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Cleric 8 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Bỉsᾰn Ironhorn
Minotaur
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

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48 6' 6"
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

Requires Attunement

When you hit a fiend or an Undead with this Magic


Weapon, that creature takes an extra 2d6 radiant
damage. If the target has 25 Hit Points or fewer
after taking this damage, it must succeed on a DC
15 Wisdom saving throw or be destroyed. On a
successful save, the creature becomes Frightened
of you until the end of your next turn.

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

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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 Hallow
Warding Bond Insect Plague
Zone of Truth Legend Lore Raise Dead

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Spell Descriptions
Lesser Restoration Warding Bond Bestow Curse
2nd-level abjuration 2nd-level abjuration 3rd-level necromancy
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch Range: Touch
Components: V, S Components: V, S, M (a pair of platinum rings worth at least 50 Components: V, S
Duration: Instantaneous gp each, which you and the target must wear for the duration) Duration: Concentration, up to 1 minute
You touch a creature and can end either one disease or one Duration: 1 hour
condition afflicting it. The condition can be blinded, deafened, You touch a creature, and that creature must succeed on a
This spell wards a willing creature you touch and creates a Wisdom saving throw or become cursed for the duration of the
paralyzed, or poisoned. mystic connection between you and the target until the spell spell. When you cast this spell, choose the nature of the curse
ends. While the target is within 60 feet of you, it gains a +1 from the following options:
Locate Object
bonus to AC and saving throws, and it has resistance to all
2nd-level divination Choose one ability score. While cursed, the target has
damage. Also, each time it takes damage, you take the same
Casting Time: 1 action disadvantage on ability checks and saving throws made with
amount of damage.
Range: Self that ability score.
Components: V, S, M (a forked twig) 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
While cursed, the target has disadvantage on attack rolls
Duration: Concentration, up to 10 minutes against you.
Describe or name an object that is familiar to you. You sense is cast again on either of the connected creatures. You can also
dismiss the spell as an action. While cursed, the target must make a Wisdom saving throw
the direction to the object's location, as long as that object is at the start of each of its turns. If it fails, it wastes its action that
within 1,000 feet of you. If the object is in motion, you know
Zone of Truth turn doing nothing.
the direction of its movement.
The spell can locate a specific object known to you, as long 2nd-level enchantment While the target is cursed, your attacks and spells deal an
as you have seen it up close--within 30 feet--at least once. Casting Time: 1 action extra 1d8 necrotic damage to the target.
Alternatively, the spell can locate the nearest object of a Range: 60 feet A remove curse spell ends this effect. At the GM's option, you
particular kind, such as a certain kind of apparel, jewelry, Components: V, S may choose an alternative curse effect, but it should be no
furniture, tool, or weapon. Duration: 10 minutes more powerful than those described above. The GM has final
This spell can't locate an object if any thickness of lead, even You create a magical zone that guards against deception in a say on such a curse's effect.
a thin sheet, blocks a direct path between you and the object. 15-foot-radius sphere centered on a point of your choice within At Higher Levels. If you cast this spell using a spell slot of 4th
range. Until the spell ends, a creature that enters the spell's area level or higher, the duration is concentration, up to 10 minutes.
Prayer of Healing for the first time on a turn or starts its turn there must make a If you use a spell slot of 5th level or higher, the duration is 8
2nd-level evocation Charisma saving throw. On a failed save, a creature can't speak hours. If you use a spell slot of 7th level or higher, the duration
Casting Time: 10 minutes a deliberate lie while in the radius. You know whether each is 24 hours. If you use a 9th level spell slot, the spell lasts until
Range: 30 feet creature succeeds or fails on its saving throw. it is dispelled. Using a spell slot of 5th level or higher grants a
Components: V An affected creature is aware of the spell and can thus avoid
Duration: Instantaneous duration that doesn't require concentration.
answering questions to which it would normally respond with a
Up to six creatures of your choice that you can see within lie. Such a creature can be evasive in its answers as long as it
range each regain hit points equal to 2d8 + your spellcasting Clairvoyance
remains within the boundaries of the truth. 3rd-level divination
ability modifier. This spell has no effect on undead or
constructs. Casting Time: 10 minutes
Animate Dead
At Higher Levels. When you cast this spell using a spell slot Range: 1 mile
of 3rd level or higher, the healing increases by 1d8 for each 3rd-level necromancy
Components: V, S, M (a focus worth at least 100 gp, either a
slot level above 2nd. Casting Time: 1 minute
jeweled horn for hearing or a glass eye for seeing)
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a
Duration: Concentration, up to 10 minutes
