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Cleric [Knowledge Domain] (3)

Acolyte Nem
CLASS & LEVEL BACKGROUND PLAYER NAME
Mareith Fairy Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I see omens in every event and action. The
12 +1 30 gods try to speak to us, we just need to listen.

0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I would rather make a new friend than a new
enemy.

10 PERSONALITY TRAITS

Hit Point Maximum 13


0 Strength
DEXTERITY Faith. I trust that my deity will guide
+1 Dexterity my actions. I have faith that if I work

+1 -2 Constitution
+2 Intelligence
CURRENT HIT POINTS
hard, things will go well.
IDEALS

13 ●
+5 Wisdom

+4 Charisma Everything I do is for the
CONSTITUTION SAVING THROWS common people.
TEMPORARY HIT POINTS BONDS

-2 +1 Acrobatics (Dex) SUCCESSES


3x(1d8+-2) I'm never satisfied with what I
6 +3 Animal Handling (Wis) FAILURES have - I always want more.
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

+2 ●
+2 Deception (Cha)
+6 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 ●
+5 Insight (Wis)
Sickle +2 1d4+0 slashing
Alms Box
WISDOM
+2 Intimidation (Cha)
+2 Investigation (Int)
Amulet
+5 Medicine (Wis) Backpack
+3

+2 Nature (Int)
+3 Perception (Wis) Number of Blanket
17
+2 Performance (Cha)
Attacks: 1 Candle x10
CHARISMA
+2 Persuasion (Cha)
+6 Religion (Int)
Censer
Clothes, common

+2 +1 Sleight of Hand (Dex)

15
+1 Stealth (Dex) Incense x2
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Leather
Pouch
13 PASSIVE WISDOM (PERCEPTION)
CP Prayer Book
SP
Rations (1 day)
Weapon Proficiencies: x2
Simple EP
Tinderbox
Armor Proficiencies: Light;
Medium; Shields
GP
30 Vestements
PP
Waterskin
Language Proficiencies:
Common; Elvish; Gnomish;
Halfling
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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33 0'8 14 lbs
AGE HEIGHT WEIGHT
Mareith Green Pale Rose Brunette
CHARACTER NAME EYES SKIN HAIR

NAME

Solitary Practitioner

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Basic Description
---
Mareith is a devout worshipper of Savras, a god of immense
arcane knowledge and a patron of wizards, spellcasters, and
those who seek out knowledge of the arcane. Her worship
though is mostly done in private or alone, even though she often
shares her beliefs with the passerby. Mareith believes that she
had received omens from the Gods which sent her off on a
journey for self-betterment and the collection of knowledge,
which seems to have started in her place of refuge, Icewind Dale.
Physical Description
---
Mareith stands at a short and stout height of less than a foot tall.
Being a sprite, naturally touched by fey magic, she carries
around her an odd bronze mist. Her thin insectile wings resemble
that of a meek moth, and her stature is thin. She is often seen
riding around the tundras of Icewind Dale, town to town, riding
her arctic fox.

Runaway Author
---
Mareith penned a notorious expose called "The Hellbent
Highborn," which accused several prominent patriars in Baldur's
Gate and nobles in Waterdeep (her hometown) of being demonic
worshippers. Although her accusations were well founded, she
made a lot of enemies and was forced to seek refuge in Icewind
Dale.

TREASURE CHARACTER BACKSTORY

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Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light
Spare the Dying
Word of Radiance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Bane

Bless
4
Ceremony

Chaos Bolt (Izzet)


SPELLS KNOWN

Command (Domain)

Create or Destroy Water


Cure Wounds

Detect Evil and Good


Detect Magic
Detect Poison and Disease
8
Gift of Alacrity (Dunamancy)
Guiding Bolt

2 2
Aid

Augury (Domain)
Blindness/Deafness
5
Calm Emotions

Continual Flame
9
Enhance Ability
Find Traps

Fortune's Favor (Dunamancy)


Gentle Repose

Hold Person

Immovable Object (Dunamancy)


Lesser Restoration
Locate Object

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Healing Word

Identify (Domain)
4
Inflict Wounds

Magnify Gravity (Dunamancy)


SPELLS KNOWN

Protection from Evil and Good

Purify Food and Drink


Sanctuary

Shield of Faith

2 2
Prayer of Healing

Protection from Poison


Silence
5
Spiritual Weapon

Suggestion (Domain)
9
Warding Bond
Wristpocket (Dunamancy)

Zone of Truth

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Fairy Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Druidcraft

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2 2

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

---------------Actions--------------
Channel Divinity: Turn Undead. Undead within 30 feet must make a
DC 13 Wisdom save or be turned for 1 min. or until damaged.

