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Mara Willows

6 Level (0/23000 XP for level-up) Folk Hero Background Half-Elf Race / Species / Heritage Neutral Good Alignment
‎‎‎‎‎‎‎‎ㅤ‎‎‎‎‎‎‎‎ㅤLiberation Decree‎‎‎‎‎‎‎‎ㅤ‎‎‎‎‎‎‎‎ㅤMasked Hero
Level 5
Hit Dice: 5/5
1d8+1 Class 1
‎‎‎‎‎‎‎‎ㅤ‎‎‎‎‎‎‎‎ㅤUnity Domain‎‎‎‎‎‎‎‎ㅤ‎‎‎‎‎‎‎‎ㅤCleric
Level 1
Hit Dice: 1/1
1d8+1 Class 2

STR
12
+1
DEX
10
+0
CON
12
+1
INT
10
+0
WIS
16
+3
CHA
18
+4
38
Hit Points
+0
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
0 / 1
Heroic Armaments
2 / 2
Masked Transformations
3 / 3
Deflective Strike
3 / 3
Warding Flare
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+3 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+0 Acrobatics DEX
+6 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+4 Deception CHA
+0 History INT
+6 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +4 STR 1d8+1 Slashing
 Versatile (1d10)
HA Longsword +7 CHA 1d8+4 Slashing
 Versatile (1d10)
Shortbow +3 DEX 1d6 Piercing
 Ammunition (range 80/320), two-handed
HA Shortbow +7 CHA 1d6+4 Piercing
 Ammunition (range 80/320), two-handed
Unarmed Strike +4 STR 1+1 Bludgeoning
Armament Spirit +6 WIS 2d4+3 Varies
 + 1d6 damage per spell slot level
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Ceremony 1 hour Touch Instantaneous V, S, M
 Notes:Ritual
Detect Magic 1 action Self Concentration, up to 10 minutes V, S
 Notes:Ritual
Guiding Bolt 1 action 120 ft 1 round 4d6 V, S
Healing Word 1 bonus action 60 ft Instantaneous 1d4 V

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt 1 action 120 ft 1 round 4d6 + V, S
Healing Word 1 bonus action 60 ft Instantaneous 1d4 + V
Backpack



Bedroll



Mess kit



Tinderbox



Rations(7)



Waterskin



50 ft rope



Torches(10)



Shovel



Iron pot



Common clothes



Studded leather armor



Wolf cloak



Cool robes



Cook's tools



Sunglasses



Model sheep



Lake notes



Health potions(1)
Potion of Healing. You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.



Pouch with powder(5)
Drinking Powder of Levity. Mixed with warm water, tastes like the drinkers favourite taste, (DC 14 WIS) causes drinker to become loose lipped with their current thoughts and emotions.



Pouch with shrooms(2)
Poisonous - DC15 CON save.



Ring of petrification



Wedding rings(2)



Complimentary towels



Bag of Holding
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum of 1 minute), after which time they begin to suffocate.Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.



50 ft rope ladder



50gp diamond


Equipment Copper: 6, Silver: 0, Electrum: 0, Gold: 56, Platinum: 154 Money
Silvery Barbs, Misty Step, and Fog Cloud can be cast once per long rest without expending a spell slot.
Spellcasting

Languages

Common

Elvish

Celestial
Proficiencies

Land vehicles

Disguise kit

Cook's tools

Languages & Proficiencies


™ & © 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

The statblocks of your class features

Fey Touched

Your exposure to Fey magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

The Masked Hero

Masked Hero

The orc slashes its axe across the archer's abdomen, causing her to drop to her knees in pain. When the warrior swings its weapon again to deal the killing blow, a figure appears before them in the blink of an eye, and deflects the attack with one sword strike. The bleeding archer gasps, before gazing up in awe at the helmeted, violet warrior that now stands over her. Uttering a command-phrase, a red suit of armor begins to manifest around the mysterious stranger. As the armor-pieces join together in perfect harmony, an audible melody rings in the air, as if heralding the arrival of a saviour. When the tune finally ends, the crimson knight unsheathes a flaming blade.
Driving the entire length of the blue blade straight into the demon's torso, the gigantic beast cries out in pain before the masked figure sends it reeling backwards with a blazing kick. Right as the monster's back hit the wall behind it, its howl of pain is silenced by a burning fist that caves-in its skull. The beast finally dead, its body crumbles away as ash in the wind.
Beyond the safe haven of cities, masked heroes endlessly battle against the forces of evil. Donning suits of armor fueled by their force-of-will, these warriors take up heroic personas to fight as the world's faceless defenders. They fight for those who can't, and do so even if their efforts are unrecognized.

