+22 | Expertise Bonus | |
+11 | Proficiency Bonus |
-1 | Strength | |
+0 | Dexterity | |
+3 | Constitution | |
+15 | Intelligence | |
+12 | Wisdom | |
+0 | Charisma |
+0 | Acrobatics | DEX | |
+12 | Animal Handling | WIS | |
+4 | Arcana | INT | |
-1 | Athletics | STR | |
+0 | Deception | CHA | |
+15 | History | INT | |
+1 | Insight | WIS | |
+0 | Intimidation | CHA | |
+4 | Investigation | INT |
+12 | Medicine | WIS | |
+15 | Nature | INT | |
+1 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+15 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+12 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +11 | DEX | 1d8 | Piercing | |
Ammunition, range (150/600), heavy, two-Handed | |||||
Quarterstaff | +10 | STR | 1d6-1 | Bludgeoning | |
Versatile (1d8) |
The statblocks of your Weapons, armor and other important/magical equipment
You lived in seclusion–either in a sheltered community such as a monastery, or entirely alone–for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign. Specialty What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion. d8|Life of Seclusion 1|I was searching for spiritual enlightenment. 2|I was partaking of communal living in accordance with the dictates of a religious order. 3|I was exiled for a crime I didn't commit. 4|I retreated from society after a life-altering event. 5|I needed a quiet place to work on my art, literature, music, or manifesto. 6|I needed to commune with nature, far from civilization. 7|I was the caretaker of an ancient ruin or relic. 8|I was a pilgrim in search of a person, place, or relic of spiritual significance.
Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.
d8 | Personality Trait |
---|---|
1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. |
2 | I am utterly serene, even in the face of disaster. |
3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. |
4 | I feel tremendous empathy for all who suffer. |
5 | I'm oblivious to etiquette and social expectations. |
6 | I connect everything that happens to me to a grand, cosmic plan. |
7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. |
8 | I am working on a grand philosophical theory and love sharing my ideas. |
d6 | Ideal |
---|---|
1 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) |
2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) |
3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) |
4 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) |
5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) |
6 | Self-Knowledge. If you know yourself, there's nothing left to know. (Any) |
d6 | Bond |
---|---|
1 | Nothing is more important than the other members of my hermitage, order, or association. |
2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. |
3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. |
4 | I entered seclusion because I loved someone I could not have. |
5 | Should my discovery come to light, it could bring ruin to the world. |
6 | My isolation gave me great insight into a great evil that only I can destroy. |
d6 | Flaw |
---|---|
1 | Now that I've returned to the world, I enjoy its delights a little too much. |
2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. |
3 | I am dogmatic in my thoughts and philosophy. |
4 | I let my need to win arguments overshadow friendships and harmony. |
5 | I'd risk too much to uncover a lost bit of knowledge. |
6 | I like keeping secrets and won't share them with anyone. |
Source: PHB, page 134 |
---|
Elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You always know which way is north.
• You always know the number of hours left before the next sunrise or sunset.
• You can accurately recall anything you have seen or heard within the past month.
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Always on the lookout for danger, you gain the following benefits:
Quick to notice details of your environment, you gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
The statblocks of your class features
you start with the following equipment in addition to the equipment granted from your background (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon leather armour, an explorers pack, and a druidic focus
Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.
(a) scale mail or (b) leather armour (a) two shortswords or (b) two simple melee weapons (a) a dungeoneers pack or (b) an explorers pack a longbow and a quiver of 20 arrows
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells much as a druid does.
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standings tones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hol to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, you magic is influenced by the land where you were initiated into the circle's mysterious rites.
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associate list of spells
Once you gain access to a circle spell, you alway shave it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level | Circle Spells |
---|---|
3rd | hold person, spike growth |
5th | sleet storm, slow |
7th | freedom of movement, ice storm |
9th | commune with nature, cone of cold |
Druid Level | Circle Spells |
---|---|
3rd | mirror image, misty step |
5th | water breathing, water walk |
7th | control water, freedom of movement |
9th | conjure elemental, scrying |
Druid Level | Circle Spells |
---|---|
3rd | blur, silence |
5th | create food and water, protection from energy |
7th | blight, hallucinatory terrain |
9th | insect plague, wall of stone |
Druid Level | Circle Spells |
---|---|
3rd | barkskin, spider climb |
5th | call lightning, plant growth |
7th | divination, freedom of movement |
9th | commune with nature, tree stride |
Druid Level | Circle Spells |
---|---|
3rd | invisibility, pass without a trace |
5th | daylight, haste |
7th | divination, freedom of movement |
9th | dream, insect plague |
Druid Level | Circle Spells |
---|---|
3rd | spider climb, spike growth |
5th | lightning bolt, melt into stone |
7th | stone shape, stoneskin |
9th | passwall, wall of stone |
Druid Level | Circle Spells |
---|---|
3rd | darkness, Melf's acid arrow |
5th | water walk, stinking cloud |
7th | freedom of movement, locate creature |
9th | insect plague, scrying |
Druid Level | Circle Spells |
---|---|
3rd | spider climb, web |
5th | gaseous form, stinking cloud |
7th | greater invisibility, stone shape |
9th | cloudkill, insect plague |
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
Choose one from each of the following:
By the time you reach 2nd level, you have learned to cast spells.
