You are on page 1of 5

Cleric 8 Acolyte Rocky

CLASS & LEVEL BACKGROUND PLAYER NAME


Bỉsᾰn Ironhorn
Minotaur Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I've enjoyed fine food, drink, and
+4
18/20
ARMOR
+1 30 high society among my temple's
+3 PROFICIENCY BONUS CLASS INITIATIVE SPEED elite. Rough living grates on me.
18 PERSONALITY TRAITS

Hit Point Maximum 65


+4 Strength
DEXTERITY Charity: I always try to help those in need,
+1 Dexterity no matter what the personal cost. (Good)
+1 +2 Constitution
CURRENT HIT POINTS IDEALS
-1 Intelligence
12 ● +7 Wisdom
● +3 Charisma I will do anything to protect
CONSTITUTION SAVING THROWS
the temple where I served.
TEMPORARY HIT POINTS BONDS
+2
+1 Acrobatics (Dex) Total 8 d8 SUCCESSES
15
I judge others harshly, and
+4 Animal Handling (Wis) FAILURES
myself even more severely.
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +4 Athletics (Str)

-1 0
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Disciple of Life
Horn / Mace +7 1d6 +4 Whenever you use a spell of 1st level or higher to
8 ● +7 Insight (Wis) restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s level.
● +3 Intimidation (Cha) Spell atk / sav +7 DC 15
WISDOM -1 Investigation (Int) Channel Divinity: Preserve Life
Dagger +7 1d4 +4 As an action, you present your holy symbol and evoke
● +4 Medicine (Wis) healing energy that can restore a number of hit points
+4 -1 Nature (Int) Goring Rush: Immediately after you use the Dash action on your
turn and move at least 20 feet, you can make one melee attack with
equal to five times your cleric level. Choose any
creatures within 30 feet of you, and divide those hit
your horns as a bonus action. points among them. This feature can restore a
+4 Perception (Wis) creature to no more than half of its hit point maximum.
19 Hammering Horns: Immediately after you hit a creature with a melee
0 Performance (Cha) You can’t
attack as part of the Attack action on your turn, you can attempt to
shove that creature with your horns using your bonus action. The use this feature on an undead or a construct.
● +3 Persuasion (Cha) creature must be no more than one size larger than you and within 5
CHARISMA feet of you. It must make a Strength saving throw against a DC Blessed Healer
● +7 Religion (Int) equal to 8 + your proficiency bonus + your Strength modifier. If it When you cast a spell of 1st level or higher that
0 +1 Sleight of Hand (Dex)
fails, you push it up to 10 feet away from you.

Divine Strike
restores hit points to a creature other than you, you
regain hit points equal to 2 + the spell’s level.
Once on each of your turns when you hit a creature with a weapon
+1d Stealth (Dex) attack, you can cause the attack to deal an extra 1d8 radiant Feature: Shelter of the Faithful
11 damage to the target. When you reach 14th level, the extra damage
+4 Survival (Wis) increases to 2d8. As an acolyte, you command the respect of those who
share your faith, and you can perform the religious
SKILLS ATTACKS & SPELLCASTING ceremonies of your deity. You and your adventuring
companions can expect to receive free healing and
care at a temple, shrine, or other established presence
of your faith, though you must provide any material
14 PASSIVE WISDOM (PERCEPTION) A holy symbol
A prayer book
components needed for spells. Those who share your
CP religion will support you (but only you) at a modest
5 sticks of incense
Vestments lifestyle.
A set of common clothes You might also have ties to a specific temple
SP Mace of Disruption dedicated to your chosen deity or pantheon, and you
You can speak, read, and write Full Plate Mail have a residence there. This could be the temple
A dagger
Common, Minotaur, Sylvan, Celestial. A priest’s pack
where you used to serve, or a temple where you have
• a Backpack found a new home. While near your temple, you can
EP
• a Blanket call upon the priests for assistance, provided the
Armor: Light armor, medium armor, • 10 candles assistance you ask for is not hazardous and you
• a Tinderbox remain in good standing with your temple.
shields, Heavy Armor GP 50 • an alms box
• 2 blocks of incense
• a censer Empathetic
Weapons: All simple weapons • vestments You can use your action to try to get uncanny insight
PP • 2 days of Rations about one humanoid you can see within 30 feet of
• a Waterskin. you. Make a Wisdom (Insight) check contested by the
A shield emblazoned with Sune's holy symbol target's Charisma (Deception) check. If your check
A small medallion with Sune's likeness on a
silver chain.
succeeds, you have advantage on attack rolls and
ability checks against the target until the end of your
next turn.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
48 6' 6" 13" horns 381
AGE HEIGHT WEIGHT
Bỉsᾰn Ironhorn
Amber White and mottled brown fur. Brown
CHARACTER NAME EYES SKIN HAIR

