.


Comb of Rainbow Raspberries

Wondrous Item

Uncommon

This comb contains one berry of each colour:   Each colour causes a specific effect. A berry can be thrown or consumed as a bonus action. Thrown berries can be thrown 20/40ft.   Effects by colour:
ColourEffect
Gold Restoration. If thrown at a creature, it instead grants them 10 temporary hit points.Eating the berry cures one condition affecting you (blinded, deafened, poisoned, paralyzed). If thrown at a creature, it instead grants them 10 temporary hit points.
Silver Ethereal Drift. Eating the berry makes you partially incorporeal for 1 minute: you can move through difficult terrain and take no fall damage.
Green Corrosive Sap. When eaten, causes 2d6 acid damage as it damages the stomach. When thrown or squished on metal, severely corrodes non-magical metal (as rust from a rust monster).
Red Lifespring. Heals 4d4+4 Hit Points when consumed.
Purple Wild Confusion. Eating or squishing causes a target (creature or object) to phase uncontrollably between colors and shapes for 1 minute (target must succeed a DC 15 Wisdom save or be affected as per the confusion spell).
Orange Explosive Puff. Eating it causes you to uncontrollably sneeze and teleport randomly 10 feet in any direction (safe landing guaranteed). If thrown or squished, explodes in a 10 ft radius puff of harmless glowing mist (heavily obscures the area for 1 round).
Blue Aqueous Bloom. Eating it allows you to breathe underwater and swim as if under the effect of alter self (aquatic adaptation) for 1 hour. When squished, creates a 10 ft cube of clean, fresh water (useful for dousing fires or filling a container).


The statblocks of your class features

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Homebrew. Cleric

Cleric Custom (Domniku)

Adjusted Cleric for Domniku, based on the changes in the campaign
hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: All simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) a warhammer (if proficient)

(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

(a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a priest's pack or (b) an explorer's pack

A shield and a holy symbol
spellcasting:
spellcasting: As a conduit for divine power, you can cast cleric spells.   Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.   Spell Slots The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You know four 1st-level spells of your choice from the cleric spell list. The Spells Known column of the Cleric table shows when you learn more cleric spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting You can cast any cleric spell you know as a ritual if that spell has the ritual tag.   Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.
class features:
Divine Domain - Sungrave At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Domniku has the custom Sungrave domain - a variation of the Grave and Light domains.   Domain Spells Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you know it, it doesn't count against the number of spells you can you can know from your Spells Known table. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.   Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Destroy Undead Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.   Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.
subclass options:
Adjusted Spellcasting Domniku replaces the Standard' Cleric's Spell preparing with a custom Spells Known feature (see above under Spellcasting).   Domain Spells  
Cleric Level Spells
1  Bane  False Life
3 Gentle Repose Ray of Enfeeblement
5 Revifify Vampiric Touch
7 Blight Death Ward
9 Antilife Shell Raise Dead
11 Burning Hands Flaming Sphere
13 Fireball Wall of Fire
Circle of Mortality At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.   Eyes of the Grave At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.   Channel Divinity: Path to the Grave Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.   As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.   Sentinel at Death's Door At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.   Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.   Improved Warding Flare At 11th level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.   Keeper of Souls At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.  
LevelProficiency BonusFeaturesCantris KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Divine Domain342--------
2+2Channel Divinity (1x), Divine Domain Feature353--------
3+2-3642-------
4+2Ability Score Improvement4743-------
5+3Destroy Unead (CR1/2)48432------
6+3CHannel Divinity (2x), Divine Domain Feature49433------
7+3-4104331-----
8+3Ability Score Improvement, Destroy Undead (CR^1), Divine Domain Feature4114332-----
9+4-41243331----
10+4Divine Intervention51343332----
11+4Destroy Undead (CR2)514433321---
12+4Ability Score Improvement515433321---
13+5-5164333211--
14+5Destroy Undead (CR3)5174333211--
15+5-51843332111-
16+5Ability Score Improvement51943332111-
17+6Destroy Undead (CR4), Divine Domain Feature519433321111
18+6Channel Divinity (3x)520433331111
19+6Ability Score Improvement520433332111
20+6Divine Intervention Improvement519433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Cleric, Sorcerer, Wizard

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

Class(es): Cleric

Resistance

0-level (Cantrip) Abjuration

Casting Time 1 action
Range Touch
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Class(es): Cleric, Druid

D&D 5e PHB Page 272

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Cleric

Xanathar's Guide to Everything

Toll the Dead

0-level (Cantrip) Necromancy

Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantanious
Attack/Save: Wisdom Save
Damage/Effect: 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Available for: Cleric, Warlock, Wizard

Level 1 Spells

PHB

Bless

1-level Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 1 minute
Components V S M
Materials (a sprinkling of holy water)

You bless up to three creatures of your choice within range. whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Cleric, Paladin

Attack Roll or Saving Throw+ 1d4

SRD

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a drop of blood, or focus
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled 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.
Available for: Bard, Cleric