Faceless Warriors of Self-Sacrifice

Donning colourful uniforms and masks, a masked hero is a selfless warrior that jumps straight into combat without any hesitation. Wielding weapons and a variety of spells to assist their companions on the battlefield, their abilities shine at their brightest when these masked warriors are standing side-by-side alongside other daring adventurers.
But it is during the critical moment when an ally is about to be struck where a masked hero shows their true potential. In mere seconds, a masked hero can appear in front of allies to absorb - if not deflect - blows that would kill lesser beings. It is through sheer willpower that they do not die from their wounds, as they fight, so others do not have to suffer.
No matter where the battlefield may be, these heroes never hesitate to appear. As they take to the fields of battle in their masked forms, their mere presence is enough to bolster any warriors that find themselves fighting alongside these faceless avengers. Whenever a person is in need of help, the arrival of a masked hero is only seconds away.

The Persona Beneath the Mask

The defining aspects of a masked hero are the mask and uniform that they don, both channeling innate abilities while also enforcing the unforgettable image of a faceless vigilante of justice.
While not in this form, a masked hero looks like any other person that you would find in the crowd. But whenever the time for battle comes, a masked hero rushes right into the forefront, mystical armor and weapons manifesting into view with no more than a single command to call them forth.
It is with this form that a masked hero strikes fear into the hearts of their enemies, as it is hard to forget the appearance of the enigmatic warrior that is capable of decimating several opponents with ease.

Creating a Masked Hero

When creating a masked hero, you must first decide how your character acquired the powers that they wield. Were they gifted to you from mysterious individuals? Perhaps you found a mysterious device buried within an ancient crypt? Are these powers something that you had desired, or was it a matter of taking up a mantle that had been passed onto you?
Even though the concept of a masked hero may seem like it calls for those of both pure mind and body, you need only an unwavering force-of-will, and the ability to turn that will into a weapon, in order to hone your abilities. The reason why you are able to do this can vary, whether it is because you fight for the sake of people that you care about, or because you had been given some sort of mysterious purpose alongside your newfound powers.

Quick Build

You can make a masked hero quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom, and Constitution. Second, choose the folk hero background.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per masked hero level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: Disguise kit
saving throws: Dexterity, Charisma
skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Persuasion, and Stealth
starting equipment:
You start with the following equipment, in addition to the
equipment granted by your background:

  • Scale mail, a shield, and a martial melee weapon

  • (a) three handaxes or (b) a shortbow and 20 arrows

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


spellcasting:
Starting at 2nd level, you can summon a magical item called a bonded device. This device is an arcane object capable of channelling the power within you into the material realm in the shape of spells. See the end of the class description for the masked hero spell list.

Spell Slots

The masked hero table shows how many spell slots you have to cast your masked hero spells of 1st level and higher. To cast one of these masked hero spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level And Higher

You know two 1st-level spells of your choice from the masked hero spell list.
The Spells Known column of the Masked Hero table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the masked hero spells you know and replace it with another spell from the masked hero spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your masked hero spells, as your ability to attune to the raw energy within you is what shapes your spells into a variety of effects. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a masked hero spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier
class features:

Heroic Armaments

  You can infuse weapons with your vitality to turn them into valiant weapons. As an action, you can turn one weapon that you are proficient with, and is on your person, into a weapon of valour called a heroic armament. Alternatively, you can use your action to turn three weapons that lack the special and versatile properties, have the thrown property, and are on your person, into heroic armaments. Until you finish a long rest, harmless visual effects, such as lightning, surrounds your heroic armaments. This benefit ends early if you die.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). Whenever you finish a long rest, you regain all expended uses.

