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Twilight Domain Cleric 3 Soldier

CLASS & LEVEL BACKGROUND PLAYER NAME


Lucas
Human Chaotic Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
STRENGTH
18 1.12 30 I face problems head-on. A simple, direct

3 2 PROFICIENCY BONUS
solution is the best path to success. Cavalry

Specialty

16 PERSONALITY TRAITS
Hit Point Maximum 24
DEXTERITY 3 Strength

1
1 Dexterity Independence. When people follow orders
CURRENT HIT POINTS
2 Constitution blindly, they embrace a kind of tyranny.
-1 Intelligence
(Chaotic) Greater Good. Our lot is to lay down
12 5 Wisdom
our lives in defense of others. (Good)
1 Charisma
CONSTITUTION
TEMPORARY HIT POINTS IDEALS
SAVING THROWS

2 3
Those who fight beside me are those worth dying
14 1 Acrobatics (Dex)
3 Animal Handling (Wis) for.

INTELLIGENCE -1 Arcana (Int)


5 Athletics (Str)

-1 -1 Deception (Cha)
NAME ATK DAMAGE/TYPE
BONDS

-1 History (Int)
8 5 Insight (Wis) Warhammer (O… +5 1d8+3 Bludgeo… My hatred of my enemies is blinding and
1 Intimidation (Cha)
unreasoning.
WISDOM
-1 Investigation (Int)
Warhammer (T… +5 1d10+3 Bludge…

3
5 Medicine (Wis)
-1 Nature (Int)
Sleep (Domain… 5d8 Hit Points … FLAWS
5 Perception (Wis)
16
-1 Performance (Cha)
Moonbeam (Do… 2d10 Radiant
-1 Persuasion (Cha)
CHARISMA Ability Score Improvement
-1 Religion (Int)

-1
Light Crossbow +3 1d8+1 Piercing Variable Trait
1 Sleight of Hand (Dex)
1 Stealth (Dex) Domain Spells
Sacred Flame DC13 1d8 Radiant
8 3 Survival (W is) Bonus Proficiencies

SKILLS Eyes of Night


Cure Wounds 1d8+3 Healing
Vigilant Blessing

Channel Divinity: Twilight Sanctuary


15 PASSIVE WISDOM (PERCEPTION) ATTACKS & SPELLCASTING

Fey Touched

10 FEATURES & TRAITS


TOOL: Dragonchess Set CP SP EP GP PP

LANGUAGE: Common, Elvish


ARMOR: Heavy Armor, Light Armor, Medium Armor, 1 Chain Mail
Shields 1 Shield
WEAPON: Martial Weapons, Simple Weapons 1 Warhammer

OTHER: Chariot 1 Light Crossbow


1 Holy Symbol
OTHER PROFICIENCIES & LANGUAGES
1 Explorer's Pack
1 Backpack

EQUIPMENT
NAME ATK DAMAGE/TYPE CP SP EP GP PP
Total: 1 Total: 20
1 20
Guiding Bolt +5 4d6 Radiant
1 Bedroll CHANNEL DIVINITY BOLTS
1 Mess Kit
Healing Word 1d4+3 Healing 1 Tinderbox
10 Torch
Total: 1 Total: 1
Inflict Wounds +5 3d10 Necrotic 10 Rations 1 1
1 Hempen rope MISTY STEP GIFT OF ALACRITY

Prayer of Healing 2d8+3 Healing

Total: Total:
Spiritual Weapon +5 1d8+3 Force

Total: Total:

ATTACKS & SPELLCASTING


EQUIPMENT
13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Guidance

Light

Sacred Flame 4 0 7 0

1 4 5 0 8 0

Bane

Bless

Command 9 0
Create or Destroy Water

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Faerie Fire (Domain Spell)

Guiding Bolt

Healing Word

Inflict Wounds

Protection from Evil and Good

Sanctuary

Shield of Faith

Sleep (Domain Spell)

Gift of Alacrity

2 2

Aid

Augury

Blindness Deafness

Calm Emotions

Continual Flame

Enhance Ability

Find Traps

Gentle Repose

Hold Person

Lesser Restoration

Locate Object

Moonbeam (Domain Spell)