Lethargy of Tsathoggua

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
A target creature you can see within range becomes wholly complacent, desiring nothing, unless it succeeds on a Wisdom saving throw, which it attempts at the end of each of its turns, ending the effect on it with a success. A target that is immune to the frightened condition automatically succeeds on its saving throw. While affected by this spell, the target is incapacitated, standing or sitting idly, until the duration ends. If the target is attacked, damaged, or forced to make a saving throw, the incapacitated condition ends but the target can’t move or take bonus actions or reactions until the end of its next turn.
At higher levels: A target creature you can see within range becomes wholly complacent, desiring nothing, unless it succeeds on a Wisdom saving throw, which it attempts at the end of each of its turns, ending the effect on it with a success. A target that is immune to the frightened condition automatically succeeds on its saving throw. While affected by this spell, the target is incapacitated, standing or sitting idly, until the duration ends. If the target is attacked, damaged, or forced to make a saving throw, the incapacitated condition ends but the target can’t move or take bonus actions or reactions until the end of its next turn.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

PHB

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60 feet
Duration Concentration, Concentration, up to 10 minutes
Components V S M
Materials (a small parchment with a bit of holy text written on it)

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Class(es): Cleric, Paladin

Bonus AC+2

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Player's Handbook

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15' cone)
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Dexterity Save
Damage/Effect: 3d6 fire

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

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.

Available for: Sorcerer, Wizard

Level 2 Spells

SRD

Ray of Enfeeblement

2-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Available for: Warlock, Wizard

SRD

Gentle Repose

2-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Available for: Cleric, Paladin, Wizard

Player's Handbook

Enhance Ability

2-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V,S,M (fur or a feather from a beast)

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.

  • Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
  • Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • Eagle’s Splendor. The target has advantage on Charisma checks.
  • Fox’s Cunning. The target has advantage on Intelligence checks.
  • Owl’s Wisdom. The target has advantage on Wisdom checks.

 
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.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

PHB

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Bard, Cleric, Druid, Paladin Ranger

PHB

Aid

2-level Abjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny strip of white cloth

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.

Class(es): Artificer, Cleric, Paladin, Sorcerer (Divine Soul)

Cthulhu Mythos

Dream Guide

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Concentration, up to 8 hours
As part of the spell’s components, you weave a story so memorable and of such verisimilitude that it serves as a psychic beacon for creatures traveling into the memory-eroding Dreamlands (see Chapter 4). You target yourself and up to ten willing creatures of your choice within range that you can see and that can understand your story. If you and the targets are in the Dreamlands, you and all targets temporarily recall your waking lives. If you and the targets are in the waking world, you must fall asleep to begin the spell’s duration and any targets must choose to fall asleep to gain the spell’s benefits. Each creature that chose to fall asleep this way travels to the Dreamlands and becomes temporarily aware of its parallel life there. In either case, this comprehension fades when the duration ends, which can leave creatures confused as to the motive for any actions taken while under your spell. Creatures such as elves that don’t dream can sleep with this spell’s assistance, and they create dream forms for themselves even though they otherwise wouldn’t have parallel dream lives. The duration elapses from the perspective of the plane of existence you travel to (time in the Dreamlands might be faster than time in the waking world). If you cast the spell again before it ends, there is no interruption in the effect for those targeted by both spells. When the duration ends, each creature that used this spell to enter the Dreamlands immediately awakens.

Flaming Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 ft / 5 ft radius
Components: Verbal (non arcane casters), Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Dex Save
Damage/Effect: Fire
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Level 3 Spells

SRD

Vampiric Touch

3-level Necromancy

Casting Time: 1 action
Range/Area: self
Components: VS
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

SRD

Remove Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Available for: Cleric, Paladin, Warlock, Wizard

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: instantaneous
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.
Available for: Artificer, Cleric, Druid, Paladin, Ranger

Water Walk

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, F
Duration: 1 hour
This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Available for: Druid, Healer, Wizard

Glyph of Warding

3-level Abjuration

Casting Time: 1 Hour
Range/Area: Touch
Components: Verbal (non arcane), Somatic, Material
Materials: Writing utensil, surface to write on
Duration: Until dispelled or triggered
Attack/Save: Dexterity Save
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You 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 object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose explosive runes or a spell glyph.   Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.   Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Level 4 Spells

Basic Rules, pg. 219

Blight

4-level Necromancy

Casting Time 1 Action
Range 30 ft
Duration Instantaneous
Components V, S

Damage Type: Necrotic   Attack/Save Throw: CON Save   Description: Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.   If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At higher levels:
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Warlock, Wizard

Player's Handbook

Death Ward

4-level Abjuration

Casting Time 1 action
Range Touch
Duration 8 hours
Components V, S

You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Class(es): Cleric, paladin

Divination

4-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V, S, M
Materials incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.   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 finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Class(es): Cleric, Druid (Circle of the Land (Forest)), Druid (Circle of the Land (Grassland)), Sorcerer (Divine Soul),

Level 5 Spells

Player's Handbook

Raise Dead

5-level Necromancy

Casting Time 1 hour
Range Touch
Duration Instantaneous
Components V, S, M
Materials A diamond worth at least 500 gp, which the spell consumes

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Class(es): Bard, cleric, paladin

Player's Handbook

Antilife Shell

5-level Abjuration

Casting Time 1 action
Range Self (10-foot radius)
Duration Concentration, up to 1 hour
Components V, S

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Class(es): Druid

SRD

Mass Cure Wounds

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (30 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Available for: Bard, Cleric, Druid

Level 6 Spells

SRD

Heal

6-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Available for: Cleric, Druid

SRD

Harm

6-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Available for: Cleric

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