Masked Transformation

On your turn, you can transform as a bonus action to assume your heroic form and gain the following benefits:
  • Your Armor Class equals 13 + your Wisdom modifier. While transformed, wielding a shield doesn't increase your Armor Class. Any armor that you are wearing also merges into your heroic form, and has no effect until the end of your transformation.
  • You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of any weapon attack you make with a heroic armament.
  • Once per turn, you can deal an extra 1d6 force damage to a creature you hit with a melee weapon attack if another enemy of the target is within 10 feet of that creature.
Your transformation lasts for a number of hours equal to your Charisma modifier (minimum of one hour), and ends early if you are reduced to 0 hit points or die. You can also end your transformation as a bonus action on your turn.
Your masked hero level determines the number of times you can transform, as shown in the Transformations column of the Masked Hero table. You recover all expended uses of Masked Transformation when you finish a short or long rest.

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as masked hero spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

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.

Thrown Weapon Fighting

You can draw a weapon that has the thrown propery as part of the attack you make with the weapon.
In addition, when you hit a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Deflective Strike

Starting at 2nd level, you can protect your allies from attacks. Once per round, when a creature that you can see within 30 feet of you, other than yourself, is hit by an attack, you can immediately teleport to an unoccupied space within 5 feet of that creature to make a special melee weapon attack.
This special attack deals no damage, is made with a melee weapon, or an unarmed strike, and you make this attack immediately before the triggering attack deals any damage.
Compare your attack roll to the attack roll of the triggering attack. If your attack roll equals or exceeds it, you turn the triggering attack into a miss. Otherwise, the triggering attack hits, and instantly deals damage to you instead of that creature. The attack's damage is reduced by an amount equal to 5 + half your masked hero level (rounded up). You can't use this feature if you are frightened or incapacitated.
When you use this feature, you can only attack once, instead of twice, if you take the Attack action on your next turn. If you are able to attack three times, instead of twice, whenever you take the Attack action, you can only attack twice instead.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). Whenever you finish a long rest, you regain all expended uses.
At 3rd level, you can use Deflective Strike when you are hit by an attack. When you use Deflective Strike in this way, you do not teleport.

Heroic Decree

At 3rd level, you dedicate yourself to a decree that represents your idea of justice, while also granting you new abilities as a result of your unwavering faith. You may choose the Decree of Retribution, the Decree of Preservation, the Decree of Salvation, the Decree of Conviction, the Decree of Execution, the Decree of Extinction, the Decree of Assimilation, or the Decree of Liberation, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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.

Triumphant Armaments

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

Unwavering Resolve

Starting at 5th level, your attunement with your heroic vitality allows you to regain bits of your fighting strength in the most dire of situations. Whenever you finish a short rest, you can recover a number of Deflective Strike's expended uses equal to half your Wisdom modifier (rounded down).
subclass options:

Decree of Liberation

The Decree of Liberation is exercised by adepts of the heroic armament, heroes who have bonded with their armaments to become weapons of justice personified. With this bond, these heroes seek to shatter the chains of tyranny wherever they go, their weapons perpetually engaged in a battle for deliverance.

Liberation Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Liberation Spells table. The spell counts as a masked hero spell for you, but it doesn’t count against the number of masked hero spells you know.
Liberation Spells
Masked Hero Level Spell
3rd expeditious retreat
5th pass without trace

Armament Spirit

When you select this Decree at 3rd level, your bond with your heroic armaments allows you to awaken and unleash the valorous entities within them as a projectile. You gain a new attack option that you can use with the Attack action.
As long as a heroic armament is on your person, you can expend one spell slot as an action to make a special ranged spell attack against a creature that you can see within 60 feet of you. This special attack is made with a free hand, you add your Wisdom modifier to its damage rolls.
On a hit, the target is moved up to 15 feet away from you, and takes 2d4 damage, plus 1d6 for each spell level. The damage type for this attack is determined by the deity channelled, as detailed in the Deities' Associated Damage Types table.
Deities' Associated Damage Types
Deity Damage Type
Idos Radiant
Arbin Cold
  When you gain the Triumphant Armaments feature, this special attack can be used for one of the attacks you make as part of the Attack action.   Unshackle Armament At 3rd level, when you use Deflective Strike, a bonded device on your person rings with power until the end of your next turn. As a bonus action on your next turn, you can transmit this power into a heroic armament on your person, unshackling it until the end of that turn.   The next time you hit a creature with a weapon attack made with that heroic armament before the end of that turn, you can make one additional weapon attack with that heroic armament as part of the same action. If the attack hits the same target, all damage dealt by the attack becomes force damage.
LevelProficiency BonusFeaturesTransformationsSpells Known
1+2Heroic Armaments, Masked Transformation2
2+2Fighting Style, Spellcasting, Deflective Strike22
3+2Heroic Decree, Deflective Strike improvement23
4+2Ability Score Improvement23
5+3Triumphant Armaments, Unwavering Resolve24