Protection from Poison You create an invisible sensor within range in a location
2nd-level abjuration pinch of bone dust)
Duration: Instantaneous familiar to you (a place you have visited or seen before) or in
Casting Time: 1 action
This spell creates an undead servant. Choose a pile of bones or an obvious location that is unfamiliar to you (such as behind a
Range: Touch
Components: V, S a corpse of a Medium or Small humanoid within range. Your door, around a corner, or in a grove of trees). The sensor
Duration: 1 hour spell imbues the target with a foul mimicry of life, raising it as an remains in place for the duration, and it can't be attacked or
You touch a creature. If it is poisoned, you neutralize the undead creature. The target becomes a skeleton if you chose otherwise interacted with.
poison. If more than one poison afflicts the target, you bones or a zombie if you chose a corpse (the GM has the When you cast the spell, you choose seeing or hearing. You
neutralize one poison that you know is present, or you creature's game statistics). can use the chosen sense through the sensor as if you were
neutralize one at random. On each of your turns, you can use a bonus action to mentally in its space. As your action, you can switch between seeing
For the duration, the target has advantage on saving throws command any creature you made with this spell if the creature is and hearing.
against being poisoned, and it has resistance to poison within 60 feet of you (if you control multiple creatures, you can A creature that can see the sensor (such as a creature
damage. command any or all of them at the same time, issuing the same benefiting from see invisibility or truesight) sees a luminous,
command to each one). You decide what action the creature will intangible orb about the size of your fist.
Silence take and where it will move during its next turn, or you can issue
2nd-level illusion (ritual) a general command, such as to guard a particular chamber or Create Food and Water
Casting Time: 1 action corridor. If you issue no commands, the creature only defends
Range: 120 feet
3rd-level conjuration
itself against hostile creatures. Once given an order, the Casting Time: 1 action
Components: V, S
creature continues to follow it until its task is complete. Range: 30 feet
Duration: Concentration, up to 10 minutes
The creature is under your control for 24 hours, after which it Components: V, S
For the duration, no sound can be created within or pass
stops obeying any command you've given it. To maintain control Duration: Instantaneous
through a 20-foot-radius sphere centered on a point you
choose within range. Any creature or object entirely inside of the creature for another 24 hours, you must cast this spell on You create 45 pounds of food and 30 gallons of water on the
the sphere is immune to thunder damage, and creatures are the creature again before the current 24-hour period ends. This ground or in containers within range, enough to sustain up to
deafened while entirely inside it. Casting a spell that includes use of the spell reasserts your control over up to four creatures
fifteen humanoids or five steeds for 24 hours. The food is
a verbal component is impossible there. you have animated with this spell, rather than animating a new
bland but nourishing, and spoils if uneaten after 24 hours. The
one.
water is clean and doesn't go bad.
Spiritual Weapon At Higher Levels. When you cast this spell using a spell slot of
2nd-level evocation 4th level or higher, you animate or reassert control over two
additional undead creatures for each slot level above 3rd. Each Daylight
Casting Time: 1 bonus action
Range: 60 feet of the creatures must come from a different corpse or pile of 3rd-level evocation
Components: V, S bones. Casting Time: 1 action
Duration: 1 minute Range: 60 feet
You create a floating, spectral weapon within range that lasts Beacon of Hope Components: V, S
for the duration or until you cast this spell again. When you 3rd-level abjuration Duration: 1 hour
cast the spell, you can make a melee spell attack against a Casting Time: 1 action A 60-foot-radius sphere of light spreads out from a point you
creature within 5 feet of the weapon. On a hit, the target Range: 30 feet choose within range. The sphere is bright light and sheds dim
takes force damage equal to 1d8 + your spellcasting ability Components: V, S light for an additional 60 feet.
modifier. Duration: Concentration, up to 1 minute If you chose a point on an object you are holding or one that
As a bonus action on your turn, you can move the weapon up This spell bestows hope and vitality. Choose any number of isn't being worn or carried, the light shines from the object and
to 20 feet and repeat the attack against a creature within 5 creatures within range. For the duration, each target has moves with it. Completely covering the affected object with an
feet of it. advantage on Wisdom saving throws and death saving throws, opaque object, such as a bowl or a helm, blocks the light.
The weapon can take whatever form you choose. Clerics of and regains the maximum number of hit points possible from
deities who are associated with a particular weapon (as St.
If any of this spell's area overlaps with an area of darkness
any healing. created by a spell of 3rd level or lower, the spell that created
Cuthbert is known for his mace and Thor for his hammer)
make this spell's effect resemble that weapon. the darkness is dispelled.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for every
two slot levels above 2nd.
Backstory
Dispel Magic Mass Healing Word Sending
3rd-level abjuration 3rd-level evocation
Casting Time: 1 action 3rd-level evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: 120 feet