-----------Other Traits------------
Blessing of Knowledge. At 1st level, you learn two languages of
your choice. You also become proficient in your choice of two of the
following skills: Arcana, History, Nature, or Religion. Your
proficiency bonus is doubled for any ability check you make that
uses either of those skills.

Channel Divinity. Channel divine power using Turn Undead or one


of your domain Channel Divinity options. (use once/rest).

Channel Divinity: Knowledge of the Ages. Starting at 2nd level, you


can use your Channel Divinity to tap into a divine well of
knowledge. As an action, you choose one skill or tool. For 10
minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts. At 6th level, you can use your
Channel Divinity to read a creature's thoughts. You can then use
your access to the creature's mind to command it. As an action,
choose one creature that you can see within 60 feet of you. That
creature must make a Wisdom saving throw. If the creature
succeeds on the saving throw, you can't use this feature on it again
until you finish a long rest. If the creature fails its save, you can
read its surface thoughts (those foremost in its mind, reflecting its
current emotions and what it is actively thinking about) when it is
within 60 feet of you. This effect lasts for 1 minute. During that time,
you can use your action to end this effect and cast the suggestion
spell on the creature without expending a spell slot. The target
automatically fails its saving throw against the spell.

Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1

Light Spare the Dying Word of Radiance


Cleric Cantrip Evocation DC 13 Spell Mod +5 Cleric Cantrip Necromancy DC 13 Spell Mod +5 Cleric Cantrip Evocation DC 13 Spell Mod +5
1 Act. Touch V,M 1 hr 1 Act. Touch V,S Inst 1 Act. 5 ft V,M Inst
A firefly or phosphorescent moss A holy symbol

You touch one object that is no larger than 10 You touch a living creature that has 0 hit You utter a divine word, and burning radiance
feet in any dimension. Until the spell ends, the points. The creature becomes stable. This spell erupts from you. Each creature of your choice
object sheds bright light in a 20-foot radius has no effect on undead or constructs. that you can see within range must succeed on
and dim light for an additional 20 feet. The a Constitution saving throw or take 1d6
light can be colored as you like. Completely radiant damage. The spell's damage increases
covering the object with something opaque by 1d6 when you reach 5th level (2d6), 11th
blocks the light. The spell ends if you cast it level (3d6), and 17th level (4d6).
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.

Druidcraft Bane Bless


Fairy Cantrip Transmutation DC 12 Spell Mod +4 Cleric Level 1 Enchantment DC 13 Spell Mod +5 Cleric Level 1 Enchantment DC 13 Spell Mod +5
1 Act. 30 ft V,S Inst 1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min
A drop of blood A sprinkling of holy water

Whispering to the spirits of nature, you create Up to three creatures of your choice that you You bless up to three creatures of your choice
one of the following effects within range: • You can see within range must make Charisma within range. Whenever a target makes an
create a tiny, harmless sensory effect that saving throws. Whenever a target that fails attack roll or a saving throw before the spell
predicts what the weather will be at your this saving throw makes an attack roll or a ends, the target can roll a d4 and add the
location for the next 24 hours. The effect saving throw before the spell ends, the target number rolled to the attack roll or saving
might manifest as a golden orb for clear skies, must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this
a cloud for rain, falling snowflakes for snow, from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher,
and so on. This effect persists for 1 round. • Levels. When you cast this spell using a spell you can target one additional creature for each
You instantly make a flower blossom, a seed slot of 2nd level or higher, you can target one slot level above 1st.
pod open, or a leaf bud bloom. • You create an additional creature for each slot level above
instantaneous, harmless sensory effect, such 1st.
as falling leaves, a puff of wind, the sound of a
small animal, or the faint odor of skunk. The
effect must fit in a 5-foot cube. • You instantly
light or snuff out a candle, a torch, or a small
campfire.