Prayer of Healing

Protection from Poison

See Invisibility (Domain Spell)

Silence

Spiritual Weapon

Warding Bond

Zone of Truth

Misty Step
FEATURES & TRAITS
Ability Score Improvement Eyes of Night Channel Divinity: Twilight Sanctuary
+2 to Strength You can see through the deepest gloom. You have You can use your Channel Divinity to refresh your allies
darkvision out to a range of 300 feet. In that radius, you can with soothing twilight. As an action, you present your holy
Variable Trait see in dim light as if it were bright light and in darkness as symbol, and a sphere of twilight emanates from you. The
Proficiency in Perception. if it were dim light. As an action, you can magically share sphere is centered on you, has a 30-foot radius, and is filled
the darkvision of this feature with willing creatures you can with dim light. The sphere moves with you, and it lasts for
Domain Spells
see within 10 feet of you, up to a number of creatures equal 1 minute or until you are incapacitated or die. Whenever a
1st-level Twilight Domain feature You gain domain spells
to your Wisdom modifier (minimum of one creature). The creature (including you) ends its turn in the sphere, you can
at the cleric levels listed in the Twilight Domain Spells
shared darkvision lasts for 1 hour. Once you share it, you grant that creature one of these benefits: You grant it
table. 1st faerie fire, sleep 3rd moonbeam, see invisibility
can't do so again until you finish a long rest, unless you temporary hit points equal to 1d6 plus your cleric level.
5th aura of vitality, Leomund's tiny hut 7th aura of life,
expend a spell slot of any level to share it again. You end one effect on it causing it to be charmed or
greater invisibility 9th circle of power, mislead
frightened.
Vigilant Blessing
Bonus Proficiencies
The night has taught you to be vigilant. As an action, you Fey Touched
1st-level Twilight Domain feature You gain proficiency
give one creature you touch (including possibly yourself) Your exposure to the Feywild's magic has changed you,
with martial weapons and heavy armor.
advantage on the next initiative roll the creature makes. granting you the following benefits: Gift of Alacrity
This benefit ends immediately after the roll or if you use Increase your Intelligence, Wisdom, or Charisma by 1, to a
this feature again. maximum of 20. You learn the misty step spell and one 1st-
level spell of your choice. The 1st-level spell must be from
the divination or enchantment school of magic. You can
cast each of these spells without expending a spell slot.
Once you cast either of these spells in this way, you can't
cast that spell in this way again until you finish a long rest.
You can also cast these spells using spell slots you have of
the appropriate level. The spells' spellcasting ability is the
ability increased by this feat.
SPELLS
Guidance Bane Command
Divination cantrip Enchantment 1 Enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet Range: 60 feet
Target: One willing creature Target: Up to three creatures of your choice that you can Target: A creature you can see within range
Components: V S see within range Components: V
Duration: ConcentrationUp to 1 minute Components: V S M Duration: 1 round
Description: Duration: ConcentrationUp to 1 minute Description:
You touch one willing creature. Once before the spell ends, Description: You speak a one-word command to a creature you can see
the target can roll a d4 and add the number rolled to one Up to three creatures of your choice that you can see within within range. The target must succeed on a Wisdom saving
ability check of its choice. It can roll the die before or after range must make Charisma saving throws. Whenever a throw or follow the command on its next turn. The spell
making the ability check. The spell then ends. target that fails this saving throw makes an attack roll or a has no effect if the target is undead, if it doesn’t understand
saving throw before the spell ends, the target must roll a d4 your language, or if your command is directly harmful to it.
Light and subtract the number rolled from the attack roll or Some typical commands and their effects follow. You
Evocation cantrip saving throw. might issue a command other than one described here. If
Casting Time: 1 action At Higher Levels: When you cast this spell using a spell you do so, the GM determines how the target behaves. If
Range: Touch slot of 2nd level or higher, you can target one additional the target can’t follow your command, the spell ends.
Target: One object that is no larger than 10 feet in any creature for each slot level above 1st. Approach. The target moves toward you by the shortest and
dimension most direct route, ending its turn if it moves within 5 feet
Components: V M Bless of you. Drop. The target drops whatever it is holding and
Duration: 1 hour Enchantment 1 then ends its turn. Flee. The target spends its turn moving
Description: Casting Time: 1 action away from you by the fastest available means. Grovel. The
You touch one object that is no larger than 10 feet in any Range: 30 feet target falls prone and then ends its turn. Halt. The target
dimension. Until the spell ends, the object sheds bright Target: Up to three creatures of your choice within range doesn’t move and takes no actions. A flying creature stays
