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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
Banishment Death Ward Stone Shape
4th-level abjuration 4th-level abjuration 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch Range: Touch
Components: V, S, M (soft clay, which must be worked into roughly the
Components: V, S, M (an item distasteful to the target) Components: V, S
desired shape of the stone object)
Duration: Concentration, up to 1 minute Duration: 8 hours
Duration: Instantaneous
You attempt to send one creature that you can see within You touch a creature and grant it a measure of protection from You touch a stone object of Medium size or smaller or a section of
range to another plane of existence. The target must death. stone no more than 5 feet in any dimension and form it into any shape
succeed on a Charisma saving throw or be banished. The first time the target would drop to 0 hit points as a result of that suits your purpose. So, for example, you could shape a large rock
If the target is native to the plane of existence you're on, taking damage, the target instead drops to 1 hit point, and the into a weapon, idol, or coffer, or make a small passage through a wall,
you banish the target to a harmless demiplane. While spell ends. as long as the wall is less than 5 feet thick. You could also shape a
there, the target is incapacitated. The target remains there If the spell is still in effect when the target is subjected to an stone door or its frame to seal the door shut. The object you create
until the spell ends, at which point the target reappears in effect that would kill it instantaneously without dealing damage, can have up to two hinges and a latch, but finer mechanical detail isn't
the space it left or in the nearest unoccupied space if that that effect is instead negated against the target, and the spell possible.
space is occupied. ends.
If the target is native to a different plane of existence than Commune
5th-level divination (ritual)
the one you're on, the target is banished with a faint Divination
Casting Time: 1 minute
popping noise, returning to its home plane. If the spell ends 4th-level divination (ritual) Range: Self
before 1 minute has passed, the target reappears in the Casting Time: 1 action Components: V, S, M (incense and a vial of holy or unholy water)
space it left or in the nearest unoccupied space if that Range: Self Duration: 1 minute
space is occupied. Otherwise, the target doesn't return. Components: V, S, M (incense and a sacrificial offering You contact your deity or a divine proxy and ask up to three questions
At Higher Levels. When you cast this spell using a spell appropriate to your religion, together worth at least 25 gp, which that can be answered with a yes or no. You must ask your questions
slot of 5th level or higher, you can target one additional the spell consumes) before the spell ends. You receive a correct answer for each question.
creature for each slot level above 4th. Duration: Instantaneous Divine beings aren't necessarily omniscient, so you might receive
Your magic and an offering put you in contact with a god or a "unclear" as an answer if a question pertains to information that lies
Control Water god's servants. You ask a single question concerning a specific beyond the deity's knowledge. In a case where a one-word answer
4th-level transmutation goal, event, or activity to occur within 7 days. The GM offers a could be misleading or contrary to the deity's interests, the GM might
truthful reply. The reply might be a short phrase, a cryptic rhyme, offer a short phrase as an answer instead.
Casting Time: 1 action
If you cast the spell two or more times before finishing your next long
Range: 300 feet or an omen.
rest, there is a cumulative 25 percent chance for each casting after the
Components: V, S, M (a drop of water and a pinch of dust) The spell doesn't take into account any possible circumstances first that you get no answer. The GM makes this roll in secret.
Duration: Concentration, up to 10 minutes that might change the outcome, such as the casting of additional
Until the spell ends, you control any freestanding water spells or the loss or gain of a companion. Contagion
inside an area you choose that is a cube up to 100 feet on If you cast the spell two or more times before finishing your next 5th-level necromancy
a side. You can choose from any of the following effects long rest, there is a cumulative 25 percent chance for each Casting Time: 1 action
when you cast this spell. As an action on your turn, you casting after the first that you get a random reading. The GM Range: Touch
can repeat the same effect or choose a different one. makes this roll in secret. Components: V, S
Flood. You cause the water level of all standing water in Duration: 7 days
the area to rise by as much as 20 feet. If the area includes Freedom of Movement Your touch inflicts disease. Make a melee spell attack against a
a shore, the flooding water spills over onto dry land. 4th-level abjuration creature within your reach. On a hit, you afflict the creature with a
disease of your choice from any of the ones described below.
