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Drakar Vutha

8 Level (0/48000 XP for level-up) Pirate Captain Background Lizardfolk Race / Species / Heritage Chaotic Lawful Neutral Alignment
Paladin - Oath of the Open Sea
Level 6
Hit Dice: 6/6
1d10+2 Class 1
Eye Of The Stormbringer
Level 2
Hit Dice: 2/2
1d10+2 Class 2

STR
16
+3
DEX
17
+3
CON
15
+2
INT
11
+0
WIS
12
+1
CHA
12
+1
68
Hit Points
+3
Initiative (DEX)
22
Armor Class (AC)
+3
Prof. Bonus
30 walk/run/swim
Speed (walk/run/fly)
14
Passive Perception
30 / 30
Lay on Hands
2 / 2
Divine Sense
1 / 20
Prophetic Screw Up Counter
Spellcasting ...
+4 Attack mod
CHA Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+3 Dexterity
+5 Constitution
+0 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+6 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+1 Deception CHA
+0 History INT
+1 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
+6 Woodcarving DEX
+4 Navigator Tools WIS
+3 Tongue Grapple DEX
skills
+4 Medicine WIS
+0 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +6 STR 1+3 Bludgeoning
 Unarmed
Bite +6 DEX 1d6+3 Piercing
 Unarmed
Handaxe +6 DEX 1d6+3 Slashing
 Light, Range, Thrown (20/60ft)
Hand Crossbow +6 STR 1d6+3 Piercing
 Ammunition, Light, Loading, Range (30/120ft)
Tail Spike +6 DEX 2d6+3 Piercing
 Range (30ft/120ft)
Wyrm Fang Dagger +6 DEX 2d4+3 Slashing
 Finesse, Light, Thrown (20/60ft)
Radient Aegis +6 STR 1d6+3 Bludgeoning
 Light
Tempest Axe - One Hand +6 STR 1d10+3 Slashing
 (1d6) lightning damage, Stun with Crit ( Con DC 15)
Tempest Axe - Two Hand +6 STR 1d12+3 Slashing
 (1d6) lightning damage, Stun with Crit ( Con DC 15), Half Damage If One Handed
Lightning Damage +0 INT 1d6 Lightning
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +4 Action Touch Instantaneous 1d8+1 V,S
 Notes:Heals target, Does nothing for Undead or Contructs
Earth Tremor +4 Action 10ft Instantaneous 1d6 V, S
 Notes:Bludgeoning, Dex Save, Knock Prone, Difficult Terrain If Loose Ground
Divine Smite Bonus Action Instantaneous 2d8 V,S
 Notes:Radiant Damage, Cast after hitting target
Earthen Pillar +4 Action 30ft Instantaneous 2d6 V,S
 Notes:Please read spell!!!

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +4 Action Touch Instantaneous 1d8+1 + V,S
 Notes:Heals target, Does nothing for Undead or Contructs
Branding Smite Bonus Action Self 2d6 V
 Notes:Radiant Damage 2d6, Bonus Action
Earth Tremor +4 Action 10ft Instantaneous 1d6 + V, S
 Notes:Bludgeoning, Dex Save, Knock Prone, Difficult Terrain If Loose Ground
Divine Smite Bonus Action Instantaneous 2d8 + V,S
 Notes:Radiant Damage, Cast after hitting target
Earthen Pillar +4 Action 30ft Instantaneous 2d6 + V,S
 Notes:Please read spell!!!

Racial Traits


Size.

Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

Cunning Artisan.

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath.

You can hold your breath for up to 15 minutes at a time.

Hunter's Lore.

You gain proficiency with two of the following skills of your choice: Animal Handling and Survival.

Natural Armor.

You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws

.In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Lizard Regen


The ability to regrow lost limbs over the course of a week, in addition everyday heal a single hitpoint.

Resistances:


Poison/Disease

Tail Spike:


The ability to shoot sharp tail spikes as a ranged weapon.

Psionic Abilities:


Developing psionic powers, such as telekinesis, telepathy, or mind control.

Tongue Grapple:


An extendable, adhesive tongue for grappling or retrieving distant objects (Up to 60ft).

Camouflage Magic:


The ability to cast spells or use magical abilities that aid in hiding or disguise.

Geomancy Level 2:


Connection to the earth and stone, enabling abilities like tremor sense or earth manipulation.

Tail Regrowth:


The capability to regrow a severed tail over time.

Class Traits - Paladin


Divine Sense


The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands


Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style


Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite


Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health


By 3rd level, the divine magic flowing through you makes you immune to disease.

Marine Layer:


As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.

Fury of the Tides:


As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection


Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Class Traits - Stormbringer


Storm Curse: At 1st level, a powerful storm curse marks your hand, granting you control over the forces of nature. As a bonus action, you can channel the storm's power to gain temporary hit points equal to your Stormbringer level + your Constitution Modifier. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after a long rest.