Ceremony Chaos Bolt (Izzet) Command


Cleric Level 1 Abjuration DC 13 Spell Mod +5 Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Enchantment DC 13 Spell Mod +5
1 hr (ritual)
Touch V,S,M Inst 1 Act. 120 ft V,S Inst 1 Act. 60 ft V 1 Rnd
25 gp worth of powdered silver, which the spell
consumes

You perform a special religious ceremony that You hurl an undulating, warbling mass of You speak a one-word command to a creature
is infused with magic. When you cast the spell, chaotic energy at one creature in range . Make you can see within range. The target must
choose one of the following rites, the target of a ranged spell attack against the target. On a succeed on a Wisdom saving throw or follow
which must be within 10 feet of you hit, the target takes 2d8 + 1d6 damage. Choose the command on its next turn. The spell has no
throughout the casting. Atonement: You one of the d8s. The number rolled on that die effect if the target is undead, if it doesn't
touch one willing creature whose alignment determines the attack's damage type, as understand your language, or if your
has changed, and you make a DC 20 Wisdom shown below. l Acid 2 Cold 3 Fire 4 Force 5 command is directly harmful to it. Some
(Insight) check. On a successful check, you Lightning 6 Poison 7 Psychic 8 Thunder If you typical commands and their effects follow.
restore the target to its original alignment. roll the same number on both d8s, the chaotic You might issue a command other than one
Bless Water: You touch one vial of water and energy leaps from the target to a different described here. If you do so, the GM
cause it to become holy water. Coming of Age: creature of your choice within 30 feet of it. determines how the target behaves. If the
You touch one humanoid who is a young Make a new attack roll against the new target, target can't follow your command, the spell
adult. For the next 24 hours, whenever the and make a new damage roll , which could ends. Approach. The target moves toward you
target makes an ability check, it can roll a d4 cause the chaotic energy to leap again. A by the shortest and most direct route, ending
and add the number rolled to the ability check. creature can be targeted only once by this its turn if it moves within 5 feet of you. Drop.
A creature can benefit from this rite only once. casting of the spell. At Higher Levels. When The target drops whatever it is holding and
Dedication: You touch one humanoid who you cast this spell using a spell s lot of 2nd then ends its turn. Flee. The target spends its
wishes to be dedicated to your god's service. level or higher, each target takes 1d6 extra turn moving away from you by the fastest
For the next 24 hours, whenever the target damage of the type rolled for each slot level available means. Grovel. The target falls prone
Page 1 (reverse)

Command (reverse) Chaos Bolt (Izzet) (reverse) Ceremony (reverse)


and then ends its turn. Halt. The target doesn't above 1st makes a saving throw, it can roll a d4 and add
move and takes no actions. A flying creature the number rolled to the save. A creature can
stays aloft, provided that it is able to do so. If it benefit from this rite only once. Funeral Rite:
must move to stay aloft, it flies the minimum You touch one corpse, and for the next 7 days,
distance needed to remain in the air. At the target can't become undead by any means
Higher Levels. When you cast this spell using a short of a wish spell. Wedding: You touch
spell slot of 2nd level or higher, you can affect adult humanoids willing to be bonded
one additional creature for each slot level together in marriage. For the next 7 days, each
above 1st. The creatures must be within 30 feet target gains a +2 bonus to AC while they are
of each other when you target them. within 30 feet of each other. A creature can
benefit from this rite again only if widowed.
Page 2

Create or Destroy Water Cure Wounds Detect Evil and Good


Cleric Level 1 Transmutation DC 13 Spell Mod +5 Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5
1 Act. 30 ft V,S,M Inst 1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins
A drop of water if creating water or a few grains of
sand if destroying it

You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you know if there is an
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or
water within range in an open container. modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each that has been magically consecrated or
You destroy up to 10 gallons of water in an slot level above 1st. desecrated. The spell can penetrate most
open container within range. Alternatively, barriers, but it is blocked by 1 foot of stone, 1
you destroy fog in a 30-foot cube within range. inch of common metal, a thin sheet of lead, or
At Higher Levels. When you cast this spell 3 feet of wood or dirt.
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.