Range: Unlimited
Components: V, S Range: 60 feet
Duration: Instantaneous Components: V, S, M (a short piece of fine copper wire)
Components: V Duration: 1 round
Choose one creature, object, or magical effect within range. Any spell of
3rd level or lower on the target ends. For each spell of 4th level or higher Duration: Instantaneous You send a short message of twenty-five words or less to a
on the target, make an ability check using your spellcasting ability. The As you call out words of restoration, up to six creatures of creature with which you are familiar. The creature hears the
DC equals 10 + the spell's level. On a successful check, the spell ends. your choice that you can see within range regain hit message in its mind, recognizes you as the sender if it knows
At Higher Levels. When you cast this spell using a spell slot of 4th level you, and can answer in a like manner immediately. The spell
or higher, you automatically end the effects of a spell on the target if the
points equal to 1d4 + your spellcasting ability modifier.
This spell has no effect on undead or constructs. enables creatures with Intelligence scores of at least 1 to
spell's level is equal to or less than the level of the spell slot you used.
At Higher Levels. When you cast this spell using a spell understand the meaning of your message.
Glyph of Warding You can send the message across any distance and even to
slot of 4th level or higher, the healing increases by 1d4
3rd-level abjuration other planes of existence, but if the target is on a different plane
Casting Time: 1 hour for each slot level above 3rd. than you, there is a 5 percent chance that the message doesn't
Range: Touch arrive.
Components: V, S, M (incense and powdered diamond worth at least 200 Meld into Stone
gp, which the spell consumes) 3rd-level transmutation (ritual) Speak with Dead
Duration: Until dispelled or triggered
When you cast this spell, you inscribe a glyph that harms other creatures, Casting Time: 1 action 3rd-level necromancy
either upon a surface (such as a table or a section of floor or wall) or Range: Touch Casting Time: 1 action
within an object that can be closed (such as a book, a scroll, or a Components: V, S Range: 10 feet
treasure chest) to conceal the glyph. If you choose a surface, the glyph
Duration: 8 hours Components: V, S, M (burning incense)
can cover an area of the surface no larger than 10 feet in diameter. If you Duration: 10 minutes
choose an object, that object must remain in its place; if the object is You step into a stone object or surface large enough to You grant the semblance of life and intelligence to a corpse of
moved more than 10 feet from where you cast this spell, the glyph is fully contain your body, melding yourself and all the your choice within range, allowing it to answer the questions you
broken, and the spell ends without being triggered. equipment you carry with the stone for the duration.
The glyph is nearly invisible and requires a successful Intelligence
pose. The corpse must still have a mouth and can't be undead.
(Investigation) check against your spell save DC to be found.
Using your movement, you step into the stone at a point The spell fails if the corpse was the target of this spell within the
You decide what triggers the glyph when you cast the spell. For glyphs you can touch. Nothing of your presence remains visible last 10 days.
inscribed on a surface, the most typical triggers include touching or or otherwise detectable by nonmagical senses. Until the spell ends, you can ask the corpse up to five questions.
standing on the glyph, removing another object covering the glyph, While merged with the stone, you can't see what occurs The corpse knows only what it knew in life, including the
approaching within a certain distance of the glyph, or manipulating the languages it knew. Answers are usually brief, cryptic, or
object on which the glyph is inscribed. For glyphs inscribed within an outside it, and any Wisdom (Perception) checks you
repetitive, and the corpse is under no compulsion to offer a
object, the most common triggers include opening that object, make to hear sounds outside it are made with
truthful answer if you are hostile to it or it recognizes you as an
approaching within a certain distance of the object, or seeing or reading disadvantage. You remain aware of the passage of time
the glyph. Once a glyph is triggered, this spell ends. enemy. This spell doesn't return the creature's soul to its body,
You can further refine the trigger so the spell activates only under certain
and can cast spells on yourself while merged in the only its animating spirit. Thus, the corpse can't learn new
circumstances or according to physical characteristics (such as height or stone. You can use your movement to leave the stone information, doesn't comprehend anything that has happened
weight), creature kind (for example, the ward could be set to affect where you entered it, which ends the spell. You otherwise since it died, and can't speculate about future events.
aberrations or drow), or alignment. You can also set conditions for can't move.
creatures that don't trigger the glyph, such as those who say a certain Spirit Guardians
password.
Minor physical damage to the stone doesn't harm you,
but its partial destruction or a change in its shape (to the 3rd-level conjuration
When you inscribe the glyph, choose explosive runes or a spell glyph.
Casting Time: 1 action
Explosive Runes. When triggered, the glyph erupts with magical energy extent that you no longer fit within it) expels you and
in a 20-foot-radius sphere centered on the glyph. The sphere spreads Range: Self (15-foot radius)