Stormforged Resilience: Starting at 2nd level, the storm within you grants you resilience against the elements. You gain resistance to lightning and thunder damage. Additionally, you have advantage on saving throws against being frightened.

Features & Traits

Weapons:


Handaxe, 2x Hand Crossbow, Dagger, Tempest Axe

Amours:


Shield, Studded Leather Clothing (Pauldrons), Stormforged Wardenplate, Radiant Aegis

Tools:


Woodcarver tools, Navigator Tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Proficiences -


Armor: All light, medium, heavy, shields
Weapons: All simple, martial
Tools: Woodcarver Tools
Resistances: Poison, Lightning, Thunder, Slashing
Immunities: Disease
Saving Throws: Strength, Constitution, Wisdom, Charisma, Spell Saves against Radiant and Necrotic Damage
Skills: Animal Handling, Intimidation, Medicine, Survival, Perception, Acrobatics
Languages: You can speak, read, and write Common and Draconic.
Senses: Darkvision 60ft, Tremorsense 60ft
Vehicles: Water vehicles

Languages & Proficiencies
Charge From Shield - Full
Radiant Ward - Ready
Spell Absorption - Ready
-
Secrets hidden beyond, past hidden beneath, seek those we've lost, behind the sakura wreathe
-
Current Bounty - $10,000
-
Rakard (The sinister double of Drakar)
-
Sworn to protect secret about aliens
-
$170,000 on the boat
-
Rewind/Fastforward time by 1d6 rounds during next combat

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e PHB

Handaxe

Weapon

Common

Light, thrown

Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d6 Slashing 20/60 ft

Cost: 5gp
Weight: 2 lb

DnD 5e PHB

Dagger

Weapon

Common

Finesse, light, thrown

Finesse
When making an attack with a finesse weapon, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft

Cost: 2gp
Weight: 1 lb

DnD 5e PHB

Shield

Armor (Shield)

Common

Type AC STR Req. Stealth Dis.
Shield +2 No

Cost: 10gp
Weight: 6 lb

Homebrew

Stormforged Wardenplate

Armor (Heavy)

Legendary Requires Attunement

Type AC STR Req. Stealth Dis.
Heavy 18 12 Yes


Radient Aegis

Armor (Shield)

Legendary

Radiant Ward: The shield grants a +2 bonus to the paladin's AC. In addition, once per day, the paladin can invoke the Radiant Ward as a reaction to impose disadvantage on an incoming attack roll against them or an ally within 10 feet.

Divine Channeling: The paladin can channel the radiant energy within the shield to bolster their healing abilities. Once per long rest, the paladin can touch the shield to a creature and use their Lay on Hands feature without expending any hit points from the pool. The amount of healing is equal to the paladin's level times 5.

Celestial Resilience: The shield provides advantage on saving throws against spells and effects that deal radiant or necrotic damage.

Guiding Light: As a bonus action, the paladin can command the shield to emanate a radiant glow, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. This light lasts for 1 hour and can be dismissed as a bonus action.

Resistance: The shield grants resistance to one type of damage (chosen at the time of attunement) from the following options: slashing, piercing, bludgeoning, force, or radiant.

Spell Absorption: Once per short rest, when the attuned wielder is targeted by a spell that requires a saving throw, the shield grants advantage on the saving throw.

Type AC STR Req. Stealth Dis.
Shield 4 No

Cost: 400gp

Tempest Axe

Weapon

Legendary Requires Attunement

Stormstrike: When you bring the Tempest Axe down upon your foes, the impact is twofold. The razor-sharp edge inflicts 1d10 slashing damage, cutting through armor and flesh with ease. Simultaneously, arcs of crackling lightning dance along the blade, dealing an additional 1d6 lightning damage. The air around you hums with static as the Tempest Axe channels the fury of a thunderstorm with every successful strike.   Thunderous Impact: When your swing is perfectly timed, landing a critical hit, the true might of the Tempest Axe reveals itself. A deafening thunderclap accompanies the critical impact, and the target must make a Constitution saving throw (DC 15). Should they fail, the thunderous force leaves them stunned, their senses overwhelmed by the sheer power of the blow. The world seems to pause for them as they struggle to recover, granting you a precious moment to press your advantage.

Type Damage Damage Range
Martial Melee 1d10 Slashing 10ft


Echoing Pendant

Armor

Legendary

While wearing the pendant, the wearer can focus their senses to perceive fragments of past events in a specific area, gaining insight into the area's history.

This pendant, crafted from a shimmering crystal that seems to capture the essence of sound, allows the wearer to sense echoes of the past in their surroundings. When held, it faintly vibrates, resonating with the echoes of history.