light in a 20-foot radius and dim light for an additional 20 Components: V S M aloft, provided that it is able to do so. If it must move to
feet. The light can be colored as you like. Completely Duration: ConcentrationUp to 1 minute stay aloft, it flies the minimum distance needed to remain
covering the object with something opaque blocks the light. Description: in the air.
The spell ends if you cast it again or dismiss it as an action. You bless up to three creatures of your choice within range. At Higher Levels: When you cast this spell using a spell
If you target an object held or worn by a hostile creature, Whenever a target makes an attack roll or a saving throw slot of 2nd level or higher, you can affect one additional
that creature must succeed on a Dexterity saving throw to before the spell ends, the target can roll a d4 and add the creature for each slot level above 1st. The creatures must
avoid the spell. number rolled to the attack roll or saving throw. be within 30 feet of each other when you target them.
At Higher Levels: When you cast this spell using a spell
Sacred Flame slot of 2nd level or higher, you can target one additional Create or Destroy Water
Evocation cantrip creature for each slot level above 1st. Transmutation 1
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Target: A creature that you can see within range Target: See text
Components: V S Components: V S M
Duration: Instantaneous Duration: Instantaneous
Description: Description:
Flame-like radiance descends on a creature that you can see You either create or destroy water. Create Water. You create
within range. The target must succeed on a Dexterity up to 10 gallons of clean water within range in an open
saving throw or take 1d8 radiant damage. The target gains container. Alternatively, the water falls as rain in a 30-foot
no benefit from cover for this saving throw. cube within range, extinguishing exposed flames in the
area. Destroy Water. You destroy up to 10 gallons of water
in an open container within range. Alternatively, you
destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell 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.
Cure Wounds Detect Poison and Disease Healing Word
Evocation 1 Divination 1 Evocation 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: Self Range: 60 feet
Target: A creature you touch Target: Self Target: A creature of your choice that you can see within
Components: V S Components: V S M range
Duration: Instantaneous Duration: ConcentrationUp to 10 minutes Components: V
Description: Description: Duration: Instantaneous
A creature you touch regains a number of hit points equal For the duration, you can sense the presence and location Description:
to 1d8 + your spellcasting ability modifier. This spell has of poisons, poisonous creatures, and diseases within 30 feet A creature of your choice that you can see within range
no effect on undead or constructs. of you. You also identify the kind of poison, poisonous regains hit points equal to 1d4 + your spellcasting ability
At Higher Levels: When you cast this spell using a spell creature, or disease in each case. The spell can penetrate modifier. This spell has no effect on undead or constructs.
slot of 2nd level or higher, the Healing increases by 1d8 for most barriers, but it is blocked by 1 foot of stone, 1 inch of At Higher Levels: When you cast this spell using a spell
each slot level above 1st. common metal, a thin sheet of lead, or 3 feet of wood or slot of 2nd level or higher, the Healing increases by 1d4 for
dirt. each slot level above 1st.
Detect Evil and Good
Divination 1 Faerie Fire (Domain Spell) Inflict Wounds
Casting Time: 1 action Evocation 1 Necromancy 1
Range: Self Casting Time: 1 action Casting Time: 1 action
Target: Self Range: 60 feet Range: Touch
Components: V S Target: Each object in a 20-foot cube within range Target: A creature you can reach
Duration: ConcentrationUp to 10 minutes Components: V Components: V S
Description: Duration: ConcentrationUp to 1 minute Duration: Instantaneous
For the duration, you know if there is an aberration, Description: Description:
celestial, elemental, fey, fiend, or undead within 30 feet of Each object in a 20-foot cube within range is outlined in Make a melee spell attack against a creature you can reach.
you, as well as where the creature is located. Similarly, you blue, green, or violet light (your choice). Any creature in On a hit, the target takes 3d10 necrotic damage.
know if there is a place or object within 30 feet of you that the area when the spell is cast is also outlined in light if it At Higher Levels: When you cast this spell using a spell
has been magically consecrated or desecrated. The spell fails a Dexterity saving throw. For the duration, objects and slot of 2nd level or higher, the damage increases by 1d10
can penetrate most barriers, but it is blocked by 1 foot of affected creatures shed dim light in a 10-foot radius. Any for each slot level above 1st.
stone, 1 inch of common metal, a thin sheet of lead, or 3 attack roll against an affected creature or object has
feet of wood or dirt. advantage if the attacker can see it, and the affected Protection from Evil and Good