If you choose an area in a large body of water, you instead Casting Time: 1 action
At the end of each of the target's turns, it must make a Constitution
create a 20-foot tall wave that travels from one side of the Range: Touch saving throw. After failing three of these saving throws, the disease's
area to the other and then crashes down. Any Huge or Components: V, S, M (a leather strap, bound around the arm or effects last for the duration, and the creature stops making these
smaller vehicles in the wave's path are carried with it to the a similar appendage) saves. After succeeding on three of these saving throws, the creature
other side. Any Huge or smaller vehicles struck by the Duration: 1 hour recovers from the disease, and the spell ends.
wave have a 25 percent chance of capsizing. You touch a willing creature. For the duration, the target's Since this spell induces a natural disease in its target, any effect that
The water level remains elevated until the spell ends or movement is unaffected by difficult terrain, and spells and other removes a disease or otherwise ameliorates a disease's effects apply
you choose a different effect. If this effect produced a magical effects can neither reduce the target's speed nor cause to it.
wave, the wave repeats on the start of your next turn while the target to be paralyzed or restrained. Blinding Sickness. Pain grips the creature's mind, and its eyes turn
the flood effect lasts. The target can also spend 5 feet of movement to automatically milky white. The creature has disadvantage on Wisdom checks and
Part Water. You cause water in the area to move apart and escape from nonmagical restraints, such as manacles or a Wisdom saving throws and is blinded.
create a trench. The trench extends across the spell's creature that has it grappled. Finally, being underwater imposes Filth Fever. A raging fever sweeps through the creature's body. The
creature has disadvantage on Strength checks, Strength saving
area, and the separated water forms a wall to either side. no penalties on the target's movement or attacks.
throws, and attack rolls that use Strength.
The trench remains until the spell ends or you choose a Flesh Rot. The creature's flesh decays. The creature has
different effect. The water then slowly fills in the trench Guardian of Faith disadvantage on Charisma checks and vulnerability to all damage.
over the course of the next round until the normal water 4th-level conjuration Mindfire. The creature's mind becomes feverish. The creature has
level is restored. Casting Time: 1 action disadvantage on Intelligence checks and Intelligence saving throws,
Redirect Flow. You cause flowing water in the area to Range: 30 feet and the creature behaves as if under the effects of the confusion spell
move in a direction you choose, even if the water has to Components: V during combat.
flow over obstacles, up walls, or in other unlikely directions. Duration: 8 hours Seizure. The creature is overcome with shaking. The creature has
The water in the area moves as you direct it, but once it A Large spectral guardian appears and hovers for the duration in disadvantage on Dexterity checks, Dexterity saving throws, and attack
moves beyond the spell's area, it resumes its flow based an unoccupied space of your choice that you can see within rolls that use Dexterity.
on the terrain conditions. The water continues to move in range. The guardian occupies that space and is indistinct except Slimy Doom. The creature begins to bleed uncontrollably. The
creature has disadvantage on Constitution checks and Constitution
the direction you chose until the spell ends or you choose for a gleaming sword and shield emblazoned with the symbol of
saving throws. In addition, whenever the creature takes damage, it is
a different effect. your deity. stunned until the end of its next turn.
Whirlpool. This effect requires a body of water at least 50 Any creature hostile to you that moves to a space within 10 feet
feet square and 25 feet deep. You cause a whirlpool to of the guardian for the first time on a turn must succeed on a Dispel Evil and Good
form in the center of the area. The whirlpool forms a vortex Dexterity saving throw. The creature takes 20 radiant damage 5th-level abjuration
that is 5 feet wide at the base, up to 50 feet wide at the top, on a failed save, or half as much damage on a successful one. Casting Time: 1 action
and 25 feet tall. Any creature or object in the water and The guardian vanishes when it has dealt a total of 60 damage. Range: Self
within 25 feet of the vortex is pulled 10 feet toward it. A Components: V, S, M (holy water or powdered silver and iron)
creature can swim away from the vortex by making a Locate Creature Duration: Concentration, up to 1 minute
Strength (Athletics) check against your spell save DC. 4th-level divination Shimmering energy surrounds and protects you from fey, undead, and
When a creature enters the vortex for the first time on a Casting Time: 1 action creatures originating from beyond the Material Plane. For the duration,
turn or starts its turn there, it must make a Strength saving Range: Self celestials, elementals, fey, fiends, and undead have disadvantage on
attack rolls against you.