Type AC STR Req. Stealth Dis.
No


The statblocks of your class features

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiences

Armor: All light, medium, heavy, shields
Weapons: All simple, martial
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Overview & Creation

LevelProf. BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands
2nd+2Fighting Style, Spellcasting, Divine Smite2
3rd+2Divine Health, Sacred Oath3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Aura of Protection42
7th+3Sacred Oath feature43
8th+3Ability Score Improvement43
9th+4432
10th+4Aura of Courage432
11th+4Improved Divine Smite433
12th+4Ability Score Improvement433
13th+54331
14th+5Cleansing Touch4331
15th+5Sacred Oath feature4332
16th+5Ability Score Improvement4332
17th+643331
18th+6Aura improvements43331
19th+6Ability Score Improvement43332
20th+6Sacred Oath feature43332


Class Features

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   This feature has no effect on undead and constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.  
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
 

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.  

Scared Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.   Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.   If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.  

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress their oath.   A paladin who has broken a vow typically seeks absolution from a cleric who shares their faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.   If a paladin willfully violates their oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option.    

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.   When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.


Starting Equipment

You may pick either (a) or (b)

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a Priest's Pack or (b) an Explorer's Pack
  • Chain mail and a holy symbol
  Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Subclass Options

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world.  

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its fair central principles are simple.
  • Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
  • Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
  • Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
  • Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
 

Oath Spells

LevelSpells
3rdEnsnaring Strike, Speak With Animals
5thMoonbeam, Misty Step
9thPlant Growth, Protection From Energy
13thIce Storm, Stoneskin
17thCommune With Nature, Tree Stride
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Nature's Wrath: As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
  • Turn the Faithless: As an action, you can make each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away 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 Dash action try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned.
 

Aura of Warding

Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.  

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.  

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. Using your action, you undergo a transformation.   For 1 minute, you gain the following benefits:
  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
  Once you use this feature, you can't use it again until you finish a long rest.  

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.   Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.  

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.  
  • Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
  • Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
  • Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
 

Oath of Conquest Spells

LevelSpells
3rdArmor of Agathys, Command
5thHold Person, Spiritual Weapon
9thBestow Curse, Fear
13thDominate Beast, Stoneskin
17thCloudkill, Dominate Person
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Conquering Presence: As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Guided Strike: When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
 

Aura of Conquest

Starting at 7th level, you constantly emanate an aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.  

Scornful Rebuke

Starting at 15th level, whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.  

Invincible Conqueror

At 20th level, as an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:  
  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  Once you use this feature, you can't use it again until you finish a long rest.  

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.  

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.  
  • Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
 

Oath Spells

LevelSpells
3rdCommand, Compelled Duel
5thWarding Bond, Zone of Truth
9thAura of Vitality, Spirit Guardians
13thBanishment, Guardian of Faith
17thCircle of Power, Geas
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Champion Challenge: As a bonus action, you issue a challenge to each creature of your choice that you can see within 30 feet of you, forcing them to make a Wisdom saving throw. On a failed save, it can't willingly move more than 30 feet away from you. This effect ends if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Turn the Tide: As a bonus action, each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.
 

Divine Allegiance

At 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to take the damage instead of them. This damage cannot be reduced or prevented in any way.  

Unyielding Spirit

At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.  

Exalted Champion

At 20th level, you can use your action to gain the following benefits for 1 hour:  
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 ft of you. This effect ends early if you are incapacitated or die.
  Once you use this feature you can't use it again until you finish a long rest.  

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.  

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.  
  • Honesty: Don't lie or cheat. Let your word be your promise.
  • Courage: Never fear to act, though caution is wise.
  • Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm.
  • Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
 

Oath Spells

 
LevelSpells
3rdProtection From Evil and Good, Sanctuary
5thLesser Restoration, Zone of Truth
9thBeacon of Hope, Dispel Magic
13thFreedom of Movement, Guardian of Faith
17thCommune, Flame Strike
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Sacred Weapon: As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1).The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. if the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Turn the Unholy: As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away 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 Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
 

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection From Evil and Good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.   Once you use this feature, you can't use it again until you finish a long rest.  

Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.   While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.  

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.  
  • Peace: Violence is a weapon of last resort. Diplomacy and understanding are the paths to long lasting peace.
  • Innocence: All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
  • Patience: Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
  • Wisdom: Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
 

Oath Spells

LevelSpells
3rdSanctuary, Sleep
5thCalm Emotions, Hold Person
9thCounterspell, Hypnotic Pattern
13thOtiluke's Resilient Sphere, Stoneskin
17thHold Monster, Wall of Force
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Emissary of Peace: As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
  • Rebuke the Violent: Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
 

Aura of the Guardian

Starting at 7th level, when a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet.  

Protective Spirit

  Starting at 15th level, you regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.  

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:  
  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
  If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.  

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.  

