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Level 18 Dark Elf Fighter, Champion (3) / Paladin, Oathbreaker (15) 265000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Nimeria
Noble Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Durable. When you roll a Hit Die to regain hit points, the minimum number of hit

STRENGTH Hunter’s Leather Coat, +1 19 points you regain from the roll equals 8.

Practiced Expert. Your proficiency bonus is doubled for any ability check you make
PROFICIENCY BONUS +6 that uses the chosen proficiency.

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SHIELD
AC Lucky (3/Long Rest). 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
N
CIE C
Cloak of Protection (1), Defense (Fighting Style) (1) outcome is determined.You can also spend one luck point when an attack roll is
+8 Strength
Y
PROFI

✘ made against you. Roll a d20, and then choose whether the attack uses the
+1 attacker’s roll or yours.
+6 Dexterity Elven Accuracy. Whenever you have advantage on an attack roll using Dexterity,
Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
✘ +11 Constitution ARMOR CLASS
Eldritch Adept.
DEXTERITY
✘ +7 Intelligence Ascendant Step. You can cast levitate on yourself at will, without expending a
MAXIMUM HIT DICE TEMPORARY spell slot or material components.

20 +3 Wisdom

+7 Charisma
209 18d10 Drow High Magic. You learn the detect magic spell and can cast it at will, without
expending a spell slot. You also learn levitate and dispel magic, each of which you
can cast once without expending a spell slot. You regain the ability to cast those
two spells in this way when you finish a long rest. Charisma is your spellcasting
CONDITIONAL
ability for all three spells.
+5 Darkvision. You can see in dim light within 120 feet of you as if it were bright light,
and in darkness as if it were dim light.
CURRENT HIT POINTS Superior Darkvision. You can see in dim light within 120 feet of you as if it were
bright light, and in darkness as if it were dim light.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS Fighting Style.

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Dueling. When you are wielding a melee weapon in one hand and no other
SPEED FLY CLIMB SWIM weapons, you gain a +2 bonus to damage rolls with that weapon.
N
CIE C

+5 Acrobatics (Dex) 30ft. 0ft. 30ft. 0ft.


Y
PROFI

Second Wind (Bonus Action—1/Short Rest). You regain 1d10+3 hp.


RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Action Surge (1/Short Rest). On your turn, you can take one additional action on
+4 +0 Arcana (Int)
Darkvision, Superior Darkvision
top of your regular action.

Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20.

+1 Athletics (Str) Divine Sense (Action—7/Long Rest). You can open your awareness to detect
presence of strong evil. Until the end of your next turn, you know the location of
INTELLIGENCE +6 Deception (Cha) any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
You know the type of any being whose presence you sense, but not its identity.
Within the same radius, you also detect the presence of any place or object that

11 ✘


+6 History (Int)
+8 Insight (Wis)
has been consecrated or desecrated.

Lay on Hands (Action—75/Long Rest). You can touch a creature and draw power
from the pool to restore a number of hp to that creature, up to the maximum
amount remaining in your pool. You can expend 5 hp from your pool of healing to
✘ +12 Intimidation (Cha) SPEED, SENSES, & CONDITIONS cure the target of one disease or neutralize one poison affecting it.This feature has
+0 +0 Investigation (Int)
no effect on undead and constructs.

Fighting Style.
+2 Medicine (Wis) Fey Ancestry. Advantage on saving throws against Defense. While you are wearing armor, you gain a +1 bonus to AC.

WISDOM
being charmed, and magic can’t put you to sleep. Divine Smite. When you hit a creature with a melee weapon attack, you can
+0 Nature (Int) expend one spell slot to deal radiant damage to the target, in addition to the
weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for