Cleric

-Spell Slots per Spell Level-

Level Proficiency
Bonus
Features Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain
Optional Class Feature: Additional Cleric Spells
3 2 - - - - - - - -
2nd +2 Channel Divinity(1/rest), Divine Domain Feature
Optional Class Feature: Harness Divine Power
3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement
Optional Class Feature: Cantrip Versitility
4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Divinity (2/rest), Divine Domain Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1),
Divine Domain Feature, Optional Class Feature: Blessed Strike
4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1
hit dice: 1d8 per Cleric level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol
spellcasting:

As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

class features:

Divine Domain

Choose one domain related to your deity: Arcana, Forge, Grave, Knowledge, Life, Light, Nature, Order, Tempest, Trickery, Twilight, or War. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. 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 cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any 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.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Cleric LevelDestroys Undead of CR...
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.


Optional Class Features

Additional Cleric Spells

The spells in the following list expand the cleric spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Cleric LevelAdditional Spells
3rdAura of Vitality, Spirit Shroud
4thAura of Life, Aura of Purity
5thSummon Celestial
6thSunbeam
8thSunburst
9thPower Word Heal

Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list.

Blessed Strike

replaces the Divine Strike or Potent Spellcasting subclass feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

subclass options:

Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio.

Choose one domain related to your deity: Arcana, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, or War. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Arcana Domain

Arcana Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand.

Arcana Domain Spells

Cleric LevelSpells
1stDetect Magic, Magic Missile
3rdMagic Weapon, Nystul's Magic Aura
5thDispel Magic, Magic Circle
7thArcane Eye, Leomund's Secret Chest
9thPlanar Binding, Teleportation Circle

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use 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.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment

Cleric LevelBanishes Creatures of CR...
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Source: Sword Coast Adventurer's Guide

Forge Domain

Forge Domain

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.

Domain Spells

You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells

Cleric LevelSpells
1stIdentify, Searing Smite
3rdHeat Metal, Magic Weapon
5thElemental Weapon, Protection from Energy
7thFabricate, Wall of Fire
9thAnimate Objects, Creation

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Source: Xanathar's Guide to Everything

Grave Domain

Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Domain Spells

You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.

Grave Domain Spells

Cleric LevelSpells
1stBane, False Life
3rdGentle Repose, Ray of Enfeeblement
5thRevivify, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Raise Dead

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

Sentinel at Death’s Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Keeper of Souls

Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.

Source: Xanathar's Guide to Everything

Knowledge Domain

Knowledge Domain

The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention.

Knowledge Domain Spells

Cleric LevelSpells
1stCommand, Identify
3rdAugury, Suggestion
5thNondetection, Speak with Dead
7thArcane Eye, Confusion
9thLegend Lore, Scrying

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Source: Player's Handbook

Life Domain

Life Domain

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.

Life Domain Spells

Cleric LevelSpells
1stBless, Cure Wounds
3rdLesser Restoration, Spiritual Weapon
5thBeacon of Hope, Revivify
7thDeath Ward, Guardian of Faith
9thMass Cure Wounds, Raise Dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Source: Player's Handbook

Light Domain

Light Domain

Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

Light Domain Spells

Cleric LevelSpells
1stBurning Hands, Faeire Fire
3rdFlaming Sphere, Scorching Ray
5thDaylight, Fireball
7thGuardian of Faith, Wall of Fire
9thFlame Strike, Scrying

Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Source: Player's Handbook

Nature Domain

Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Nature Domain Spells

Cleric LevelSpells
1stAnimal Friendship, Speak with Animals
3rdBarkskin, Spike Growth
5thPlant Growth, Wind Wall
7thDominate Beast, Grasping Vine
9thInsect Plague, Tree Stride

Acolyte of Nature

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Source: Player's Handbook

Order Domain

Order Domain

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.

Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic world.

Order Domain Spells

Cleric LevelSpells
1stCommand, Heroism
3rdHold Person, Zone of Truth
5thMass Healing Word, Slow
7thCompulsion, Locate Creature
9thCommune, Dominate Person

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

Also at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law

At 6th level, you have become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Order's Wrath

At 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Source: Tasha's Cauldron of Everything & Guildmaster's Guide to Ravnica

Peace Domain

Peace Domain

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.

Peace Domain Spells

Cleric LevelSpells
1stHeroism, Sanctuary
3rdAid, Warding Bond
5thBeacon of Hope, Sending
7thAura of Purity, Otiluke's Resilient Sphere
9thGreater Restoration, Rory's Telepathic Bond

Implement of Peace

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

Emboldening Bond

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Balm of Peace

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Protective Bond

Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Expansive Bond

At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage

Source: Tasha's Cauldron of Everything

Tempest Domain

Tempest Domain

Gods whose portfolios include the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, the gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Tempest Domain Spells

Cleric LevelSpells
1stFog Cloud, Thunderwave
3rdGust of Wind, Shatter
5thCall Lightning, Sleet Storm
7thControl Water, Ice Storm
9thDestructive Wave, Insect Plague

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Source: Player's Handbook

Trickery Domain

Trickery Domain

Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Trickery Domain Spells

Cleric LevelSpells
1stCharm Person, Disguise Self
3rdMirror Image, Pass Without Trace
5thBlink, Dispel Magic
7thDimension Door, Polymorph
9thDominate Person, Modify Memory

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Source: Player's Handbook

Twilight Domain

Twilight Domain

The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite, bravery or protection, travel or transition, or the night and dreams might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.

Twilight Domain Spells

Cleric LevelSpells
1stFaerire Fire, Sleep
3rdDarkness, Invisibility
5thAura of Vitality, Leomund's Tiny Hut
7thAura of Life, Greater Invisibility
9thCircle of Power, Dream

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Eyes of Night

At 1st level, your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Vigilant Blessing

Also at 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • Give it 1d8 temporary hit points.
  • End one effect causing it to be charmed or frightened.

Steps of the Brave

At 6th level, you draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:

  • You have advantage on saving throws against being frightened.
  • If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

Midnight Shroud

At 17th level, you can harness the shrouding power of night to protect your allies and stymie your foes.

Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.

Source: Tasha's Cauldron of Everything

War Domain

War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain Spells

Cleric LevelSpells
1stDivine Favor, Shield of Faith
3rdMagic Weapon, Spiritual Weapon
5thCrusader's Mantle, Spirit Guardians
7thFreedom of Movement, Stoneskin
9thFlame Strike, Hold Monster

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. 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.

Channel Divinity: War God’s Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Source: Player's Handbook

Statblocks for your familiars, mounts etc.

Ramsy CR: 1/2

Large celestial, good boy
Armor Class: 11
Hit Points: 19
Speed: 60 ft

STR

18 +4

DEX

12 +1

CON

13 +1

INT

6 -2

WIS

12 +1

CHA

7 -2

Senses: passive Perception 11
Languages: understands Celestial, but cannot speak it
Challenge Rating: 1/2

Trampling Charge. If Ramsy moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Ramsy can make another attack with his horns against it as a bonus action.

Actions

Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 4 piercing damage.

Statblocks for race/species of the character.

Folk Hero

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies Animal Handling, Survival
Tool Proficiencies One type of artisan’s tools, vehicles (land)
Equipment A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Features

Defining Event

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people   Dice: 1d10
  1. I stood up to a tyrant’s agents.
  2. I saved people during a natural disaster.
  3. I stood alone against a terrible monster.
  4. I stole from a corrupt merchant to help the poor.
  5. I led a militia to fight off an invading army.
  6. I broke into a tyrant’s castle and stole weapons to arm the people.
  7. I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
  8. A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
  9. A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
  10. Recruited into a lord’s army, I rose to leadership and was commended for my heroism.
 

Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

Traits

Dice: 1d8 Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I’m always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I’m confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?

Ideal

Dice: 1d6 Ideal
1Respect. People deserve to be treated with dignity and respect. (Good)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Evil)
5Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)

Bond

Dice: 1d6 Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.