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.  
  • Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
  • No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not.
  • By Any Means Necessary: My qualms can't get in the way of exterminating my foes.
  • Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
 

Oath Spells

LevelSpells
3rdBane, Hunter's Mark
5thHold Person, Misty Step
9thHaste, Protection From Energy
13thBanishment, Dimension Door
17thHold Monster, Scrying
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Abjure Enemy: As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
  • Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
 

Relentless Avenger

By 7th level, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.  

Soul of Vengeance

Starting at 15th level, when a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.  

Avenging Angel

At 20th level, using your action, you undergo a transformation.   For 1 hour, you gain the following benefits:
  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeeded on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
  Once you use this feature, you can't use it again until you finish a long rest.  

Oathbreaker

An Oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.   A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to their Sacred Oath with Oathbreaker features.  

Oathbreaker Atonement

If you allow a player to choose the Oathbreaker option, you can later allow the paladin to atone and become a true paladin once more.   The paladin who wishes to atone must first shed their evil alignment and demonstrate this alignment change through words and deeds. Having done so, the paladin loses all Oathbreaker features and must choose a deity and a sacred oath. (With your permission, the player can select a different deity or sacred oath than the character had previously.) However, the paladin doesn't gain the class features specific to that sacred oath until they complete some kind of dangerous quest or trial, as determined by the DM.   A paladin who breaks their sacred oath a second time can become an Oathbreaker once more, but can't atone.  

Oathbreaker Spells

LevelSpells
3rdHellish Rebuke, Inflict Wounds
5thCrown of Madness, Darkness
9thAnimate Dead, Bestow Curse
13thBlight, Confusion
17thContagion, Dominate Person
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Control Undead: As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.
  • Dreadful Aspect: As an action, you channel the darkest emotions and focuses them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
 

Aura of Hate

Starting at 7th level, you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.   At 18th level, the range of this aura increases to 30 feet.  

Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.  

Dread Lord

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.   While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.   After activating the aura, you can't do so again until you finish a long rest.
 

Oathbreaker


Hit Points

Hit Dice: d10 per Oathbreaker level
Hit Points at first Level: See Paladin
Hit Points at Higher Levels: See Paladin

Proficiences

Armor: See Paladin
Weapons: See Paladin
Tools: See Paladin
Saving Throws: See Paladin
Skills: See Paladin

Subclass Options

An Oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.   A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to their Sacred Oath with Oathbreaker features.  

Oathbreaker Atonement

If you allow a player to choose the Oathbreaker option, you can later allow the paladin to atone and become a true paladin once more.   The paladin who wishes to atone must first shed their evil alignment and demonstrate this alignment change through words and deeds. Having done so, the paladin loses all Oathbreaker features and must choose a deity and a sacred oath. (With your permission, the player can select a different deity or sacred oath than the character had previously.) However, the paladin doesn't gain the class features specific to that sacred oath until they complete some kind of dangerous quest or trial, as determined by the DM.   A paladin who breaks their sacred oath a second time can become an Oathbreaker once more, but can't atone.  

Oathbreaker Spells

LevelSpells
3rdHellish Rebuke, Inflict Wounds
5thCrown of Madness, Darkness
9thAnimate Dead, Bestow Curse
13thBlight, Confusion
17thContagion, Dominate Person
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Control Undead: As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.
  • Dreadful Aspect: As an action, you channel the darkest emotions and focuses them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
 

Aura of Hate

Starting at 7th level, you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.   At 18th level, the range of this aura increases to 30 feet.  

Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.  

Dread Lord

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.   While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.   After activating the aura, you can't do so again until you finish a long rest.

Oath of the Open Sea Paladin

The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travellers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.
hit dice: 1d10 per Oath of the Sea Paladin level
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background.
  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) five javelins or (b) any simple melee weapon

  • (a) a priest's pack or (b) an explorer's pack

  • Chain mail and a holy symbol

  • spellcasting:

    Oath Spells

    You gain oath spells at the paladin levels listed.
    Oath of the Open Sea Spells
    Paladin Level Spells
    3rd Create or Destroy Water, Expeditious Retreat
    5th Augury, Misty Step
    9th Call Lightning, Tidal Wave
    13th Control Water, Freedom Of Movement
    17th Commune With Nature, Maelstrom
    class features:
    All Paladin class features.
    subclass options:

    Tenets of the Open Sea

    No Greater Life than a Life Lived Free: One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.   Trust in the Seas: The guidance of a strong breeze. The rumbling warnings of a coming storm. Heed the her warnings and never turn turn your back on the seas.   Defender of Oceans: One knows that the seas belong to no mortal, you must keep the sea free of oppression and those who would seek to abuse its gifts.   Explore the Uncharted: Never back down from the yearn of adventure, a warrior of the sea must never turn down adventure without good reason for doing so.  

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Marine Layer: As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.   Fury of the Tides: As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.  

    Aura of Liberation

    Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.   When you reach 18th level in this class, the range of the aura increases to 30 feet.  