14 ✘ +8 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they each spell level higher than 1st, to a maximum of 6d8. The damage increases by
1d8 if the target is an undead or a fiend.
meditate deeply, remaining semiconscious, for 4
+6 Performance (Cha) hours a day. Divine Health. The divine magic flowing through you makes you immune to
disease.
✘✘ +18 Persuasion (Cha)
+2 ✘ +6 Religion (Int)
Sunlight Sensitivity. You have disadvantage on Extra Attack. You can attack twice, instead of once, whenever you take the Attack
action on your turn.
attack rolls and on Perception checks that rely on
Aura of Protection. Whenever you or a friendly creature within 10 feet of you must
+5 Sleight of Hand (Dex) sight when you, the target of your attack, or make a saving throw, the creature gains a +6 bonus to the saving throw. You must
CHARISMA whatever you are trying to perceive is in direct be conscious to grant this bonus.
+5 Stealth (Dex) sunlight. Aura of Courage. You and friendly creatures within 10 feet of you can’t be

22
frightened while you are conscious.
+2 Survival (Wis)
SKILLS Drow Magic. You know the dancing lights cantrip. Improved Divine Smite. Whenever you hit a creature with a melee weapon, the
creature takes an extra 1d8 radiant damage.
You can cast Faerie Fire and Darkness 1/long rest.
(Charisma) Cleansing Touch (Action—6/Long Rest). You can end one spell on yourself or on
+6 18 PASSIVE PERCEPTION one willing creature that you touch.

Control Undead (Action—Channel Divinity). You target one undead creature you
can see within 30 feet. The target must make a Wisdom saving throw. On a failed
save, the target must obey your commands for the next 24 hours, or until you use
this Channel Divinity option again. An undead whose challenge rating is equal to or
ADVANTAGE greater than 15 is immune to this effect.

INITIATIVE +5 2 Attacks / Attack Action RACIAL TRAITS


Dreadful Aspect (Action—Channel Divinity). Each creature of your choice within 30
feet of you must make a Wisdom saving throw if it can see you. On a failed save,
the target is frightened of you for 1 minute. If a creature frightened by this effect
ends its turn more than 30 feet away from you, it can attempt another Wisdom
saving throw to end the effect on it.
NAME RANGE ATTACK DAMAGE / TYPE Aura of Hate. You as well any fiends and undead within 10 feet of the paladin, gains
a +6 bonus to melee weapon damage rolls.
Silken Spite (Exalted) 10 ft +14 vs AC 2d8+8 piercing
Supernatural Resistance. You have resistance to bludgeoning, piercing, and
Finesse slashing damage from nonmagical weapons.
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Rapier, Shortsword,


Crossbow, Hand, Simple Weapons, Martial
Weapons

Tool Proficiencies. Dragonchess set

Languages. Abyssal, Elvish, Undercommon,


Common

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 5,7" 90 lb.
GENDER AGE HEIGHT WEIGHT
Nimeria
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Lady Nimeria, Portadora de la voluntad de Loth, Libertadora de Qualenesty, Portadora de Seda, Comandante de la Rosa,
Silenciadora de los herejes.

My favor, once lost, is lost forever.


If you do me an injury, I will crush you, ruin your
name, and salt your fields.

PERSONALITY TRAITS

Power. If I can attain more power, no one will tell me


what to do. (Evil)

IDEAL

I will face any challenge to win the approval of my


family.

BOND

I hide a truly scandalous secret that could ruin my


family forever.