creature or object can’t benefit from being invisible. Abjuration 1


Detect Magic Casting Time: 1 action
Divination 1 Guiding Bolt Range: Touch
Casting Time: 1 action Evocation 1 Target: One willing creature you touch
Range: Self Casting Time: 1 action Components: V S M
Target: Self Range: 120 feet Duration: ConcentrationUp to 10 minutes
Components: V S Target: A creature of your choice within range Description:
Duration: ConcentrationUp to 10 minutes Components: V S Until the spell ends, one willing creature you touch is
Description: Duration: 1 round protected against certain types of creatures: aberrations,
For the duration, you sense the presence of magic within 30 Description: celestials, elementals, fey, fiends, and undead. The
feet of you. If you sense magic in this way, you can use A flash of light streaks toward a creature of your choice protection grants several benefits. Creatures of those types
your action to see a faint aura around any visible creature within range. Make a ranged spell attack against the target. have disadvantage on attack rolls against the target. The
or object in the area that bears magic, and you learn its On a hit, the target takes 4d6 radiant damage, and the next target also can’t be charmed, frightened, or possessed by
school of magic, if any. The spell can penetrate most attack roll made against this target before the end of your them. If the target is already charmed, frightened, or
barriers, but it is blocked by 1 foot of stone, 1 inch of next turn has advantage, thanks to the mystical dim light possessed by such a creature, the target has advantage on
common metal, a thin sheet of lead, or 3 feet of wood or glittering on the target until then. any new saving throw against the relevant effect.
dirt. At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.
Sanctuary Gift of Alacrity Blindness Deafness
Abjuration 1 Divination 1 Necromancy 2
Casting Time: 1 bonus action Casting Time: 1 Minute Casting Time: 1 action
Range: 30 feet Range: Touch Range: 30 ft
Target: A creature within range Target: One Target Target:
Components: V S M Components: V S Components: V
Duration: 1 minute Duration: 8 Hours Duration: 1 minute
Description: Description: Description:
You ward a creature within range against attack. Until the You touch a willing creature. For the duration, the target You can blind or deafen a foe. Choose one creature that you
spell ends, any creature who targets the warded creature can add 1d8 to its initiative rolls. can see within range to make a Constitution saving throw.
with an attack or a harmful spell must first make a Wisdom If it fails, the target is either blinded or deafened (your
saving throw. On a failed save, the creature must choose a Aid choice) for the duration. At the end of each of its turns, the
new target or lose the attack or spell. This spell doesn’t Abjuration 2 target can make a Constitution saving throw. On a success,
protect the warded creature from area effects, such as the Casting Time: 1 action the spell ends. At Higher Levels: When you cast this spell
explosion of a fireball. If the warded creature makes an Range: 30 feet using a spell slot of 3rd level or higher, you can target one
attack or casts a spell that affects an enemy creature, this Target: Up to three creatures within range additional creature for each slot level above 2nd.
spell ends. Components: V S M
Duration: 8 hours Calm Emotions
Shield of Faith Description: Enchantment 2
Abjuration 1 Your spell bolsters your allies with toughness and resolve. Casting Time: 1 action
Casting Time: 1 bonus action Choose up to three creatures within range. Each target’s hit Range: 60 feet
Range: 60 feet point maximum and current hit points increase by 5 for the Target: Each humanoid in a 20-foot-radius sphere centered
Target: A creature of your choice within range duration. on a point you choose within range
Components: V S M At Higher Levels: When you cast this spell using a spell Components: V S
Duration: ConcentrationUp to 10 minutes slot of 3rd level or higher, a target’s hit points increase by Duration: ConcentrationUp to 1 minute
Description: an additional 5 for each slot level above 2nd. Description:
A shimmering field appears and surrounds a creature of You attempt to suppress strong emotions in a group of
your choice within range, granting it a +2 bonus to AC for Augury people. Each humanoid in a 20-foot-radius sphere centered
the duration. Divination 2 on a point you choose within range must make a Charisma
Casting Time: 1 minute saving throw; a creature can choose to fail this saving
Sleep (Domain Spell) Range: Self throw if it wishes. If a creature fails its saving throw,
Enchantment 1 Target: See text choose one of the following two effects. You can suppress
Casting Time: 1 action Components: V S M any effect causing a target to be charmed or frightened.
Range: 90 feet Duration: Instantaneous When this spell ends, any suppressed effect resumes,
Target: Creatures within 20 feet of a point you choose Description: provided that its duration has not expired in the meantime.
within range (in ascending order of their current hit points, By casting gem-inlaid sticks, rolling dragon bones, laying Alternatively, you can make a target indifferent about
ignoring unconscious creatures) out ornate cards, or employing some other divining tool, creatures of your choice that it is hostile toward. This
Components: V S M you receive an omen from an otherworldly entity about the indifference ends if the target is attacked or harmed by a
Duration: 1 minute results of a specific course of action that you plan to take spell or if it witnesses any of its friends being harmed.
Description: within the next 30 minutes. The GM chooses from the When the spell ends, the creature becomes hostile again,
This spell sends creatures into a magical slumber. Roll 5d8; following possible omens: Weal, for good results Woe, for unless the GM rules otherwise.
the total is how many hit points of creatures this spell can bad results Weal and woe, for both good and bad results
affect. Creatures within 20 feet of a point you choose Nothing, for results that aren’t especially good or bad The Continual Flame
within range are affected in ascending order of their current spell doesn’t take into account any possible circumstances Evocation 2
hit points (ignoring unconscious creatures). Starting with that might change the outcome, such as the casting of Casting Time: 1 action
the creature that has the lowest current hit points, each additional spells or the loss or gain of a companion. If you Range: Touch
creature affected by this spell falls unconscious until the cast the spell two or more times before completing your Target: An object that you touch
spell ends, the sleeper takes damage, or someone uses an next long rest, there is a cumulative 25 percent chance for Components: V S M
action to shake or slap the sleeper awake. Subtract each each casting after the first that you get a random reading. Duration: Until dispelled
creature’s hit points from the total before moving on to the The GM makes this roll in secret. Description:
creature with the next lowest hit points. A creature’s hit A flame, equivalent in brightness to a torch, springs forth
points must be equal to or less than the remaining total for from an object that you touch. The effect looks like a
that creature to be affected. Undead and creatures immune regular flame, but it creates no heat and doesn’t use
to being charmed aren’t affected by this spell. oxygen. A continual flame can be covered or hidden but
At Higher Levels: When you cast this spell using a spell not smothered or quenched.
slot of 2nd level or higher, roll an additional 2d8 for each
slot level above 1st.
Enhance Ability Hold Person Moonbeam (Domain Spell)
Transmutation 2 Enchantment 2 Evocation 2
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet Range: 120 feet
Target: A creature Target: A humanoid that you can see within range Target: A 5-foot-radius, 40-foot-high cylinder centered on
Components: V S M Components: V S M a point within range
Duration: ConcentrationUp to 1 hour Duration: ConcentrationUp to 1 minute Components: V S M
Description: Description: Duration: ConcentrationUp to 1 minute
You touch a creature and bestow upon it a magical Choose a humanoid that you can see within range. The Description:
enhancement. Choose one of the following effects; the target must succeed on a Wisdom saving throw or be A silvery beam of pale light shines down in a 5-foot-radius,
target gains that effect until the spell ends. Bear’s paralyzed for the duration. At the end of each of its turns, 40-foot-high cylinder centered on a point within range.
Endurance. The target has advantage on Constitution the target can make another Wisdom saving throw. On a Until the spell ends, dim light fills the cylinder. When a
checks. It also gains 2d6 temporary hit points, which are success, the spell ends on the target. creature enters the spell’s area for the first time on a turn or
lost when the spell ends. Bull’s Strength. The target has At Higher Levels: When you cast this spell using a spell starts its turn there, it is engulfed in ghostly flames that
advantage on Strength checks, and his or her carrying slot of 3rd level or higher, you can target on additional cause searing pain, and it must make a Constitution saving
capacity doubles. Cat’s Grace. The target has advantage on humanoid for each slot level above 2nd. The humanoids throw. It takes 2d10 radiant damage on a failed save, or
Dexterity checks. It also doesn’t take damage from falling must be within 30 feet of each other when you target them. half as much damage on a successful one. A shapechanger
20 feet or less if it isn’t incapacitated. Eagle’s Splendor. makes its saving throw with disadvantage. If it fails, it also
The target has advantage on Charisma checks. Fox’s Lesser Restoration instantly reverts to its original form and can’t assume a
Cunning. The target has advantage on Intelligence checks. Abjuration 2 different form until it leaves the spell’s light. On each of
Owl’s Wisdom. The target has advantage on Wisdom Casting Time: 1 action your turns after you cast this spell, you can use an action to
checks. Range: Touch move the beam 60 feet in any direction. At Higher Levels.
At Higher Levels: When you cast this spell using a spell Target: A creature When you cast this spell using a spell slot of 3rd level or
slot of 3rd level or higher, you can target one additional Components: V S higher, the damage increases by 1d10 for each slot level
creature for each slot level above 2nd. Duration: Instantaneous above 2nd.
Description:
Find Traps You touch a creature and can end either one disease or one Prayer of Healing
Divination 2 condition afflicting it. The condition can be blinded, Evocation 2
Casting Time: 1 action deafened, paralyzed, or poisoned. Casting Time: 10 minutes
Range: 120 feet Range: 30 feet
Target: Any trap within range that is within line of sight Locate Object Target: Up to six creatures of your choice that you can see
Components: V S Divination 2 within range
Duration: Instantaneous Casting Time: 1 action Components: V
Description: Range: Self Duration: Instantaneous
You sense the presence of any trap within range that is Target: Self Description:
within line of sight. A trap, for the purpose of this spell, Components: V S M Up to six creatures of your choice that you can see within
includes anything that would inflict a sudden or unexpected Duration: ConcentrationUp to 10 minutes range each regain hit points equal to 2d8 + your
effect you consider harmful or undesirable, which was Description: spellcasting ability modifier. This spell has no effect on
specifically intended as such by its creator. Thus, the spell Describe or name an object that is familiar to you. You undead or constructs.
would sense an area affected by the alarm spell, a glyph of sense the direction to the object’s location, as long as that At Higher Levels: When you cast this spell using a spell
warding, or a mechanical pit trap, but it would not reveal a object is within 1,000 feet of you. If the object is in motion, slot of 3rd level or higher, the Healing increases by 1d8 for
natural weakness in the floor, an unstable ceiling, or a you know the direction of its movement. The spell can each slot level above 2nd.
hidden sinkhole. This spell merely reveals that a trap is locate a specific object known to you, as long as you have