Flaw

Dice: 1d6 Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.

PHB

Half-Elf

Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was marked by an easy grace—an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard . . . no elf, but . . .   “Tanis?” said Flint hesitantly as the man neared.   “The same.” The newcomer’s bearded face split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.   — Margaret Weis and Tracy Hickman, Dragons of Autumn Twilight   Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.  

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

 

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

 

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.

 

EXCELLENT AMBASSADORS

Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).

 

Half-Elf Variants

Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage.

ability score increase: +2 CHA, +1 in two other ability scores
age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
race features:

Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility

You gain proficiency in two skills of your choice.


or

Keen Senses

You have proficiency in the Perception skill.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Xanathar's Guide to Everything

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30ft
Components: S
Duration: Instantaneous or 1 Hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 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.
    Available for: Druid, Sorcerer, Wizard

    Player's Handbook

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 Minute
    Range/Area: Touch
    Components: V, S, M
    Materials: Two Lodestones
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
    Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    Player's Handbook

    Guidance

    0-level (Cantrip) Divination

    Casting Time: 1 Action
    Range/Area: Self/Touch
    Components: V, S
    Duration: Concentration, up to 1 Minute
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    At higher levels: The spell's bonus dice upgrades at 5th level (d6), 10th level (d8), 15th level (d10), and 20th level (d12).
    Available for: Artificer, Cleric, Druid

    Player's Handbook

    Sacred Flame

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: 60ft
    Components: V, S
    Duration: Instantaneous
    Attack/Save: Dexterity Save Roll
    Damage/Effect: Radiant
    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 10th level (3d8), 15th level (4d8), and 20th level (5d8).
    Available for: Cleric

    Player's Handbook

    Light

    0-level (Cantrip) Evocation

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, M
    Materials: A Firefly or Phosphorescent Moss
    Duration: 1 Hour
    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
    Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

    Level 1 Spells

    Strixhaven: A Curriculum of Chaos p.38

    Silvery Barbs

    1-level Enchantment

    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range/Area: 60 feet
    Components: Verbal
    Duration: Instantaneous
    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
    Available for: Bard, Sorcerer, Wizard

    Player's Handbook 5E (WoC)

    Bless

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 ft
    Components: Verbal, Somatic, Material
    Materials: A sprinkling of holy water
    Duration: Concentration, Up to 1 minute
    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    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. 
    Available for: Cleric, Paladin

    Player's Handbook (Woc)

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic
    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: Bard, Druid, Cleric, Paladin, Ranger

    SRD

    Expeditous Retreat

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: self
    Components: VS
    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: Artificer, Sorcerer, Warlock, Wizard

    SRD

    Fog Cloud

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: Concentration, up to 1 hour
    You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
    Available for: Druid, Ranger, Sorcerer, Wizard

    Player's Handbook (Woc)

    Burning Hands

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self (15 ft cone)
    Components: Verbal, Somatic
    Duration: Instantaneous
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15 ft cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
    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.
    Available for: Wizard, Sorcerer

    Player's Handbook p239

    Faerie Fire

    1-level Evocation

    Casting Time: 1 Action
    Range/Area: 60ft (20ft cube)
    Components: V
    Duration: Concentration, 1 Minute

    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

    Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

    Available for: Bard, Druid, Artificer, Light Domain, Twilight Domain, The Archfey

    Level 2 Spells

    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

    SRD

    Pass without Trace

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce, or focus
    Duration: Concentration, up to 1 hour
    A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
    Available for: Druid, Ranger

    SRD

    Find Steed

    2-level Conjuration

    Casting Time: 10 minutes
    Range/Area: 30 feet
    Components: VS
    Duration: instantaneous
    You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
    Available for: Paladin

    The Masked Hero [Next Evolution]

    Iron Gale Strike

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: 15ft
    Components: V, S, M
    Materials: A melee weapon worth at least 1 sp
    Duration: Instantaneous
    You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to three creatures that you can see within range. Make a melee spell attack against each target. On a hit, a target takes 3d8 force damage. You then return to the space you had vanished from.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.
    Available for: Masked Hero

    Statblocks for your Trinkets, businesses, building, castles, empires.


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    bsixone.

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