Detect Magic (ritual) Detect Poison and Disease (ritual) Gift of Alacrity (Dunamancy)
Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 min Touch V,S 8 hrs
A yew leaf

For the duration, you sense the presence of For the duration, you can sense the presence You touch a willing creature. For the duration,
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, the target can add 1d8 to its initiative rolls.
in this way, you can use your action to see a and diseases within 30 feet of you. You also
faint aura around any visible creature or identify the kind of poison, poisonous
object in the area that bears magic, and you creature, or disease in each case. The spell can
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
sheet of lead, or 3 feet of wood or dirt.

Guiding Bolt Healing Word Identify (ritual)


Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5
1 Act. 120 ft V,S 1 Rnd 1 B.A. 60 ft V Inst 1 min Touch V,S,M Inst
A pearl worth at least 100 gp and an owl feather

A flash of light streaks toward a creature of A creature of your choice that you can see You choose one object that you must touch
your choice within range. Make a ranged spell within range regains hit points equal to 1d4 + throughout the casting of the spell. If it is a
attack against the target. On a hit, the target your spellcasting ability modifier. This spell magic item or some other magic-imbued
takes 4d6 radiant damage, and the next attack has no effect on undead or constructs. At object, you learn its properties and how to use
roll made against this target before the end of Higher Levels. When you cast this spell using a them, whether it requires attunement to use,
your next turn has advantage, thanks to the spell slot of 2nd level or higher, the healing and how many charges it has, if any. You learn
mystical dim light glittering on the target until increases by 1d4 for each slot level above 1st. whether any spells are affecting the item and
then. At Higher Levels. When you cast this what they are. If the item was created by a
spell using a spell slot of 2nd level or higher, spell, you learn which spell created it. If you
the damage increases by 1d6 for each slot level instead touch a creature throughout the
above 1st. casting, you learn what spells, if any, are
currently affecting it.
Page 2 (reverse)
Page 3

Inflict Wounds Magnify Gravity (Dunamancy) Protection from Evil and Good
Cleric Level 1 Necromancy DC 13 Spell Mod +5 Cleric Level 1 Transmutation DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 Act. Touch V,S Inst 1 Act. 60 ft V,S 1 Rnd 1 Act. Touch V,S,M Conc, 10 mins
Holy water or powdered silver and iron, which the
spell consumes

Make a melee spell attack against a creature The gravity in a 10-foot-radius sphere Until the spell ends, one willing creature you
you can reach. On a hit, the target takes 3d10 centered on a point you can see within range touch is protected against certain types of
necrotic damage. At Higher Levels. When you increases for a moment. Each creature in the creatures: aberrations, celestials, elementals,
cast this spell using a spell slot of 2nd level or sphere on the turn when you cast the spell fey, fiends, and undead. The protection grants
higher, the damage increases by 1d10 for each must make a Constitution saving throw. On a several benefits. Creatures of those types have
slot level above 1st. failed save, a creature takes 2d8 force damage, disadvantage on attack rolls against the target.
and its speed is halved until the end of its next The target also can't be charmed, frightened,
turn. On a successful save, a creature takes or possessed by them. If the target is already
half as much damage and suffers no reduction charmed, frightened, or possessed by such a
to its speed. Until the start of your next turn, creature, the target has advantage on any new
any object that isn't being worn or carried in saving throw against the relevant effect.
the sphere requires a successful Strength
check against your spell save DC to pick up or
move. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level
above 1st.

Purify Food and Drink (ritual) Sanctuary Shield of Faith


Cleric Level 1 Transmutation DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min 1 B.A. 60 ft V,S,M Conc, 10 mins
A small silver mirror A small parchment with a bit of holy text written on
it

All nonmagical food and drink within a You ward a creature within range against A shimmering field appears and surrounds a
5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who creature of your choice within range, granting
your choice within range is purified and targets the warded creature with an attack or a it a +2 bonus to AC for the duration.
rendered free of poison and disease. harmful spell must first make a Wisdom
saving throw. On a failed save, the creature
must choose a new target or lose the attack or
spell. This spell doesn't protect the warded
creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.