FLAW BACKGROUND STORY

Position of Privilege
Thanks to your noble birth, people are inclined to
think the best of you. You are welcome in high
society, and people assume you have the right to be
wherever you are. The common folk make every
effort to accommodate you and avoid your
displeasure, and other people of high birth treat you
as a member of the same social sphere. You can
secure an audience with a local noble if you need to.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Silken Spite (Exalted). The blade of this rapier is made of
spider silk. Its onyx pommel is tipped with a ruby cut in the
[Silken Spite (Exalted)] 1 2 shape of a spider, and the blade carries the blessing of Lolth.
[Hunter’s Leather Coat, +1] 1 10 Sentience. Silken Spite is a sentient chaotic evil weapon with
an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It
Figurine of Wondrous Power, Obsidian Steed 1 — has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder
[Cloak of Protection] 1 — and can speak, read, and understand Abyssal, Common, Elvish,
[Boon of Recovery] 1 — and Undercommon.
Personality. A murderous yochlol named Sinnafex lives
[Boon of Combat Prowess] 1 — within Silken Spite. The weapon speaks in whispers, pushing its
[Boon of Irresistible Offense] 1 — wielder to trust no one and to kill those who cause the
slightest personal offense.
[Tome of Leadership and Influence] 1 5 Dormant. The rapier grants the following benefits in its
dormant state:
• You can speak, read, and write Abyssal, Elvish, and
Undercommon.
• You have darkvision out to a range of 60 feet. If you
already have darkvision, being attuned to the rapier increases
the range of your darkvision by 60 feet.
• You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
• You can use an action to cause poison to coat the rapier’s
blade. The poison remains for 1 minute or until an attack using
this weapon hits a creature. That creature must succeed on a
DC 13 Constitution saving throw or become poisoned for 1
hour. If the saving throw fails by 5 or more, the creature is also
unconscious while poisoned in this way. The creature wakes
up if it takes damage or if another creature uses its action to
shake the creature awake.
• While carrying the rapier, you can move up, down, and
across vertical surfaces and upside down along ceilings, while
leaving your hands free. You have a climbing speed equal to
your walking speed. Additionally, you can’t be caught in webs
ATTUNED MAGIC ITEMS 2 / 3 of any sort and can move through webs as if they were difficult
terrain.
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb Awakened. The rapier grants the following benefits in its
awakened state:
• The weapon’s bonus to attack and damage rolls increases
to +2.
• The saving throw DC for the weapon’s poison increases to
15.
• While holding the rapier, you can use an action to cast
one of the following spells from it (save DC 15): cloudkill,
darkness, levitate, or web. Once a spell has been cast using the
rapier, that spell can’t be cast from the rapier again until the
next dawn.

Exalted. The rapier grants the following benefits in its


exalted state:
• The weapon’s bonus to attack and damage rolls increases
to +3.
• The saving throw DC for the weapon’s poison and spells
COPPER SILVER ELECTRUM GOLD PLATINUM
cast from the weapon increases to 17.
• Magical darkness doesn’t impede your darkvision.
0 0 0 0 0 • While holding the weapon in dim light or darkness, you
can use a bonus action to teleport up to 60 feet to an
unoccupied space you can see that is also in dim light or
ENCUMBRANCE — LIFTING AND CARRYING
darkness. This property can’t be used again until the next
dawn.
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

17 lb / 195 lb 390 lb Cloak of Protection. You gain a +1 bonus to AC and saving


throws while you wear this cloak.
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT Hunter’s Leather Coat, +1. You gain a +1 bonus to AC while
wearing this armor.
The coat has 3 charges. When you hit a creature with an
attack and that creature doesn’t have all its hit points, you can
expend 1 charge to deal an extra 1d10 necrotic damage to the
target. The coat regains 1d3 expended charges daily at dawn.

Boon of Recovery. You can use a bonus action to regain a


number of hit points equal to half your hit point maximum.
Once you use this boon, you can’t use it again until you finish a
long rest.

Boon of Combat Prowess. When you miss with a melee


weapon attack, you can choose to hit instead. Once you use
this boon, you can’t use it again until you finish a short rest.

Boon of Irresistible Offense. You can bypass the damage


resistances of any creature.

Tome of Leadership and Influence. This book contains


guidelines for influencing and charming others, and its words
are charged with magic. If you spend 48 hours over a period of
6 days or fewer studying the book's contents and practicing its

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +12 20 13

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oathbreaker

1ST LEVEL 4 SPELL SLOTS ● Bless ● Divine Favor


● Hellish Rebuke (Always Prepared) ● Heroism ● Inflict Wounds (Always Prepared)
● Searing Smite ● Shield of Faith ● Thunderous Smite
● Wrathful Smite

2ND LEVEL 3 SPELL SLOTS ● Branding Smite ● Crown of Madness (Always Prepared)

3RD LEVEL 3 SPELL SLOTS ● Animate Dead (Always Prepared) ● Bestow Curse (Always Prepared)
● Blinding Smite ● Revivify

4TH LEVEL 2 SPELL SLOTS ● Blight (Always Prepared) ● Confusion (Always Prepared)
● Staggering Smite