    Stormy Waters

    At 15th level, you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.  

    Mythic Swashbuckler

    At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:
    • Climbing costs no additional movement, and you have advantage on Strength (Athletics) checks.
    • If you are within 5 feet of a creature, and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.
    • You can take the Dodge action as a bonus action.
    • You have advantage on all Dexterity ability checks and Dexterity saving throws against effects that you can see.
    Once you use this feature, you can’t use it again until you finish a long rest.

    Eye Of The Stormbringer

    The Stormbringer is a master of elemental chaos, wielding the power of storms through a mysterious curse on their hand. This class combines martial prowess with the raw energy of lightning and thunder, allowing Stormbringers to become a force of nature on the battlefield.   The Stormbringer is a versatile class that excels in both offense and defense. They can control the battlefield by manipulating the weather, unleashing devastating storm attacks, and adapting to various environments. The curses on their hands give them a unique connection to mythical creatures, shaping their abilities and defining their role as storm-wielding champions.
    hit dice: 1d10
    hit points at 1st level: 1d10 + Constitution Modifier
    hit points at higher levels: 1d10 + Constitution Modifier per level
    armor proficiencies: Light and medium armor
    weapon proficiencies: Simple weapons, martial weapons
    tools: Navigators Tools
    saving throws: Strength, Constitution
    skills: Choose two from Athletics, Acrobatics, Nature, Perception, Survival
    starting equipment:
    • (a) a martial weapon and a shield or (b) two martial weapons

    • (a) five javelins or (b) any simple melee weapon

    • (a) an explorer's pack or (b) a dungeoneer's pack

    • A token of the curse on the back of your hand (a storm-shaped mark or a tattoo)
    spellcasting:
    class features:
    Storm Curse (1st level): At 1st level, a powerful storm curse marks your hand, granting you control over the forces of nature. As a bonus action, you can channel the storm's power to gain temporary hit points equal to your Stormbringer level + your Constitution Modifier. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after a long rest.   Stormforged Resilience (2nd level): Starting at 2nd level, the storm within you grants you resilience against the elements. You gain resistance to lightning and thunder damage. Additionally, you have advantage on saving throws against being frightened.   Eyes of the Storm (3rd level): At 3rd level, you gain the ability to see through the chaos of a storm. You have advantage on Wisdom (Perception) checks that rely on sight while you are in a storm or similar weather conditions.   Ability Score Improvement (4th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Channel Storm (6th level): At 6th level, you can channel the storm's energy to enhance your attacks. Once per turn, when you hit a creature with a weapon attack, you can deal additional lightning or thunder damage equal to your Stormbringer level.   Stormborne Movement (7th level): At 7th level, you gain the ability to move with the swiftness of a storm. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after a short or long rest.   Ability Score Improvement (8th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Ride the Lightning (10th level): Beginning at 10th level, you can move through a storm as if it were open terrain. When you are in stormy weather or a similar natural environment, difficult terrain doesn't slow your group's travel. Additionally, you can use your reaction to deflect ranged attacks with a burst of lightning. When you are hit by a ranged attack, you can use your reaction to impose disadvantage on the attack roll.   Thunderous Strikes (11th level): Beginning at 11th level, your weapon attacks carry the booming resonance of thunder. Whenever you hit a creature with a weapon attack, you can force the target to make a Strength saving throw against your Stormbringer spell save DC. On a failed save, the creature is pushed 10 feet away from you and knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest.   Ability Score Improvement (12th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Storm Conduit (14th level): At 14th level, you have mastered the art of channeling the storm's power. You gain the ability to absorb and redirect incoming energy attacks. When you take lightning or thunder damage, you can use your reaction to absorb the energy, gaining a number of Storm Points equal to the damage taken.  
    • As a bonus action, you can expend these Storm Points to unleash a potent counterattack. Choose a creature within 60 feet, and the storm energy stored within you erupts in a focused beam. The target must make a Dexterity saving throw against your Stormbringer spell save DC, taking damage equal to the Storm Points expended, on a failed save, or half as much on a successful one. The damage can be a mix of lightning and thunder, and you can choose how to allocate it.
    •  
    • Additionally, you gain advantage on saving throws against spells or effects that deal lightning or thunder damage.
      Ability Score Improvement (16th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Storm's Wrath (18th level): Starting at 18th level, you can unleash the full fury of the storm as an action. Each creature of your choice within a 30-foot radius must make a Dexterity saving throw against your Stormbringer spell save DC, taking 8d10 lightning damage and 8d10 thunder damage on a failed save, or half as much on a successful one. After using this feature, you can't do so again until you finish a long rest.   Ability Score Improvement (19th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Aspect of the Eternal Tempest (20th level): At 20th level, you can assume the form of the Eternal Tempest for a limited time. As an action, you transform into a being of pure storm energy, gaining the following benefits for 1 minute:  
    • Storm's Embrace: You emanate an aura of storm energy in a 30-foot radius. All enemies in this area must make a Constitution saving throw against your Storm Warden spell save DC at the start of their turn or take 6d10 lightning damage. Creatures that fail their saving throw are also stunned until the start of their next turn.
    •  
    • Unleash the Elements: Once during this transformation, you can unleash a devastating storm attack. Choose a point within 120 feet. A bolt of lightning strikes that point, and each creature in a 30-foot radius must make a Dexterity saving throw against your spell save DC, taking 10d10 lightning damage and 10d10 thunder damage on a failed save, or half as much on a successful one.
    •  
    • Storm Mastery: You gain resistance to all damage, and you are immune to being paralyzed, stunned, or frightened.
    subclass options:
    These subclasses are based off what creature is killed first to obtain power.