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | 2 | Favored Enemy - Natural Explorer | 0 | – | – | – | – | – |
2nd | 2 | Fighting Style - Spellcasting | 2 | 2 | – | – | – | – |
3rd | 2 | Ranger Archetype - Primeval Awareness | 3 | 3 | – | – | – | – |
4th | 2 | Ability Score Improvement | 3 | 3 | – | – | – | – |
5th | 3 | Extra Attack | 4 | 4 | 2 | – | – | – |
6th | 3 | Favored Enemy Improvements - Natural Explorer Improvements | 4 | 4 | 2 | – | – | – |
7th | 3 | Ranger Archetype feature | 5 | 4 | 3 | – | – | – |
8th | 3 | Ability Score Improvement - Land's Stride | 5 | 4 | 3 | – | – | – |
9th | 4 | N/A | 6 | 4 | 3 | 2 | – | – |
10th | 4 | Natural Explorer improvement - Hide in Plain Sight | 6 | 4 | 3 | 2 | – | – |
11th | 4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | – | – |
12th | 4 | Ability Score Improvement | 7 | 4 | 3 | 3 | – | – |
13th | 5 | N/A | 8 | 4 | 3 | 3 | 1 | – |
14th | 5 | Favored enemy improvement - Vanish | 8 | 4 | 3 | 3 | 1 | – |
15th | 5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | – |
16th | 5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | – |
17th | 6 | N/A | 10 | 4 | 3 | 3 | 3 | 1 |
18th | 6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | 6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | 6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Statblocks for your familiars, mounts etc.
Keen Senses: The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Horn: Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 5 1d4+3 piercing damage.
Almiraj are a species of large, timid rabbits with a 1-foot long spiral horn protruding from their foreheads. If driven to attack, it will charge its foe with the horn. They live in earthen burrows and can be captured and domesticated.
The almiraj prefer hilly, tropical terrain where they can forage for grasses and roots and burrow to create warrens. They have been imported to rainforest environments in some areas with some success. They are indigenous to the Mashiq and Shanindar regions of Nioa.
Statblocks for race/species of the character.
Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. A half-elf of high elf descent can choose one of the following features: - Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. - Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
PHB, page 236
0-level (Cantrip) Transmutation
SRD
2-level Evocation
Replacement Series
0-level (Cantrip) Divination
PHB
0-level (Cantrip) Transmutation
0-level (Cantrip) Evocation
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
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.
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerAll nonmagical food and drink within a 5 foot radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.
Unearthed Arcana 36 - Starter Spells
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerPlayer's Handbook (Woc)
1-level Evocation
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
PHB
2-level Conjuration
2-level Illusion
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
SRD
2-level Abjuration
2-level Enchantment
Ritual - does not require spell slot, takes 10 minutes longerBy means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
If you cast this spell using a spell slot of 3rd level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.
2-level Evocation
A silvery beam of pale light shines down in a 5 foot radius, 40 foot high cylinder centred on a point within range. Until the spell ends, dim light fills the cylinder.
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 Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Player's Handbook 251
2-level Enchantment
3-level Transmutation
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM ’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
SRD
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerSRD
3-level Transmutation
SRD
3-level Necromancy
SRD
3-level Abjuration
3-level Conjuration
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th level slot, three times as many with a 7th level slot, and four times as many with a 9th level slot.
SRD
3-level Abjuration
4-level Divination
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
PHB
4-level Transmutation
4-level Abjuration
4-level Abjuration
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
4-level Conjuration
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th level slot and three times as many with an 8th level slot.
4-level Conjuration
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
5-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
5-level Conjuration
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.
The DM has the elemental’s statistics.
When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
5-level Divination
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the target) | +5 |
Firsthand (you have met the target) | +0 |
Familiar (you know the target well) | -5 |
Connection | Save Modifier |
---|---|
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, lock of hair, bit of nail, or the like | -10 |
5-level Abjuration
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
5-level Transmutation
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
5-level Conjuration
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 centred on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
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.
5-level Evocation
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10 foot by 10 foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10 foot by 20 foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
6-level Evocation
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.
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.
6-level Conjuration
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
6-level Divination
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
7-level Transmutation
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
PHB
8-level Transmutation
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores.The target assumes the hit points of the new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.
Player's Handbook
9-level Divination
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Statblocks for your Trinkets, businesses, building, castles, empires.