throw. On a failed save, the creature takes 2d8 Components: V, S, M (a bit of fur from a bloodhound)
You can end the spell early by using either of the following special
bludgeoning damage and is caught in the vortex until the Duration: Concentration, up to 1 hour functions.
spell ends. On a successful save, the creature takes half Describe or name a creature that is familiar to you. You sense Break Enchantment. As your action, you touch a creature you can
damage, and isn't caught in the vortex. A creature caught the direction to the creature's location, as long as that creature is reach that is charmed, frightened, or possessed by a celestial, an
in the vortex can use its action to try to swim away from the within 1,000 feet of you. If the creature is moving, you know the elemental, a fey, a fiend, or an undead. The creature you touch is no
vortex as described above, but has disadvantage on the direction of its movement. longer charmed, frightened, or possessed by such creatures.
Strength (Athletics) check to do so. The spell can locate a specific creature known to you, or the Dismissal. As your action, make a melee spell attack against a
The first time each turn that an object enters the vortex, the nearest creature of a specific kind (such as a human or a celestial, an elemental, a fey, a fiend, or an undead you can reach. On
object takes 2d8 bludgeoning damage; this damage occurs unicorn), so long as you have seen such a creature up a hit, you attempt to drive the creature back to its home plane. The
each round it remains in the vortex. close--within 30 feet--at least once. If the creature you described creature must succeed on a Charisma saving throw or be sent back to
or named is in a different form, such as being under the effects its home plane (if it isn't there already). If they aren't on their home
plane, undead are sent to the Shadowfell, and fey are sent to the
of a polymorph spell, this spell doesn't locate the creature.
Feywild.
This spell can't locate a creature if running water at least 10 feet
wide blocks a direct path between you and the creature.
Backstory
Flame Strike Hallow Planar Binding
5th-level evocation 5th-level evocation 5th-level abjuration
Casting Time: 1 action Casting Time: 24 hours Casting Time: 1 hour
Range: 60 feet Range: Touch Range: 60 feet
Components: V, S, M (pinch of sulfur) Components: V, S, M (herbs, oils, and incense worth at least 1,000 Components: V, S, M (a jewel worth at least 1,000 gp, which the
gp, which the spell consumes) spell consumes)
Duration: Instantaneous
Duration: Until dispelled Duration: 24 hours
A vertical column of divine fire roars down from the heavens You touch a point and infuse an area around it with holy (or unholy)
in a location you specify. Each creature in a 10-foot-radius, With this spell, you attempt to bind a celestial, an elemental, a
power. The area can have a radius up to 60 feet, and the spell fails fey, or a fiend to your service. The creature must be within range
40-foot-high cylinder centered on a point within range must if the radius includes an area already under the effect a hallow
make a Dexterity saving throw. A creature takes 4d6 fire for the entire casting of the spell. (Typically, the creature is first
spell. The affected area is subject to the following effects. summoned into the center of an inverted magic circle in order to
damage and 4d6 radiant damage on a failed save, or half as First, celestials, elementals, fey, fiends, and undead can't enter the
keep it trapped while this spell is cast.) At the completion of the
much damage on a successful one. area, nor can such creatures charm, frighten, or possess creatures
casting, the target must make a Charisma saving throw. On a
At Higher Levels. When you cast this spell using a spell slot of within it. Any creature charmed, frightened, or possessed by such a
creature is no longer charmed, frightened, or possessed upon
failed save, it is bound to serve you for the duration. If the
6th level or higher, the fire damage or the radiant damage creature was summoned or created by another spell, that spell's
(your choice) increases by 1d6 for each slot level above 5th. entering the area. You can exclude one or more of those types of
creatures from this effect. duration is extended to match the duration of this spell.