    Kraken's Fury

    Your curse has evolved into a connection with the deep sea and the mighty Kraken. As a Stormbringer with Kraken's Fury, you harness the power of the ocean depths.   Sea's Embrace (3rd level): You gain the ability to breathe underwater, and your swim speed equals your walking speed. Additionally, you can communicate telepathically with creatures within 60 feet that can breathe underwater.   Tentacle Grasp (6th level): You can use your bonus action to summon spectral tentacles that lash out at a creature within 10 feet of you. The target must make a Strength saving throw or be restrained until the start of your next turn.   Ink Cloud (10th level): As a reaction when you take damage, you can release a burst of ink, imposing disadvantage on all attack rolls against you until the start of your next turn.   Kraken's Wrath (14th level): Once per long rest, you can unleash the Kraken's wrath. Summon a spectral Kraken must say within 60ft of the user, and is controlled by the user. (Check Spectral Kraken Statblock - 1358915)   Tempest's Dominion (20th level): At 20th level, you achieve mastery over the storm, becoming a living embodiment of the Kraken's fury. You can cast the "Control Water" spell at will without expending a spell slot. Additionally, once per long rest, you can unleash a colossal surge of power. All creatures within a 60-foot radius centered on you must make a Strength saving throw. On a failed save, they are restrained and take 12d10 lightning and 12d10 cold damage. On a successful save, they take half damage and are not restrained.  

    Ghostship's Whisper

    Your curse has transformed into a haunting connection with a spectral ghostship. As a Stormbringer with Ghostship's Whisper, you wield the ethereal power of the restless sea.   Ghostly Visage (3rd level): You gain advantage on Dexterity (Stealth) checks, and you can move through other creatures and objects as if they were difficult terrain.   Cursed Cannon (6th level): Once per turn, when you deal damage with a weapon attack, you can choose to deal an additional 1d8 force damage.   Ethereal Step (10th level): You can use your bonus action to become ethereal until the start of your next turn. While ethereal, you can move through other creatures and objects, and they pass through you.   Spectral Barrage (14th level): Once per long rest, you can summon a barrage of spectral cannonfire. Each creature in a 20-foot cone must make a Dexterity saving throw, taking 10d10 force damage on a failed save, or half as much on a successful one.   Eternal Haunting (20th level): Upon reaching 20th level, your connection with the ghostship transcends the mortal realm. You gain the ability to become ethereal at will, allowing you to phase in and out of the material plane as a bonus action. While ethereal, you are immune to all damage and can move through objects and creatures. This state lasts until you choose to end it as a bonus action.  

    Leviathan's Roar

    Your curse has evolved into a connection with the colossal Leviathan. As a Stormbringer with Leviathan's Roar, you command the power of the ocean's mightiest beast.   Aquatic Affinity (3rd level): You gain advantage on Strength (Athletics) checks made in water, and you can swim at your full speed.   Tidal Slam (6th level): Once per turn, when you hit a creature with a melee weapon attack, you can attempt to shove the target. If you succeed, the target is knocked prone.   Whirlpool Aura (10th level): You can create a 10-foot radius aura of churning water. Creatures that start their turn or enter the aura for the first time on a turn must succeed on a Strength saving throw or be restrained until the start of their next turn.   Leviathan's Surge (14th level): Once per long rest, you can summon the power of the Leviathan. Water surges around you, creating a 30-foot cone. Creatures in the cone must make a Strength saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much on a successful one.   Colossal Surge (20th level): At 20th level, your mastery over the Leviathan's power reaches its zenith. Once per long rest, you can summon the colossal force of the Leviathan in a grand display. A massive tidal wave crashes over a 60-foot cone originating from you. All creatures in the area must make a Strength saving throw. On a failed save, they take 15d10 bludgeoning damage, are knocked prone, and are restrained until the start of their next turn. On a successful save, they take half damage and are not restrained.  