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Dancing Lights (Dark Elf) Eldritch Blast (Additional Spell)

1ST LEVEL Faerie Fire (Dark Elf)

2ND LEVEL Levitate (Ascendant Step) Darkness (Dark Elf)


Darkness (Dark Elf)

5TH LEVEL Holy Weapon (Additional Spell)

7TH LEVEL Prismatic Spray (Additional Spell) Temple of the Gods (Additional Spell)
Dancing Lights Eldritch Blast Bless
Evocation Cantrip Evocation Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 120 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS V, S, M (a sprinkling of holy water)

You create up to four torch-sized lights within range, making them A beam of crackling energy streaks toward a creature within range. You bless up to three creatures of your choice within range.
appear as torches, lanterns, or glowing orbs that hover in the air for Make a ranged spell attack against the target. On a hit, the target Whenever a target makes an attack roll or a saving throw before the
the duration. You can also combine the four lights into one glowing takes 1d10 force damage. spell ends, the target can roll a d4 and add the number rolled to the
vaguely humanoid form of Medium size. Whichever form you choose, The spell creates more than one beam when you reach higher attack roll or saving throw.
each light sheds dim light in a 10-foot radius. As a bonus action on levels: two beams at 5th level, three beams at 11th level, and four At Higher Levels. When you cast this spell using a spell slot of 2nd
your turn, you can move the lights up to 60 feet to a new spot within beams at 17th level. you can direct the beams at the same target or level or higher, you can target one additional creature for each slot
range. A light must be within 20 feet of another light created by this at different ones. Make a separate attack roll for each beam. level above 1st.
spell, and a light winks out if it exceeds the spell’s range.

Drow Magic (Dark Elf) Player’s Handbook Additional Spell Player’s Handbook Prepared (Paladin) Player’s Handbook

Divine Favor Faerie Fire Hellish Rebuke


1st-level evocation 1st-level evocation 1st-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 reaction
RANGE Self RANGE 60 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

Your prayer empowers you with divine radiance. Until the spell ends, Each object in a 20-foot cube within range is outlined in blue, green, Reaction: you are being damaged by a creature within 60 feet of you
your weapon attacks deal and extra 1d4 radiant damage on a hit. or violet light (your choice). Any creature in the area when the spell is that you can see You point your finger, and the creature that
cast is also outlined in light if it fails a Dexterity saving throw. For the damaged you is momentarily surrounded by hellish flames. The
duration, objects and affected creatures shed dim light in a 10-foot creature must make a Dexterity saving throw. It takes 2d10 fire
radius. damage on a failed save, or half as much damage on a successful one.
Any attack roll against an affected creature or object has advantage At Higher Levels. When you cast this spell using a spell slot of 2nd
if the attacker can see it, and the affected creature or object can’t level or higher, the damage increases by 1d10 for each slot level
benefit from being invisible. above 1st.

Prepared (Paladin) Player’s Handbook Drow Magic (Dark Elf) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook

Heroism Inflict Wounds Searing Smite


1st-level enchantment 1st-level necromancy 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

A willing creature you touch is imbued with bravery. Until the spell Make a melee spell attack against a creature you can reach. On a hit, The next time you hit a creature with a melee weapon attack during
ends, the creature is immune to being frightened and gains the target takes 3d10 necrotic damage. the spell’s duration, your weapon flares with white-hot intensity, and
temporary hit points equal to your spellcasting ability modifier at the At Higher Levels. When you cast this spell using a spell slot of 2nd the attack deals an extra 1d6 fire damage to the target and causes
start of each of its turns. When the spell ends, the target loses any level or higher, the damage increases by 1d10 for each slot level the target to ignite in flames. At the start of each of its turns until the
remaining temporary hit points from this spell. above 1st. spell ends, the target must make a Constitution saving throw. On a
At Higher Levels. When you cast this spell using a spell slot of 2nd failed save, it takes 1d6 fire damage. On a successful save, the spells
level or higher, you can target one additional creature for each slot ends. If the target or a creature within 5 feet of it uses an action to
level above 1st. put out the flames, or if some other effect douses the flames (such as
the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial extra damage dealt by the attack increases
by 1d6 for each slot level above 1st.