Second, you can bind an extra effect to the area. Choose the effect A bound creature must follow your instructions to the best of its
Geas ability. You might command the creature to accompany you on
from the following list, or choose an effect offered by the GM. Some
5th-level enchantment an adventure, to guard a location, or to deliver a message. The
of these effects apply to creatures in the area; you can designate
Casting Time: 1 minute whether the effect applies to all creatures, creatures that follow a creature obeys the letter of your instructions, but if the creature
Range: 60 feet specific deity or leader, or creatures of a specific sort, such as orcs is hostile to you, it strives to twist your words to achieve its own
Components: V or trolls. When a creature that would be affected enters the spell's objectives. If the creature carries out your instructions
Duration: 30 days area for the first time on a turn or starts its turn there, it can make a completely before the spell ends, it travels to you to report this
You place a magical command on a creature that you can see Charisma saving throw. On a success, the creature ignores the fact if you are on the same plane of existence. If you are on a
within range, forcing it to carry out some service or refrain extra effect until it leaves the area. different plane of existence, it returns to the place where you
from some action or course of activity as you decide. If the Courage. Affected creatures can't be frightened while in the area. bound it and remains there until the spell ends.
creature can understand you, it must succeed on a Wisdom Darkness. Darkness fills the area. Normal light, as well as magical At Higher Levels. When you cast this spell using a spell slot of a
saving throw or become charmed by you for the duration. light created by spells of a lower level than the slot you used to cast higher level, the duration increases to 10 days with a 6th-level
While the creature is charmed by you, it takes 5d10 psychic this spell, can't illuminate the area. slot, to 30 days with a 7th- level slot, to 180 days with an
damage each time it acts in a manner directly counter to your Daylight. Bright light fills the area. Magical darkness created by 8th-level slot, and to a year and a day with a 9th-level spell slot.
spells of a lower level than the slot you used to cast this spell can't
instructions, but no more than once each day. A creature that
extinguish the light. Raise Dead
can't understand you is unaffected by the spell. Energy Protection. Affected creatures in the area have resistance
You can issue any command you choose, short of an activity 5th-level necromancy
to one damage type of your choice, except for bludgeoning, Casting Time: 1 hour
that would result in certain death. Should you issue a suicidal piercing, or slashing.
command, the spell ends. You can end the spell early by Range: Touch
Energy Vulnerability. Affected creatures in the area have
using an action to dismiss it. A remove curse, greater Components: V, S, M (a diamond worth at least 500 gp, which
vulnerability to one damage type of your choice, except for
the spell consumes)
restoration, or wish spell also ends it. bludgeoning, piercing, or slashing.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot of Everlasting Rest. Dead bodies interred in the area can't be turned
into undead. You return a dead creature you touch to life, provided that it has
7th or 8th level, the duration is 1 year. When you cast this
Extradimensional Interference. Affected creatures can't move or been dead no longer than 10 days. If the creature's soul is both
spell using a spell slot of 9th level, the spell lasts until it is willing and at liberty to rejoin the body, the creature returns to life
ended by one of the spells mentioned above. travel using teleportation or by extradimensional or interplanar
means. with 1 hit point.
Fear. Affected creatures are frightened while in the area. This spell also neutralizes any poisons and cures nonmagical
Greater Restoration diseases that affected the creature at the time it died. This spell
Silence. No sound can emanate from within the area, and no sound
5th-level abjuration can reach into it. doesn't, however, remove magical diseases, curses, or similar
Casting Time: 1 action Tongues. Affected creatures can communicate with any other effects; if these aren't first removed prior to casting the spell,
Range: Touch creature in the area, even if they don't share a common language. they take effect when the creature returns to life. The spell can't
Components: V, S, M (diamond dust worth at least 100 gp, return an undead creature to life.
