|
| -1 |
Strength
Modifier
|
|---|---|---|
|
| +0 |
Dexterity
Modifier
|
|
| +0 |
Constitution
Modifier
|
|
| +0 |
Intelligence
Modifier
|
|
| +0 |
Wisdom
Modifier
|
|
| +0 |
Charisma
Modifier
|
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| Save | Total | Mod | Prof | Item | Prof. Bonus | |
|---|---|---|---|---|---|---|
| Fortitude (CON) | 3 | 0 | 3 | 0 | 2 | |
| Reflex (DEX) | 3 | 0 | 3 | 0 | 2 | |
| Will (WIS) | 5 | 0 | 5 | 0 | 4 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| Unarmed Attacks | Trained |
|---|
| Weapon | Attack | Damage | Type |
|---|---|---|---|
| Sickles | 1d20+6 | 1d4-1 | Slashing; |
| Weapon | Attack | Damage | Type |
| Staff | 1d20+2 | 1d4-1 | Bludgeoning |
| Weapon | Attack | Damage | Type |
|---|---|---|---|
| Sling | 1d20+6 | 1d6-1 | Bludgeoning |
| Total | Prof. Mod | Att. Mod | Item Mod | Armor Mod | ||
|---|---|---|---|---|---|---|
| +0 | Acrobatics (dex) | 0 | 0 | 0 | ||
| +3 | Arcana (int) | 3 | 0 | 0 | ||
| -1 | Athlethics (str) | -1 | 0 | 0 | ||
| +3 | Crafting (int) | 3 | 0 | 0 | ||
| +0 | Deception (cha) | 0 | 0 | |||
| +3 | Diplomacy (cha) | 3 | 0 | 0 | ||
| +0 | Intimidation (cha) | 0 | 0 | |||
| +0 | Lore: cooking | 0 | Trained | 0 | ||
| +3 | Medicine (wis) | 3 | 0 | 0 | ||
| +3 | Nature (wis) | 3 | 0 | 0 | ||
| +3 | Occultism (int) | 3 | 0 | 0 | ||
| +0 | Performance (cha) | 0 | 0 | |||
| +0 | Religion (wis) | 0 | 0 | |||
| +3 | Society (int) | 3 | 0 | 0 | ||
| +0 | Stealth (dex) | 0 | 0 | 0 | ||
| +3 | Survival (wis) | 3 | 0 | 0 | ||
| +0 | Thievery (dex) | 0 | 0 | 0 |
| Total | Key | Prof | |
|---|---|---|---|
| 3 | 0 | 3 |
| Total | Base | Key | Prof |
|---|---|---|---|
| 13 | 10 | 0 | 3 |
| Per Day | 2 | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Current |
Statblocks for your Feats and Ability.
Statblocks for your spells.
| Traditions | Components | |||
|---|---|---|---|---|
| Cast | Range | Target | Duration | Saving Throw |
| - | - | - | - | - |
| Description | TRIGGER: your turn begins. At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane divine occult primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| 2 actions | Area 30 foot emanation | - | - | - |
| Description | You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the school of magic for the highestlevel effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). |
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| Traditions | Components | |||
|---|---|---|---|---|
| divine occult primal | verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| 1 action | 30 feet | 1 creature | until the start of your next turn | - |
| Description | You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| 2 Actions | 120 ft | 1 Creature | Instant | - |
| Description | You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier. Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round. SuccessThe target takes normal damage. Heightened (+1) The damage increases by 1d4. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane divine occult primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| 2 actions | 10 feet | 1 object (cook, lift or tidy only) | sustained | - |
| Description | The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options. Cook Cool, warm, or flavor 1 pound of nonliving material. Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component. Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane divine occult primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| 1 minute | 30 feet | 1 object | - | - |
| Description | You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298). If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell. Heightened (3rd) You can target up to 10 objects. Heightened (6th) You can target any number of objects. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
5 feet | 1 creature | - | Fortitude |
| Description | You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 persistent poison damage, depending on its Fortitude save. Critical Success The creature is unaffected. Success The target takes half initial and persistent damage. Failure The target takes full initial and persistent damage. Critical Failure The target takes double initial and persistent damage. Heightened (+2) The initial poison damage increases by 1d8 and the persistent poison damage increases by 1. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| 2 Actions | 30 Ft | 5 ft cube | Instant | Reflex |
| Description | Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a basic Reflex saving throw. You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. Heightened (+1) The damage increases by 1d4. |
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| Traditions | Components | |||
|---|---|---|---|---|
| divine primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| - | 30 feet | 1 dying creature | - | - |
| Description | Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
touch | 1 creature | - | - |
| Description | You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage. Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4 . |
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| Traditions | Components | |||
|---|---|---|---|---|
| divine occult primal | ||||
| Cast | Range | Target | Duration | Saving Throw |
|
- | - | - | - |
| Description | In your mind's eye, you magically reorient yourself. You immediately know which direction is north (if it exists at your current location), and you can choose a location you were at within the last 24 hours and learn what direction it lies. Heightened (3rd) You can choose a location you were at within the last week. Heightened (7th) You can choose a location you were at regardless of how long ago you were there. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane divine occult primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| 2 actions | 30 feet | 1 creature | varies | will |
| Description | You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane divine occult primal | ||||
| Cast | Range | Target | Duration | Saving Throw |
| 1 action | touch | 1 willing creature that is your companion | 8 hours | - |
| Description | You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| 2 actions | - | - | 10 Minutes | - |
| Description | You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities:
|
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane divine occult primal | material somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
| 10 minutes | touch Area: 20 foot burst | - | 8 hours | - |
| Description | Requirements: 3gp silver bell focus You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area. Heightened (3rd) You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people. |
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| Traditions | Components | |||
|---|---|---|---|---|
| arcane primal | ||||
| Cast | Range | Target | Duration | Saving Throw |
|
touch | 1 creature | - | Fortitude |
| Description | Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is afflicted with goblin pox at stage 1. Critical Failure The target is afflicted with goblin pox at stage 2.
Goblin Pox (disease) Level 1; Creatures that have the goblin trait and goblin dogs are immune; Stage 1 sickened 1 (1 round) Stage 2 sickened 1 and slowed 1 (1 round) Stage 3 sickened 1 and the creature can’t reduce its sickened value below 1 (1 day). |
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