Aid Augury (ritual) Blindness/Deafness


Cleric Level 2 Abjuration DC 13 Spell Mod +5 Cleric Level 2 Divination DC 13 Spell Mod +5 Cleric Level 2 Necromancy DC 13 Spell Mod +5
1 Act. 30 ft V,S,M 8 hrs 1 min Self V,S,M Inst 1 Act. 30 ft V 1 min
A tiny strip of white cloth Specially marked sticks, bones, or similar tokens
worth at least 25 gp

Your spell bolsters your allies with toughness By casting gem-inlaid sticks, rolling dragon You can blind or deafen a foe. Choose one
and resolve. Choose up to three creatures bones, laying out ornate cards, or employing creature that you can see within range to make
within range. Each target's hit point some other divining tool, you receive an omen a Constitution saving throw. If it fails, the
maximum and current hit points increase by 5 from an otherworldly entity about the results target is either blinded or deafened (your
for the duration. At Higher Levels. When you of a specific course of action that you plan to choice) for the duration. At the end of each of
cast this spell using a spell slot of 3rd level or take within the next 30 minutes. The GM its turns, the target can make a Constitution
higher, a target's hit points increase by an chooses from the following possible omens: • saving throw. On a success, the spell ends. At
additional 5 for each slot level above 2nd. Weal, for good results • Woe, for bad results • Higher Levels. When you cast this spell using a
Weal and woe, for both good and bad results • spell slot of 3rd level or higher, you can target
Nothing, for results that aren't especially good one additional creature for each slot level
or bad The spell doesn't take into account any above 2nd.
possible circumstances that might change the
outcome, such as the casting of additional
spells or the loss or gain of a companion. If you
cast the spell two or more times before
completing your next long rest, there is a
cumulative 25 percent chance for each casting
after the first that you get a random reading.
The GM makes this roll in secret.
Page 3 (reverse)
Page 4

Calm Emotions Continual Flame Enhance Ability


Cleric Level 2 Enchantment DC 13 Spell Mod +5 Cleric Level 2 Evocation DC 13 Spell Mod +5 Cleric Level 2 Transmutation DC 13 Spell Mod +5
1 Act. 60 ft V,S Conc, 1 min 1 Act. Touch V,S,M Until dispelled 1 Act. Touch V,S,M Conc, 1 hr.
Ruby dust worth 50 gp, which the spell consumes Fur or a feather from a beast

You attempt to suppress strong emotions in a A flame, equivalent in brightness to a torch, You touch a creature and bestow upon it a
group of people. Each humanoid in a springs forth from an object that you touch. magical enhancement. Choose one of the
20-foot-radius sphere centered on a point you The effect looks like a regular flame, but it following effects; the target gains that effect
choose within range must make a Charisma creates no heat and doesn't use oxygen. A until the spell ends. Bear's Endurance. The
saving throw; a creature can choose to fail this continual flame can be covered or hidden but target has advantage on Constitution checks.
saving throw if it wishes. If a creature fails its not smothered or quenched. It also gains 2d6 temporary hit points, which
saving throw, choose one of the following two are lost when the spell ends. Bull's Strength.
effects. You can suppress any effect causing a The target has advantage on Strength checks,
target to be charmed or frightened. When this and his or her carrying capacity doubles. Cat's
spell ends, any suppressed effect resumes, Grace. The target has advantage on Dexterity
provided that its duration has not expired in checks. It also doesn't take damage from
the meantime. Alternatively, you can make a falling 20 feet or less if it isn't incapacitated.
target indifferent about creatures of your Eagle's Splendor. The target has advantage on
choice that it is hostile toward. This Charisma checks. Fox's Cunning. The target
indifference ends if the target is attacked or has advantage on Intelligence checks. Owl's
harmed by a spell or if it witnesses any of its Wisdom. The target has advantage on Wisdom
friends being harmed. When the spell ends, checks. At Higher Levels. When you cast this
the creature becomes hostile again, unless the spell using a spell slot of 3rd level or higher,
GM rules otherwise. you can target one additional creature for each

Find Traps Fortune's Favor (Dunamancy) Gentle Repose (ritual)


Cleric Level 2 Divination DC 13 Spell Mod +5 Cleric Level 2 Divination DC 13 Spell Mod +5 Cleric Level 2 Necromancy DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst 1 min 60 ft V,S,M 1 hr 1 Act. Touch V,S,M 10 days
A white pearl worth at least 100 gp, which the spell A pinch of salt and one copper piece placed on each of
consumes the corpse's eyes, which must remain there for the
duration