which the spell consumes) Insect Plague This spell closes all mortal wounds, but it doesn't restore missing
Duration: Instantaneous 5th-level conjuration body parts. If the creature is lacking body parts or organs
You imbue a creature you touch with positive energy to undo Casting Time: 1 action integral for its survival--its head, for instance--the spell
a debilitating effect. You can reduce the target's exhaustion Range: 300 feet automatically fails.
level by one, or end one of the following effects on the target: Components: V, S, M (a few grains of sugar, some kernels of grain, Coming back from the dead is an ordeal. The target takes a −4
One effect that charmed or petrified the target and a smear of fat) penalty to all attack rolls, saving throws, and ability checks.
One curse, including the target's attunement to a cursed Duration: Concentration, up to 10 minutes Every time the target finishes a long rest, the penalty is reduced
Swarming, biting locusts fill a 20-foot-radius sphere centered on a by 1 until it disappears.
magic item
point you choose within range. The sphere spreads around Scrying
Any reduction to one of the target's ability scores corners. The sphere remains for the duration, and its area is lightly
One effect reducing the target's hit point maximum 5th-level divination
obscured. The sphere's area is difficult terrain. Casting Time: 10 minutes
When the area appears, each creature in it must make a
Legend Lore Range: Self
Constitution saving throw. A creature takes 4d10 piercing damage
5th-level divination Components: V, S, M (a focus worth at least 1,000 gp, such as a
on a failed save, or half as much damage on a successful one. A
Casting Time: 10 minutes crystal ball, a silver mirror, or a font filled with holy water)
creature must also make this saving throw when it enters the
Duration: Concentration, up to 10 minutes
Range: Self spell's area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 6th You can see and hear a particular creature you choose that is
Components: V, S, M (incense worth at least 250 gp, which
level or higher, the damage increases by 1d10 for each slot level on the same plane of existence as you. The target must make a
the spell consumes, and four ivory strips worth at least 50 gp
above 5th. Wisdom saving throw, which is modified by how well you know
each) the target and the sort of physical connection you have to it. If a
Duration: Instantaneous target knows you're casting this spell, it can fail the saving throw
Mass Cure Wounds
Name or describe a person, place, or object. The spell brings voluntarily if it wants to be observed.
5th-level evocation
to your mind a brief summary of the significant lore about the Casting Time: 1 action Knowledge Save Modifier
thing you named. The lore might consist of current tales, Range: 60 feet Secondhand (you have heard of the target) +5
forgotten stories, or even secret lore that has never been Components: V, S Firsthand (you have met the target) 0
widely known. If the thing you named isn't of legendary Duration: Instantaneous Familiar (you know the target well) -5
importance, you gain no information. The more information A wave of healing energy washes out from a point of your choice Connection Save Modifier
you already have about the thing, the more precise and within range. Choose up to six creatures in a 30-foot-radius sphere Likeness or picture -2
detailed the information you receive is. centered on that point. Each target regains hit points equal to 3d8 + Possession or garment -4
The information you learn is accurate but might be couched in your spellcasting ability modifier. This spell has no effect on Body part, lock of hair, bit of nail, or the like -10
figurative language. For example, if you have a mysterious undead or constructs. On a successful save, the target isn't affected, and you can't use
magic axe on hand, the spell might yield this information: At Higher Levels. When you cast this spell using a spell slot of 6th this spell against it again for 24 hours.
“Woe to the evildoer whose hand touches the axe, for even level or higher, the healing increases by 1d8 for each slot level On a failed save, the spell creates an invisible sensor within 10
above 5th. feet of the target. You can see and hear through the sensor as if
the haft slices the hand of the evil ones. Only a true Child of
Stone, lover and beloved of Moradin, may awaken the true you were there. The sensor moves with the target, remaining
powers of the axe, and only with the sacred word Rudnogg on within 10 feet of it for the duration. A creature that can see
the lips." invisible objects sees the sensor as a luminous orb about the
size of your fist.
Instead of targeting a creature, you can choose a location you
have seen before as the target of this spell. When you do, the
sensor appears at that location and doesn't move.

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