NAME

Cleric of Sune

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Choose a number of cleric spells equal to your At 6th level, you can use your Channel Divinity twice between rests,
and beginning at 18th level you can use it three times between rests.
Wisdom modifier + your cleric level (minimum of When you finish a short or long rest, you regain your expended uses.
one spell). The spells must be of a level for
Channel Divinity: Turn Undead
which you have spell slots. As an action, you present your holy symbol and speak a prayer
censuring the undead. Each undead that can see or hear you within
30 feet of you must make a Wisdom saving throw. If the creature fails
War Caster its saving throw, it is turned for 1 minute or until it takes any damage.
You have practiced casting spells in the midst of A turned creature must spend its turns trying to move as far away
combat, learning techniques that grant you the from you as it can, and it can’t willingly move to a space within 30 feet
of you. It also can’t take reactions. For its action, it can use only the
following benefits: Dash action or try to escape from an effect that prevents it from
You have advantage on Constitution saving moving. If there’s nowhere to move, the creature can use the Dodge
action.
throws that you make to maintain your
concentration on a spell when you take damage. Destroy Undead
Starting at 5th level, when an undead fails its saving
You can perform the somatic components of throw against your Turn Undead feature, the creature is instantly
spells even when you have weapons or a shield destroyed if its challenge rating is at or below a certain threshold, as
in one or both hands. shown in the Destroy Undead table.

When a hostile creature's movement provokes Cleric Level Destroys Undead of CR


an opportunity attack from you, you can use your 5th 1/2 or lower
8th 1 or lower
reaction to cast a spell at the creature, rather 11th 2 or lower
than making an opportunity attack. The spell 14th 3 or lower
17th 4 or lower
must have a casting time of 1 action and must
target only that creature.

ADDITIONAL FEATURES & TRAITS

Mace of Disruption 8th +3 Ability Score Improvement, Destroy Undead (CR 1),
Divine Domain feature 4 4 3 3 2
9th +4 — 4 4 3 3 3 1
Requires Attunement 10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
When you hit a fiend or an Undead with this Magic 12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 — 5 4 3 3 3 2 1 1
Weapon, that creature takes an extra 2d6 radiant 14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
damage. If the target has 25 Hit Points or fewer 15th +5 — 5 4 3 3 3 2 1 1 1
after taking this damage, it must succeed on a DC 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
15 Wisdom saving throw or be destroyed. On a 17th +6 Destroy Undead (CR 4),
Divine Domain feature 5 4 3 3 3 2 1 1 1 1
successful save, the creature becomes Frightened 18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
of you until the end of your next turn. 19th +6 Ability Score improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1
While you hold this weapon, it sheds bright light in
a 20-foot radius and dim light for an additional 20
feet.

CHARACTER BACKSTORY TREASURE

TM & © 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Guidance ● Beacon of Hope & Mass Healing Word Blade Barrier
Light Animate Dead Bestow Curse Create Undead
Mending Clairvoyance Dispel Magic Find the Path
Resistance Create Food and Water Daylight Forbiddance
Sacred Flame Glyph of Warding Magic Circle Harm / Heal
Spare the Dying Meld into Stone Heroes' Feast
Thaumaturgy Remove Curse Planar Ally
Protection from Energy True Seeing
SPELL Sending Word of Recall
LEVEL
SLOTS TOTAL SLOTS EXPENDED Speak with Dead
1 4 Spirit Guardians
7
Tongues
EPAR
SPELL NAME Water Walk Revivify Conjure Celestial
ED
PR

● Bless & Cure Wounds Divine Word


Bane Healing Word 4 2 Etherealness
Create or Destroy Water Fire Storm
Ceremony Detect Magic ● Death Ward & Guardian of Faith Plane Shift
Detect Evil and Good Regenerate
SPELLS KNOWN