You sense the presence of any trap within You impart latent luck to yourself or one You touch a corpse or other remains. For the
range that is within line of sight. A trap, for willing creature you can see within range. duration, the target is protected from decay
the purpose of this spell, includes anything When the chosen creature makes an attack and can't become undead. The spell also
that would inflict a sudden or unexpected roll, an ability check, or a saving throw before effectively extends the time limit on raising
effect you consider harmful or undesirable, the spell ends, it can dismiss this spell on itself the target from the dead, since days spent
which was specifically intended as such by its to roll an additional d20 and choose which of under the influence of this spell don't count
creator. Thus, the spell would sense an area the d20s to use. Alternatively, when an attack against the time limit of spells such as raise
affected by the alarm spell, a glyph of roll is made against the chosen creature, it can dead.
warding, or a mechanical pit trap, but it would dismiss this spell on itself to roll a d20 and
not reveal a natural weakness in the floor, an choose which of the d20s to use, the one it
unstable ceiling, or a hidden sinkhole. This rolled or the one the attacker rolled. If the
spell merely reveals that a trap is present. You original d20 roll has advantage or
don't learn the location of each trap, but you disadvantage, the creature rolls the additional
do learn the general nature of the danger d20 after advantage or disadvantage has been
posed by a trap you sense. applied to the original roll. 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.

Hold Person Immovable Object (Dunamancy) Lesser Restoration


Cleric Level 2 Enchantment DC 13 Spell Mod +5 Cleric Level 2 Transmutation DC 13 Spell Mod +5 Cleric Level 2 Abjuration DC 13 Spell Mod +5
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Touch V,S,M 1 hr 1 Act. Touch V,S Inst
A small, straight piece of iron Gold dust worth at least 25 gp, which the spell
consumes

Choose a humanoid that you can see within You touch an object that weighs no more than You touch a creature and can end either one
range. The target must succeed on a Wisdom 10 pounds and cause it to become magically disease or one condition afflicting it. The
saving throw or be paralyzed for the duration. fixed in place. You and the creatures you condition can be blinded, deafened, paralyzed,
At the end of each of its turns, the target can designate when you cast this spell can move or poisoned.
make another Wisdom saving throw. On a the object normally. You can also set a
success, the spell ends on the target. At Higher password that, when spoken within 5 feet of
Levels. When you cast this spell using a spell the object, suppresses this spell for 1 minute.
slot of 3rd level or higher, you can target one If the object is fixed in the air, it can hold up to
additional humanoid for each slot level above 4,000 pounds of weight. More weight causes
2nd. The humanoids must be within 30 feet of the object to fall. Otherwise, a creature can use
each other when you target them. an action to make a Strength check against
your spell save DC. On a success, the creature
can move the object up to 10 feet. At Higher
Levels. If you cast this spell using a spell slot of
4th or 5th level, the DC to move the object
increases by 5, it can carry up to 8,000 pounds
of weight, and the duration increases to 24
hours. If you cast this spell using a spell slot of
6th level or higher, the DC to move the object
Page 4 (reverse)

Enhance Ability (reverse)


slot level above 2nd.

Immovable Object (Dunamancy) (reverse)


increases by 10, it can carry up to 20,000
pounds of weight, and the effect is permanent
until dispelled.
Page 5

Locate Object Prayer of Healing Protection from Poison


Cleric Level 2 Divination DC 13 Spell Mod +5 Cleric Level 2 Evocation DC 13 Spell Mod +5 Cleric Level 2 Abjuration DC 13 Spell Mod +5
1 Act. Self V,S,M Conc, 10 mins 10 mins 30 ft V Inst 1 Act. Touch V,S 1 hr
A forked twig

Describe or name an object that is familiar to Up to six creatures of your choice that you can You touch a creature. If it is poisoned, you
you. You sense the direction to the object's see within range each regain hit points equal neutralize the poison. If more than one poison
location, as long as that object is within 1,000 to 2d8 + your spellcasting ability modifier. afflicts the target, you neutralize one poison
feet of you. If the object is in motion, you know This spell has no effect on undead or that you know is present, or you neutralize
the direction of its movement. The spell can constructs. At Higher Levels. When you cast one at random. For the duration, the target
locate a specific object known to you, as long this spell using a spell slot of 3rd level or has advantage on saving throws against being
as you have seen it up close—within 30 higher, the healing increases by 1d8 for each poisoned, and it has resistance to poison
feet—at least once. Alternatively, the spell can slot level above 2nd. damage.
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.