present. You don’t learn the location of each trap, but you seen it up close—within 30 feet—at least once. Protection from Poison

do learn the general nature of the danger posed by a trap Alternatively, the spell can locate the nearest object of a Abjuration 2

you sense. particular kind, such as a certain kind of apparel, jewelry, Casting Time: 1 action
furniture, tool, or weapon. This spell can’t locate an object Range: Touch
Gentle Repose if any thickness of lead, even a thin sheet, blocks a direct Target: A creature
Necromancy 2 path between you and the object. Components: V S
Casting Time: 1 action Duration: 1 hour
Range: Touch Description:
Target: A corpse or other remains You touch a creature. If it is poisoned, you neutralize the
Components: V S M poison. If more than one poison afflicts the target, you
Duration: 10 days neutralize one poison that you know is present, or you
Description: neutralize one at random. For the duration, the target has
You touch a corpse or other remains. For the duration, the advantage on saving throws against being poisoned, and it
target is protected from decay and can’t become undead. has resistance to poison damage.
The spell also effectively extends the time limit on raising
the target from the dead, since days spent under the
influence of this spell don’t count against the time limit of
spells such as raise dead.
See Invisibility (Domain Spell) Spiritual Weapon Zone of Truth
Divination 2 Evocation 2 Enchantment 2
Casting Time: 1 action Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 60 feet Range: 60 feet
Target: Self Target: See text Target: A 15-foot-radius sphere centered on a point of
Components: V S M Components: V S your choice within range
Duration: 1 hour Duration: 1 minute Components: V S
Description: Description: Duration: 10 minutes
For the duration, you see invisible creatures and objects as You create a floating, spectral weapon within range that Description:
if they were visible, and you can see into the Ethereal lasts for the duration or until you cast this spell again. You create a magical zone that guards against deception in
Plane. Ethereal creatures and objects appear ghostly and When you cast the spell, you can make a melee spell attack a 15-foot-radius sphere centered on a point of your choice
translucent. against a creature within 5 feet of the weapon. On a hit, the within range. Until the spell ends, a creature that enters the
target takes force damage equal to 1d8 + your spellcasting spell’s area for the first time on a turn or starts its turn there
Silence ability modifier. As a bonus action on your turn, you can must make a Charisma saving throw. On a failed save, a
Illusion 2 move the weapon up to 20 feet and repeat the attack against creature can’t speak a deliberate lie while in the radius. You
Casting Time: 1 action a creature within 5 feet of it. The weapon can take know whether each creature succeeds or fails on its saving
Range: 120 feet whatever form you choose. Clerics of deities who are throw. An affected creature is aware of the spell and can
Target: 20-foot-radius sphere centered on a point you associated with a particular weapon (as St. Cuthbert is thus avoid answering questions to which it would normally
choose within range known for his mace and Thor for his hammer) make this respond with a lie. Such a creature can be evasive in its
Components: V S spell’s effect resemble that weapon. answers as long as it remains within the boundaries of the
Duration: ConcentrationUp to 10 minutes At Higher Levels: When you cast this spell using a spell truth.
Description: slot 3rd level of or higher, the damage increases by 1d8 for
For the duration, no sound can be created within or pass every two slot levels above the 2nd. Misty Step
through a 20-foot-radius sphere centered on a point you Conjuration 2
choose within range. Any creature or object entirely inside Warding Bond Casting Time: 1 bonus action
the sphere is immune to thunder damage, and creatures are Abjuration 2 Range: Self
deafened while entirely inside it. Casting a spell that Casting Time: 1 action Target: Self
includes a verbal component is impossible there. Range: Touch Components: V
Target: A willing creature you touch Duration: Instantaneous
Components: V S M Description:
Duration: 1 hour Briefly surrounded by silvery mist, you teleport up to 30
Description: feet to an unoccupied space that you can see.
This spell wards a willing creature you touch and creates a
mystic connection between you and the target until the
spell ends. While the target is within 60 feet of you, it gains
a +1 bonus to AC and saving throws, and it has resistance
to all damage. Also, each time it takes damage, you take
the same amount of damage. The spell ends if you drop to
0 hit points or if you and the target become separated by
more than 60 feet. It also ends if the spell is cast again on
either of the connected creatures. You can also dismiss the
spell as an action.

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