deals 6d6 bludgeoning damage to you. The stone's Components: V, S, M (a holy symbol)
around corners. Each creature in the area must make a Dexterity saving
throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage complete destruction (or transmutation into a different Duration: Concentration, up to 10 minutes
on a failed saving throw (your choice when you create the glyph), or half substance) expels you and deals 50 bludgeoning damage You call forth spirits to protect you. They flit around you to a
as much damage on a successful one. to you. If expelled, you fall prone in an unoccupied space distance of 15 feet for the duration. If you are good or neutral,
Spell Glyph. You can store a prepared spell of 3rd level or lower in the
glyph by casting it as part of creating the glyph. The spell must target a
closest to where you first entered. their spectral form appears angelic or fey (your choice). If you
single creature or an area. The spell being stored has no immediate
are evil, they appear fiendish.
effect when cast in this way. When the glyph is triggered, the stored spell Protection from Energy When you cast this spell, you can designate any number of
is cast. If the spell has a target, it targets the creature that triggered the 3rd-level abjuration creatures you can see to be unaffected by it. An affected
glyph. If the spell affects an area, the area is centered on that creature. If creature's speed is halved in the area, and when the creature
the spell summons hostile creatures or creates harmful objects or traps,
Casting Time: 1 action enters the area for the first time on a turn or starts its turn there,
they appear as close as possible to the intruder and attack it. If the spell Range: Touch it must make a Wisdom saving throw. On a failed save, the
requires concentration, it lasts until the end of its full duration. Components: V, S creature takes 3d8 radiant damage (if you are good or neutral)
At Higher Levels. When you cast this spell using a spell slot of 4th level Duration: Concentration, up to 1 hour or 3d8 necrotic damage (if you are evil). On a successful save,
or higher, the damage of an explosive runes glyph increases by 1d8 for
each slot level above 3rd. If you create a spell glyph, you can store any For the duration, the willing creature you touch has the creature takes half as much damage.
spell of up to the same level as the slot you use for the glyph of warding. resistance to one damage type of your choice: acid, cold, At Higher Levels. When you cast this spell using a spell slot of
fire, lightning, or thunder. 4th level or higher, the damage increases by 1d8 for each slot
Magic Circle level above 3rd.
3rd-level abjuration
Casting Time: 1 minute Remove Curse
Tongues
Range: 10 feet 3rd-level abjuration 3rd-level divination
Components: V, S, M (holy water or powdered silver and iron worth at Casting Time: 1 action
least 100 gp, which the spell consumes) Casting Time: 1 action
Duration: 1 hour You create a 10-foot-radius, 20-foot-tall cylinder of
Range: Touch Range: Touch
magical energy centered on a point on the ground that you can see within Components: V, S Components: V, M (a small clay model of a ziggurat)
range. Glowing runes appear wherever the cylinder intersects with the Duration: Instantaneous Duration: 1 hour
floor or other surface. At your touch, all curses affecting one creature or object This spell grants the creature you touch the ability to understand
Choose one or more of the following types of creatures: celestials, any spoken language it hears. Moreover, when the target
elementals, fey, fiends, or undead. The circle affects a creature of the end. If the object is a cursed magic item, its curse
speaks, any creature that knows at least one language and can
chosen type in the following ways: remains, but the spell breaks its owner's attunement to
The creature can't willingly enter the cylinder by nonmagical means. If
hear the target understands what it says.
the object so it can be removed or discarded.
the creature tries to use teleportation or interplanar travel to do so, it must
first succeed on a Charisma saving throw. Water Walk
The creature has disadvantage on attack rolls against targets within Revivify 3rd-level transmutation (ritual)
the cylinder. 3rd-level necromancy Casting Time: 1 action
Targets within the cylinder can't be charmed, frightened, or possessed Casting Time: 1 action Range: 30 feet
by the creature. Components: V, S, M (a piece of cork)
When you cast this spell, you can elect to cause its magic to operate in
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which the Duration: 1 hour
the reverse direction, preventing a creature of the specified type from
leaving the cylinder and protecting targets outside it. spell consumes) This spell grants the ability to move across any liquid
At Higher Levels. When you cast this spell using a spell slot of 4th level surface--such as water, acid, mud, snow, quicksand, or lava--as
Duration: Instantaneous if it were harmless solid ground (creatures crossing molten lava
or higher, the duration increases by 1 hour for each slot level above 3rd.
You touch a creature that has died within the last minute. can still take damage from the heat). Up to ten willing creatures
That creature returns to life with 1 hit point. This spell you can see within range gain this ability for the duration.
can't return to life a creature that has died of old age, nor If you target a creature submerged in a liquid, the spell carries
can it restore any missing body parts. the target to the surface of the liquid at a rate of 60 feet per
round.

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