Silence (ritual) Spiritual Weapon Suggestion


Cleric Level 2 Illusion DC 13 Spell Mod +5 Cleric Level 2 Evocation DC 13 Spell Mod +5 Cleric Level 2 Enchantment DC 13 Spell Mod +5
1 Act. 120 ft V,S Conc, 10 mins 1 B.A. 60 ft V,S 1 min 1 Act. 30 ft V,M Conc, 8 hrs
A snake's tongue and either a bit of honeycomb or a
drop of sweet oil

For the duration, no sound can be created You create a floating, spectral weapon within You suggest a course of activity (limited to a
within or pass through a 20-foot-radius range that lasts for the duration or until you sentence or two) and magically influence a
sphere centered on a point you choose within cast this spell again. When you cast the spell, creature you can see within range that can
range. Any creature or object entirely inside you can make a melee spell attack against a hear and understand you. Creatures that can't
the sphere is immune to thunder damage, and creature within 5 feet of the weapon. On a hit, be charmed are immune to this effect. The
creatures are deafened while entirely inside it. the target takes force damage equal to 1d8 + suggestion must be worded in such a manner
Casting a spell that includes a verbal your spellcasting ability modifier. As a bonus as to make the course of action sound
component is impossible there. action on your turn, you can move the weapon reasonable. Asking the creature to stab itself,
up to 20 feet and repeat the attack against a throw itself onto a spear, immolate itself, or
creature within 5 feet of it. The weapon can do some other obviously harmful act ends the
take whatever form you choose. Clerics of spell. The target must make a Wisdom saving
deities who are associated with a particular throw. On a failed save, it pursues the course
weapon (as St. Cuthbert is known for his mace of action you described to the best of its
and Thor for his hammer) make this spell's ability. The suggested course of action can
effect resemble that weapon. At Higher Levels. continue for the entire duration. If the
When you cast this spell using a spell slot of suggested activity can be completed in a
3rd level or higher, the damage increases by shorter time, the spell ends when the subject
1d8 for every two slot levels above 2nd. finishes what it was asked to do. You can also
specify conditions that will trigger a special

Warding Bond Wristpocket (Dunamancy) Zone of Truth


Cleric Level 2 Abjuration DC 13 Spell Mod +5 Cleric Level 2 Conjuration DC 13 Spell Mod +5 Cleric Level 2 Enchantment DC 13 Spell Mod +5
1 Act. Touch V,S,M 1 hr 1 Act. Self S Conc, 1 hr 1 Act. 60 ft V,S 10 mins
A pair of platinum rings worth at least 50 gp each,
which you and the target must wear for the duration

This spell wards a willing creature you touch You flick your wrist, causing one object in You create a magical zone that guards against
and creates a mystic connection between you your hand to vanish. The object, which only deception in a 15-foot-radius sphere centered
and the target until the spell ends. While the you can be holding and can weigh no more on a point of your choice within range. Until
target is within 60 feet of you, it gains a +1 than 5 pounds, is transported to an the spell ends, a creature that enters the spell's
bonus to AC and saving throws, and it has extradimensional space, where it remains for area for the first time on a turn or starts its
resistance to all damage. Also, each time it the duration. Until the spell ends, you can use turn there must make a Charisma saving
takes damage, you take the same amount of your action to summon the object to your free throw. On a failed save, a creature can't speak
damage. The spell ends if you drop to 0 hit hand, and you can use your action to return a deliberate lie while in the radius. You know
points or if you and the target become the object to the extradimensional space. An whether each creature succeeds or fails on its
separated by more than 60 feet. It also ends if object still in the pocket plane when the spell saving throw. An affected creature is aware of
the spell is cast again on either of the ends appears in your space, at your feet. the spell and can thus avoid answering
connected creatures. You can also dismiss the questions to which it would normally respond
spell as an action. with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
Page 5 (reverse)

Suggestion (reverse)
activity during the duration. For example, you
might suggest that a knight give her warhorse
to the first beggar she meets. If the condition
isn't met before the spell expires, the activity
isn't performed. If you or any of your
companions damage the target, the spell ends.

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