Prepared (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Shield of Faith Thunderous Smite Wrathful Smite
1st-level abjuration 1st-level evocation 1st-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Self RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V COMPONENTS V

A shimmering field appears and surrounds a creature of your choice The first time you hit with a melee weapon attack during this spell’s The next time you hit with a melee weapon attack during this spell’s
within range, granting it a +2 bonus to AC for the duration. duration, your weapon rings with thunder that is audible within 300 duration, your attack deals an extra 1d6 psychic damage.
feet of you, and the attack deals an extra 2d6 thunder damage to the Additionally, if the target is a creature, it must make a Wisdom saving
target. Additionally, if the target is a creature, it must succeed on a throw or be frightened of you until the spell ends. As an action, the
Strength saving throw or be pushed 10 feet away from you and creature can make a Wisdom check against your spell save DC to
knocked prone. steel its resolve and end this spell.

Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook

Branding Smite Crown of Madness Darkness


2nd-level evocation 2nd-level enchantment 2nd-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)

The next time you hit a creature with a weapon attack before this One humanoid of your choice that you can see within range must Magical darkness spreads from a point you choose within range to fill
spell ends, the weapon gleams with astral radiance as you strike. The succeed on a Wisdom saving throw or become charmed by you for a 15-foot radius sphere for the duration. The darkness spreads
attack deals an extra 2d6 radiant damage to the target, which the duration. While the target is charmed in this way, a twisted around corners. A creature with darkvision can’t see through this
becomes visible if it is invisible, and the target sheds dim light in a 5- crown of jagged iron appears on its head, and a madness glows in its darkness, and nonmagical light can’t illuminate it.
foot radius and can’t become invisible until the spell ends. eyes. The charmed target must use its action before moving on each If the point you choose is on an object you are holding or one that
At Higher Levels. When you cast this spell using a spell slot of 3rd of its turns to make a melee attack against a creature other than isn’t being worn or carried, the darkness emanates from the object
level or higher, the extra damage increases by 1d6 for each slot level itself that you mentally choose. The target can act normally on its and moves with it. Completely covering the source of the darkness
above 2nd. turn if you choose no creature or if none are within its reach. On your with an opaque object, such as a bowl or a helm, blocks the darkness.
subsequent turns, you must use your action to maintain control over If any of this spell’s area overlaps with an area of light created by a
the target, or the spell ends. Also, the target can make a Wisdom spell of 2nd level or lower, the spell that created the light is dispelled.
saving throw at the end of each of its turns. On a success, the spell
ends.

Prepared (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook Drow Magic (Dark Elf) Player’s Handbook

Levitate Animate Dead Bestow Curse


2nd-level transmutation 3rd-level necromancy 3rd-level necromancy

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 60 feet RANGE 10 feet RANGE Touch
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (either a small leather loop or a piece of golden wire bent COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) COMPONENTS V, S
into a cup shape with a long shank on one end)