    Hydra's Resilience

    Your curse has taken on the form of the Hydra, a mythical serpentine creature with regenerative powers. As a Stormbringer with Hydra's Resilience, you embody the enduring and regenerative nature of the Hydra.   Regenerative Essence (3rd level): At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have at least 1 hit point.   Multiheaded Strike (6th level): Once per turn, when you hit a creature with a melee weapon attack, you can make an additional attack with a different weapon against the same target as a bonus action.   Hydra's Endurance (10th level): You gain advantage on saving throws against being poisoned, and you have resistance to poison damage.   Hydra's Fury (14th level): Once per long rest, you can unleash the fury of the Hydra. For 1 minute, you gain an additional head for each enemy you defeat. Each head grants you an extra attack on your turn. At the end of the duration, any additional heads vanish.   Eternal Regeneration (20th level): Upon reaching 20th level, your connection with the Hydra's regenerative powers becomes boundless. You gain the ability to regenerate lost heads, and you can now have a maximum of five heads. Each head grants you an additional attack on your turn. Additionally, whenever you take damage that reduces you to 0 hit points, you can instantly regain hit points equal to 5 times your Stormbringer level, and you can regrow any lost heads.  

    Summoned Kraken Statblock

    Spectral Kraken CR: 10

    Large to Huge celestial, aquan, chaotic evil
    Armor Class: 15
    Hit Points: 150 15d12+60
    Speed: 20 Feet , swim: 60 Feet

    STR

    18 +4

    DEX

    14 +2

    CON

    18 +4

    INT

    10 +0

    WIS

    10 +0

    CHA

    16 +3

    Saving Throws: STR +8, DEX +5, CON +8
    Skills: Perception: +4
    Damage Resistances: Lightning, Cold
    Condition Immunities: Prone
    Senses: Darkvision: 120 ft Passive Perception: 14
    Languages: Understands Aquan but can't speak
    Challenge Rating: 10 ( 5,900 XP)

    Special Abilities

    Gills: Can breathe underwater   Ink Cloud (Recharge 5-6): As a reaction, the spectral kraken can release a cloud of ink in a 20-foot radius. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the kraken can use a bonus action to teleport to an unoccupied space within 60 feet.   Multiattack: The spectral kraken makes three tentacle attacks.

    Actions

    Tentacle: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 2d8+4 bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the kraken can't use the same tentacle on another target.   Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target grappled by the kraken. Hit: 3d10+4 piercing damage.   Lightning Surge (Recharge 6): The spectral kraken releases a surge of electrical energy in a 40-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d8 lightning damage on a failed save, or half as much damage on a successful one.   Constrict: The kraken makes one tentacle attack against a grappled creature. If the attack hits, the target takes 2d8+4 bludgeoning damage, and it is stunned until the grapple ends.   Swallow: The kraken makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 4d8 acid damage at the start of each of the kraken's turns. If the kraken takes 20 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Lizardfolk

    Ability Score Increase
    Size Medium
    Speed

    Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.   Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.  

    ALIEN MINDS

    The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.   Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think, "I'm scared." Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.   Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on.   Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.  

    COLD AND CALCULATING

    Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk.   Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.   Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat.   A lizard folk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.  

    UTILITY AND SURVIVAL

    The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment.   Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.   Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simpie existence as hunters and gatherers.   HAPLESS SOFT ONES At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.   Still, if other creatures prove useful to lizardfolk, those creatures can trigger a prote,ctive response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.  

    LIZARDFOLK PERSONALITY

    You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.   LIZARDFOLK QUIRKS d8 Quirk
    1 You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!
    2 You sleep best while mostly submerged in water.
    3 Money is meaningless to you.
    4 You think there are only two species of humanoid: lizardfolk and meat.
    5 You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.
    6 You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity.
    7 You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
    8 You enjoy eating your food while it's still wriggling.

    LIZARDFOLK NAMES

    Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as "axe," a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how she blends into the foliage.   Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.   Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)  

    LIZARDFOLK TRAITS

    Your lizardfolk character has the following racial traits.   Ability Score Increase.Your Constitution score increases by 2, and your Wisdom score increases by 1.
    Age.Lizardfolk reach maturity arqund age 14 and rarely live longer than 60 years.
    Alignment.Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
    Size.Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
    Speed.Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
    Bite.Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
    Cunning Artisan.As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
    Hold Breath.You can hold your breath for up to 15 minutes at a time.
    Hunter's Lore.You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
    Natural Armor.You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
    Hungry Jaws.In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
    Languages.You can speak, read, and write Common and Draconic.
      SOURCE Volo’s Guide to Monsters

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Homebrew

    Prophetic screw up

    0-level (Cantrip) Divination

    Casting Time: n/a
    Range/Area: self
    Components: Verbal
    Duration: Instantanious
    Change any roll to a nat 20 however the DM can then change any roll you make aside from this one to a nat 1.
    Available for: Paladin

    PHB

    Mold Earth

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous or 1 Hour
    Components S

    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    Command

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal
    Duration: 1 round
    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

    Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

    Drop: The target drops whatever it is holding and then ends its turn.