Detect Poison and Disease Banishment Symbol


Guiding Bolt Control Water
Inflict Wounds Command Divination Resurrection
Protection from Evil and Good Freedom of Movement
Purify Food and Drink Locate Creature
8
Sanctuary Stone Shape
Shield of Faith Antimagic Field
Control Weather
2 Earthquake
3
Holy Aura
● Lesser restor. & Spiritual weapon
Aid Augury
Blindness/Deafness 5
Calm Emotions Continual Flame
Enhance Ability Find Traps Mass Cure Wounds & Greater Restoration
9
Gentle Repose Contagion
Hold Person Dispel Evil and Good Astral Projection
Locate Object Flame Strike Commune Gate
Prayer of Healing Geas Scrying Mass Heal
Protection from Poison Planar Binding True Resurrection
Hold Person Silence Hallow
Warding Bond Insect Plague
Zone of Truth Legend Lore Raise Dead

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Spell Descriptions
Divine Intervention Thaumaturgy Create or Destroy Water
Beginning at 10th level, you can call on your deity to Transmutation cantrip 1st-level transmutation
intervene on your behalf when your need is great. Casting Time: 1 action Casting Time: 1 action
Imploring your deity’s aid requires you to use your Range: 30 feet Range: 30 feet
action. Describe the assistance you seek, and roll Components: V Components: V, S, M (a drop of water if creating water or
percentile dice. If you roll a number equal to or lower Duration: Up to 1 minute
a few grains of sand if destroying it)
than your cleric level, your deity intervenes. The DM You manifest a minor wonder, a sign of supernatural power,
Duration: Instantaneous
chooses the nature of the intervention; the effect of any within range. You create one of the following magical effects
cleric spell or cleric domain spell would be appropriate. within range: You either create or destroy water.
If your deity intervenes, you can’t use this feature again Your voice booms up to three times as loud as normal for 1 Create Water. You create up to 10 gallons of clean water
for 7 days. Otherwise, you can use it again after you minute. within range in an open container. Alternatively, the water
finish a long rest. You cause flames to flicker, brighten, dim, or change color falls as rain in a 30-foot cube within range, extinguishing
At 20th level, your call for intervention succeeds for 1 minute. exposed flames in the area.
automatically, no roll required. You cause harmless tremors in the ground for 1 minute. Destroy Water. You destroy up to 10 gallons of water in
You create an instantaneous sound that originates from a an open container within range. Alternatively, you destroy
Supreme Healing point of your choice within range, such as a rumble of fog in a 30-foot cube within range.
Starting at 17th level, when you would normally roll thunder, the cry of a raven, or ominous whispers. At Higher Levels. When you cast this spell using a spell
one or more dice to restore hit points with a spell, you You instantaneously cause an unlocked door or window to slot of 2nd level or higher, you create or destroy 10
instead use the highest number possible for each die. fly open or slam shut. additional gallons of water, or the size of the cube
For example, instead of restoring 2d6 hit points to a You alter the appearance of your eyes for 1 minute.
increases by 5 feet, for each slot level above 1st.
creature, you restore 12. If you cast this spell multiple times, you can have up to three
of its 1-minute effects active at a time, and you can dismiss
Guidance such an effect as an action. Cure Wounds
Divination cantrip 1st-level evocation
Casting Time: 1 action Bane Casting Time: 1 action
Range: Touch 1st-level enchantment Range: Touch
Components: V, S Casting Time: 1 action Components: V, S
Duration: Concentration, up to 1 minute Range: 30 feet Duration: Instantaneous
You touch one willing creature. Once before the spell Components: V, S, M (a drop of blood) A creature you touch regains a number of hit points equal
ends, the target can roll a d4 and add the number rolled Duration: Concentration, up to 1 minute Up to three creatures to 1d8 + your spellcasting ability modifier. This spell has
to one ability check of its choice. It can roll the die before of your choice that you can see within range must make no effect on undead or constructs.
or after making the ability check. The spell then ends. Charisma saving throws. Whenever a target that fails this At Higher Levels. When you cast this spell using a spell
saving throw makes an attack roll or a saving throw before the slot of 2nd level or higher, the healing increases by 1d8
Mending spell ends, the target must roll a d4 and subtract the number
for each slot level above 1st.
Transmutation cantrip rolled from the attack roll or saving throw.
Casting Time: 1 minute At Higher Levels. When you cast this spell using a spell slot of
Range: Touch 2nd level or higher, you can target one additional creature for Detect Evil and Good
Components: V, S, M (two lodestones) each slot level above 1st. 1st-level divination