One creature or loose object of your choice that you can see within This spell creates an undead servant. Choose a pile of bones or a corpse You touch a creature, and that creature must succeed on a Wisdom
range rises vertically, up to 20 feet, and remains suspended there for of a Medium or Small humanoid within range. Your spell imbues the saving throw or become cursed for the duration of the spell. When
the duration. The spell can levitate a target that weighs up to 500 target with a foul mimicry of life, raising it as an undead creature. The you cast this spell, choose the nature of the curse from the following
pounds. An unwilling creature that succeeds on a Constitution saving target becomes a skeleton if you chose bones or a zombie if you chose a options:
throw is unaffected. The target can move only by pushing or pulling corpse (the DM has the creature’s game statistics). • Choose one ability score. While cursed, the target has
against a fixed object or surface within reach (such as a wall or a On each of your turns, you can use a bonus action to mentally disadvantage on ability checks and saving throws made with that
ceiling), which allows it to move as if it were climbing. You can command any creature you made with this spell if the creature is within ability score.
change the target’s altitude by up to 20 feet in either direction on 60 feet of you (if you control multiple creatures, you can command any • While cursed, the target has disadvantage on attack rolls against
your turn. If you are the target, you can move up or down as part of or all of them at the same time, issuing the same command to each one). you.
your move. Otherwise, you can use your action to move the target, You decide what action the creature will take and where it will move • While cursed, the target must make a Wisdom saving throw at
during its next turn, or you can issue a general command, such as to
which must remain within the spell’s range. When the spell ends, the guard a particular chamber or corridor. If you issue no commands, the the start of each of its turns. If it fails, it wastes its action that turn
target floats gently to the ground if it is still aloft. creature only defends itself against hostile creatures. Once given an doing nothing.
order, the creature continues to follow it until its task is complete. • While the target is cursed, your attacks and spells deal an extra
The creature is under your control for 24 hours, after which it stops 1d8 necrotic damage to the target.
obeying any command you’ve given it. To maintain control of the
creature for another 24 hours, you must cast this spell on the creature A remove curse spell ends this effect. At the DM’s option, you may
again before the current 24-hour period ends. This use of the spell choose an alternative curse effect, but it should be no more powerful
reasserts your control over up to four creatures you have animated with than those described above. The DM has final say on such a curse’s
this spell, rather than animating a new one. effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level At Higher Levels. If you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead or higher, the duration is concentration, up to 10 minutes. If you use
creatures for each slot level above 3rd. Each of the creatures must come a spell slot of 5th level or higher, the duration is 8 hours. If you use a
from a different corpse or pile of bones. spell slot of 7th level or higher, the duration is 24 hours. If you use a
9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
Ascendant Step Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook
Blinding Smite Revivify Blight
3rd-level evocation 3rd-level necromancy 4th-level necromancy

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE Touch RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (diamonds worth 300 gp, which the spell consumes) COMPONENTS V, S

The next time you hit a creature with a melee weapon attack during You touch a creature that has died within the last minute. That Necromantic energy washes over a creature of your choice that you
this spell’s duration, you weapon flares with a bright light, and the creature returns to life with 1 hit point. This spell can’t return to life a can see within range, draining moisture and vitality from it. The
attack deals an extra 3d8 radiant damage to the target. Additionally, creature that has died of old age, nor can it restore any missing body target must make a Constitution saving throw. The target takes 8d8
the target must succeed on a Constitution saving throw or be blinded parts. necrotic damage on a failed save, or half as much damage on a
until the spell ends. A creature blinded by this spell makes another successful one. This spell has no effect on undead or constructs. If
Constitution saving throw at the end of each of its turns. On a you target a plant creature or a magical plant, it makes the saving
successful save, it is no longer blinded. 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

Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook

Confusion Staggering Smite Holy Weapon


4th-level enchantment 4th-level evocation 5th-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 90 feet RANGE Self RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (three nut shells) COMPONENTS V COMPONENTS V, S

This spell assaults and twists creatures’ minds, spawning delusions The next time you hit a creature with a melee weapon attack during You imbue a weapon you touch with holy power. Until the spell ends,
and provoking uncontrolled actions. Each creature in a 10-foot-radius this spell’s duration, your weapon pierces both body and mind, and the weapon emits bright light in a 30-foot radius and dim light for an
sphere centered on a point you choose within range must succeed on the attack deals an extra 4d6 psychic damage to the target. The additional 30 feet. In addition, weapon attacks made with it deal an
a Wisdom saving throw when you cast this spell or be affected by it. target must make a Wisdom saving throw. On a failed save, it has extra 2d8 radiant damage on a hit. If the weapon isn’t already a
An affected target can’t take reactions and must roll a d10 at the disadvantage on attack rolls and ability checks, and can’t take magic weapon, it becomes one for the duration.
start of each of its turns to determine its behavior for that turn. reactions, until the end of its next turn. As a bonus action on your turn, you can dismiss this spell and cause
d10 Behavior the weapon to emit a burst of radiance. Each creature of your choice
1 The creature uses all its movement to move in a random that you can see within 30 feet of the weapon must make a
direction. To determine the direction, roll a d8 and assign a direction Constitution saving throw. On a failed save, a creature takes 4d8
to each die face. The creature doesn’t take an action this turn. radiant damage, and it is blinded for 1 minute. On a successful save, a
2-6 The creature doesn’t move or take actions this turn. creature takes half as much damage and isn’t blinded. At the end of
7-8 The creature uses its action to make a melee attack against a each of its turns, a blinded creature can make a Constitution saving
randomly determined creature within its reach. If there is no creature throw, ending the effect on itself on a success.
within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom


saving throw. It it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the radius of the sphere increases by 5 feet for each
slot above 4th.

Oathbreaker Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Additional Spell Xanathar’s Guide to Everything

Prismatic Spray Temple of the Gods


7th-level evocation 7th-level conjuration

CASTING TIME 1 action CASTING TIME 1 hour


RANGE Self (60 foot cone) RANGE 120 feet
DURATION Instantaneous DURATION 24 hours
COMPONENTS V, S COMPONENTS V, S, M (a holy symbol worth at least 5 gp)
Eight multicolored rays of light flash from your hand. Each ray is a different color You cause a temple to shimmer into existence on ground you can see within range. The
and has a different power and purpose. Each creature in a 60-foot cone must temple must fit within an unoccupied cube of space, up to 120 feet on each side. The
make a Dexterity saving throw. For each target, roll a d8 to determine which color temple remains until the spell ends. It is dedicated to whatever god, pantheon, or
ray affects it. philosophy is represented by the holy symbol used in the casting.
1. Red.The target takes 10d6 fire damage on a failed save, or half as much You make all decisions about the temples appearance. The interior is enclosed by a
damage on a successful one. floor, walls, and a roof, with one door granting access to the interior and as many
windows as you wish. Only you and any creatures you designate when you cast the spell
2. Orange.The target takes 10d6 acid damage on a failed save, or half as much can open or close the door.
damage on a successful one. The temple’s interior is an open space with an idol or altar at one end. You decide
3. Yellow.The target takes 10d6 lightning damage on a failed save, or half as whether the temple is illuminated and whether that illumination is bright light or dim
much damage on a successful one. light. The smell of burning incense fills the air within, and the temperature is mild.
4. Green.The target takes 10d6 poison damage on a failed save, or half as much The temple opposes types of creatures you choose when you cast this spell. Choose
damage on a successful one. one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature
5. Blue.The target takes 10d6 cold damage on a failed save, or half as much of the chosen type attempts to enter the temple, that creature must make a Charisma
damage on a successful one. saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature
6. Indigo.On a failed save, the target is restrained. It must then make a can enter the temple, the magic there hinders it; whenever it makes an attack roll, an
Constitution saving throw at the end of each of its turns. If it successfully saves ability check, or a saving throw inside the temple, it must roll a d4 and subtract the
three times, the spell ends. If it fails its save three times, it permanently turns to number rolled from the d20 roll.
stone and is subjected to the petrified condition. The successes and failures don’t In addition, the sensors created by divination spells can’t appear inside the temple,
and creatures within can’t be targeted by divination spells.
need to be consecutive; keep track of both until the target collects three of a kind. Finally, whenever any creature in the temple regains hit points from a spell of 1st level
7. Violet.On a failed save, the target is blinded. It must then make a Wisdom or higher, the creature regains additional hit points equal to your Wisdom modifier
saving throw at the start of your next turn. A successful save ends the blindness. If (minimum 1 hit point).
it fails that save, the creature is transported to another plane of existence of the The temple is made from opaque magical force that extends into the Ethereal Plane,
DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane thus blocking ethereal travel into the temples interior. Nothing can physically pass
that isn’t its home plane is banished home, while other creatures are usually cast through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field
into the Astral or Ethereal planes.) has no effect on it. A disintegrate spell destroys the temple instantly.
8. Special.The target is struck by two rays. Roll twice more, rerolling any 8. Casting this spell on the same spot every day for a year makes this effect permanent.

Additional Spell Player’s Handbook Additional Spell Xanathar’s Guide to Everything

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