    Flee: The target spends its turn moving away from you by the fastest available means.

    Grovel: The target falls prone and then ends its turn.

    Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
    Available for: Cleric, Paladin

    PHB, page 229

    Create or Destroy Water

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: a drop of water if creating water or a few grains of sand if destroying it
    Duration: Duration: Instantaneous
    You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
    Available for: Cleric, Druid

    Expeditious Retreat

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Available for: Wizards

    Player's Handbook

    Heroism

    1-level Enchantment

    Casting Time 1 action
    Range Touch
    Duration Concentration, 1 minute
    Components V,S

    A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Class(es): Bard, Paladin

    Homebrew

    Telepathy

    1-level Divination

    Casting Time: 1 Bonus action
    Range/Area: 60ft
    Components: Somatic
    Duration: 12h

    Homebrew

    Telekinesis

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Somatic
    Duration: 5 minutes
    You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.   Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.   On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.   Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.   If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.   You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

    Chameleon Cloak

    1-level Illusion

    Casting Time: 1 Action
    Range/Area: Self
    Components: V or S
    Duration: Concentration, up to 1 minute
    This spell allows the lizardfolk to blend seamlessly with their surroundings, gaining advantage on Stealth checks. The coloration of their skin shifts to match the environment, providing a +2 bonus to Dexterity (Stealth) checks during the duration.
    Available for: Lizardfolk

    Player's Handbook

    Disguise Self

    1-level Illusion

    Casting Time 1 action
    Range Self
    Duration 1 hour
    Components V,S

    You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Class(es): Artificer, Bard, Sorcerer, Wizard

    PHB

    Earth Tremor

    1-level Evocation

    Casting Time 1 Action
    Range 10ft
    Duration Instantaneous
    Components V, S

    You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Bard, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Grimlore's Grimoire

    Earthen Pillar

    1-level Transmutation

    Casting Time 1 Action
    Range 30 ft
    Duration Instantaneous
    Components V, S

    You call forth a column of dirt to rise out of the ground in a space you can see within range. The pillar has a diameter of 5 feet, a height of 20 feet, an AC of 10 and 15 hit points.   If the pillar is created under a Medium or smaller creature, that creature must succeed on a Dexterity save or be lifted by the pillar. Large creatures make the save with advantage. Huge or bigger creatures are unaffected as the earthen pillar is unable to be created under the creature's weight. A Large or smaller creature can choose to fail the save.   If the pillar is prevented from reaching its full height due to contact with another solid surface, a creature on the pillar takes 2d6 bludgeoning damage and is restrained. The restrained creature can use an action to make a strength or dexterity check (creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move or fall off the pillar
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the pillar by 5 feet and the potential damage it deals by 1d6 for each slot level above 1st.

    Class(es): Druid, Wizard

    Level 2 Spells

    PHB

    Augury

    2-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: Self
    Components: V, S, M
    Materials: Specially marked sticks, bones, or similar tokens worth at least 25 gp
    Duration: Instantaneous
    By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
    • Weal, for good results
    • Woe, for bad results
    • Weal and woe, for both good and bad results
    • Nothing, for results that aren't especially good or bad
    The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent change for each casting after the first reading that you get a random reading. The DM makes this roll in secret.
    Available for: Cleric

    SRD

    Misty Step

    2-level Conjuration

    Casting Time: 1 bonus action
    Range/Area: self
    Components: V
    Duration: instantaneous
    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
    Available for: Sorcerer, Warlock, Wizard

    Replacement Series

    Magic Weapon

    2-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: touch
    Components: VS
    Duration: Concentration, up to an hour
    You touch a weapon, imbuing it with magic until the spell ends. A nonmagical weapon becomes magical, and the weapon gains a +1 bonus to attack rolls and deals an extra 1d4 force damage.   A creature wielding the weapon can use a bonus action to make it start or stop glowing. The wielder chooses the color and amount of bright light from a 5-foot radius to a 30-foot radius, with dim light for an additional equal distance.
    At higher levels: When you cast this spell 4th level or higher, the bonus increases to +2 and the force damage increases to 1d6. At 6th level or higher, the bonus increases to +3 and the force damage increases to 1d8.
    Available for: Inventor, Paladin, Ranger, Sorcerer, Wizard

    Branding Smite

    2-level Evocation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Damage/Effect: radiant

    The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5 foot radius and can’t become invisible until the spell ends.

    At higher levels:

    When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

    Valda's Spire of Secrets

    Stone Bones

    2-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: 30 feet
    Components: V, S
    Duration: 1 round
    You magically reinforce a creature you can see within range, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of your next turn.
    Available for: Druid, Necromancer, Ranger, Sorcerer

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