Duration: Instantaneous Casting Time: 1 action
This spell repairs a single break or tear in an object you Bless Range: Self
touch, such as a broken chain link, two halves of a 1st-level enchantment Components: V, S
broken key, a torn cloak, or a leaking wineskin. As long Casting Time: 1 action Duration: Concentration, up to 10 minutes
as the break or tear is no larger than 1 foot in any Range: 30 feet For the duration, you know if there is an aberration,
dimension, you mend it, leaving no trace of the former Components: V, S, M (a sprinkling of holy water) celestial, elemental, fey, fiend, or undead within 30 feet of
damage. Duration: Concentration, up to 1 minute you, as well as where the creature is located. Similarly,
This spell can physically repair a magic item or You bless up to three creatures of your choice within range. you know if there is a place or object within 30 feet of you
construct, but the spell can't restore magic to such an Whenever a target makes an attack roll or a saving throw that has been magically consecrated or desecrated.
object. before the spell ends, the target can roll a d4 and add the
The spell can penetrate most barriers, but it is blocked by
number rolled to the attack roll or saving throw.
1 foot of stone, 1 inch of common metal, a thin sheet of
Resistance At Higher Levels. When you cast this spell using a spell slot of
Abjuration cantrip 2nd level or higher, you can target one additional creature for lead, or 3 feet of wood or dirt.
Casting Time: 1 action each slot level above 1st.
Range: Touch Detect Magic
Components: V, S, M (a miniature cloak) Command 1st-level divination (ritual)
Duration: Concentration, up to 1 minute 1st-level enchantment Casting Time: 1 action
You touch one willing creature. Once before the spell Casting Time: 1 action Range: Self
ends, the target can roll a d4 and add the number rolled Range: 60 feet Components: V, S
to one saving throw of its choice. It can roll the die Components: V Duration: Concentration, up to 10 minutes
before or after making the saving throw. The spell then Duration: 1 round For the duration, you sense the presence of magic within
ends. You speak a one-word command to a creature you can see 30 feet of you. If you sense magic in this way, you can
within range. The target must succeed on a Wisdom saving use your action to see a faint aura around any visible
Sacred Flame throw or follow the command on its next turn. The spell has no
creature or object in the area that bears magic, and you
Evocation cantrip effect if the target is undead, if it doesn't understand your
learn its school of magic, if any.
Casting Time: 1 action language, or if your command is directly harmful to it.
Range: 60 feet Some typical commands and their effects follow. You might The spell can penetrate most barriers, but it is blocked by
Components: V, S issue a command other than one described here. If you do so, 1 foot of stone, 1 inch of common metal, a thin sheet of
Duration: Instantaneous the GM determines how the target behaves. If the target can't lead, or 3 feet of wood or dirt.
Flame-like radiance descends on a creature that you follow your command, the spell ends.
can see within range. The target must succeed on a Approach. The target moves toward you by the shortest and Detect Poison and Disease
Dexterity saving throw or take 2d8 radiant damage. The most direct route, ending its turn if it moves within 5 feet of 1st-level divination (ritual)
target gains no benefit from cover for this saving throw. you. Casting Time: 1 action
The spell's damage increases by 1d8 when 11th level Drop. The target drops whatever it is holding and then ends Range: Self
(3d8), and 17th level (4d8). its turn. Components: V, S, M (a yew leaf)
Flee. The target spends its turn moving away from you by the Duration: Concentration, up to 10 minutes
Spare the Dying fastest available means. For the duration, you can sense the presence and
Necromancy cantrip Grovel. The target falls prone and then ends its turn.
location of poisons, poisonous creatures, and diseases
Casting Time: 1 action Halt. The target doesn't move and takes no actions. A flying
within 30 feet of you. You also identify the kind of poison,
Range: Touch creature stays aloft, provided that it is able to do so. If it must
Components: V, S move to stay aloft, it flies the minimum distance needed to poisonous creature, or disease in each case.
Duration: Instantaneous remain in the air. The spell can penetrate most barriers, but it is blocked by
You touch a living creature that has 0 hit points. The At Higher Levels. When you cast this spell using a spell slot of 1 foot of stone, 1 inch of common metal, a thin sheet of
creature becomes stable. This spell has no effect on 2nd level or higher, you can affect one additional creature for lead, or 3 feet of wood or dirt.
undead or constructs. each slot level above 1st. The creatures must be within 30
feet of each other when you target them.
Backstory
Guiding Bolt Shield of Faith Continual Flame
1st-level evocation 1st-level abjuration 2nd-level evocation
Casting Time: 1 action Casting Time: 1 bonus action Casting Time: 1 action
Range: 120 feet Range: 60 feet Range: Touch
Components: V, S Components: V, S, M (a small parchment with a bit of holy text Components: V, S, M (ruby dust worth 50 gp, which the spell
Duration: 1 round written on it) consumes)
A flash of light streaks toward a creature of your choice within Duration: Concentration, up to 10 minutes Duration: Until dispelled
range. Make a ranged spell attack against the target. On a hit, A shimmering field appears and surrounds a creature of your A flame, equivalent in brightness to a torch, springs forth from an
the target takes 4d6 radiant damage, and the next attack roll choice within range, granting it a +2 bonus to AC for the object that you touch. The effect looks like a regular flame, but it
made against this target before the end of your next turn has duration. creates no heat and doesn't use oxygen. A continual flame can
be covered or hidden but not smothered or quenched.
advantage, thanks to the mystical dim light glittering on the
Aid
target until then.
2nd-level abjuration Enhance Ability
At Higher Levels. When you cast this spell using a spell slot of
Casting Time: 1 action 2nd-level transmutation
2nd level or higher, the damage increases by 1d6 for each Casting Time: 1 action
Range: 30 feet
slot level above 1st. Components: V, S, M (a tiny strip of white cloth) Range: Touch
Duration: 8 hours Components: V, S, M (fur or a feather from a beast)
Healing Word Your spell bolsters your allies with toughness and resolve. Duration: Concentration, up to 1 hour.
1st-level evocation Choose up to three creatures within range. Each target's hit You touch a creature and bestow upon it a magical
Casting Time: 1 bonus action point maximum and current hit points increase by 5 for the enhancement. Choose one of the following effects; the target
Range: 60 feet duration. gains that effect until the spell ends.
Components: V At Higher Levels. When you cast this spell using a spell slot of Bear's Endurance. The target has advantage on Constitution
Duration: Instantaneous 3rd level or higher, a target's hit points increase by an additional checks. It also gains 2d6 temporary hit points, which are lost
A creature of your choice that you can see within range 5 for each slot level above 2nd. when the spell ends.
regains hit points equal to 1d4 + your spellcasting ability Bull's Strength. The target has advantage on Strength checks,
modifier. This spell has no effect on undead or constructs. At Augury and his or her carrying capacity doubles.
Higher Levels. When you cast this spell using a spell slot of 2nd-level divination (ritual) Cat's Grace. The target has advantage on Dexterity checks. It
2nd level or higher, the healing increases by 1d4 for each slot Casting Time: 1 minute also doesn't take damage from falling 20 feet or less if it isn't
level above 1st. Range: Self incapacitated.
Components: V, S, M (specially marked sticks, bones, or similar Eagle's Splendor. The target has advantage on Charisma
Inflict Wounds tokens worth at least 25 gp) checks.
1st-level necromancy Duration: Instantaneous Fox's Cunning. The target has advantage on Intelligence
Casting Time: 1 action By casting gem-inlaid sticks, rolling dragon bones, laying out checks.
Range: Touch ornate cards, or employing some other divining tool, you receive Owl's Wisdom. The target has advantage on Wisdom checks.
Components: V, S an omen from an otherworldly entity about the results of a At Higher Levels. When you cast this spell using a spell slot of
Duration: Instantaneous specific course of action that you plan to take within the next 30 3rd level or higher, you can target one additional creature for
minutes. The GM chooses from the following possible omens: each slot level above 2nd.
Make a melee spell attack against a creature you can reach.
Weal, for good results
On a hit, the target takes 3d10 necrotic damage.
Woe, for bad results Find Traps
At Higher Levels. When you cast this spell using a spell slot of
Weal and woe, for both good and bad results 2nd-level divination
2nd level or higher, the damage increases by 1d10 for each Casting Time: 1 action
Nothing, for results that aren't especially good or bad
slot level above 1st. The spell doesn't take into account any possible circumstances Range: 120 feet
that might change the outcome, such as the casting of additional Components: V, S
Protection from Evil and Good spells or the loss or gain of a companion. Duration: Instantaneous
1st-level abjuration If you cast the spell two or more times before completing your You sense the presence of any trap within range that is within
Casting Time: 1 action next long rest, there is a cumulative 25 percent chance for each line of sight. A trap, for the purpose of this spell, includes
Range: Touch casting after the first that you get a random reading. The GM anything that would inflict a sudden or unexpected effect you
Components: V, S, M (holy water or powdered silver and iron, makes this roll in secret. consider harmful or undesirable, which was specifically intended
which the spell consumes) as such by its creator. Thus, the spell would sense an area
Duration: Concentration up to 10 minutes Blindness/Deafness affected by the alarm spell, a glyph of warding, or a mechanical
Until the spell ends, one willing creature you touch is 2nd-level necromancy pit trap, but it would not reveal a natural weakness in the floor,
protected against certain types of creatures: aberrations, Casting Time: 1 action an unstable ceiling, or a hidden sinkhole.
celestials, elementals, fey, fiends, and undead. Range: 30 feet This spell merely reveals that a trap is present. You don't learn
The protection grants several benefits. Creatures of those Components: V the location of each trap, but you do learn the general nature of
types have disadvantage on attack rolls against the target. Duration: 1 minute the danger posed by a trap you sense.
The target also can't be charmed, frightened, or possessed by You can blind or deafen a foe. Choose one creature that you
them. If the target is already charmed, frightened, or can see within range to make a Constitution saving throw. If it Gentle Repose
possessed by such a creature, the target has advantage on fails, the target is either blinded or deafened (your choice) for the 2nd-level necromancy (ritual)
any new saving throw against the relevant effect. duration. At the end of each of its turns, the target can make a Casting Time: 1 action
Constitution saving throw. On a success, the spell ends. Range: Touch
Purify Food and Drink At Higher Levels. When you cast this spell using a spell slot of Components: V, S, M (a pinch of salt and one copper piece
1st-level transmutation (ritual) 3rd level or higher, you can target one additional creature for placed on each of the corpse's eyes, which must remain there
each slot level above 2nd. for the duration)
Casting Time: 1 action
Duration: 10 days
Range: 10 feet
Calm Emotions You touch a corpse or other remains. For the duration, the target
Components: V, S
2nd-level enchantment is protected from decay and can't become undead.
Duration: Instantaneous The spell also effectively extends the time limit on raising the
Casting Time: 1 action
All nonmagical food and drink within a 5-foot-radius sphere Range: 60 feet target from the dead, since days spent under the influence of
centered on a point of your choice within range is purified and Components: V, S this spell don't count against the time limit of spells such as raise
rendered free of poison and disease. Duration: Concentration, up to 1 minute dead.
You attempt to suppress strong emotions in a group of people.
Sanctuary Each humanoid in a 20-foot-radius sphere centered on a point Hold Person
1st-level abjuration you choose within range must make a Charisma saving throw; a 2nd-level enchantment
Casting Time: 1 bonus action creature can choose to fail this saving throw if it wishes. If a Casting Time: 1 action
Range: 30 feet creature fails its saving throw, choose one of the following two Range: 60 feet
Components: V, S, M (a small silver mirror) effects. Components: V, S, M (a small, straight piece of iron)
Duration: 1 minute You can suppress any effect causing a target to be charmed or Duration: Concentration, up to 1 minute
You ward a creature within range against attack. Until the frightened. When this spell ends, any suppressed effect Choose a humanoid that you can see within range. The target
spell ends, any creature who targets the warded creature with resumes, provided that its duration has not expired in the must succeed on a Wisdom saving throw or be paralyzed for the
an attack or a harmful spell must first make a Wisdom saving meantime. duration. At the end of each of its turns, the target can make
throw. On a failed save, the creature must choose a new Alternatively, you can make a target indifferent about creatures another Wisdom saving throw. On a success, the spell ends on
target or lose the attack or spell. This spell doesn't protect the of your choice that it is hostile toward. This indifference ends if the target.
warded creature from area effects, such as the explosion of a the target is attacked or harmed by a spell or if it witnesses any At Higher Levels. When you cast this spell using a spell slot of
fireball. of its friends being harmed. When the spell ends, the creature 3rd level or higher, you can target one additional humanoid for
If the warded creature makes an attack or casts a spell that becomes hostile again, unless the GM rules otherwise. each slot level above 2nd. The humanoids must be within 30
affects an enemy creature, this spell ends. feet of each other when you target them.

You might also like