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Grim Character

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0% found this document useful (0 votes)
36 views15 pages

Grim Character

Uploaded by

davidmack826
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Barbarian (1) / Cleric [War Domain] (4)

Outlander doove
CLASS & LEVEL BACKGROUND PLAYER NAME
Grim Human/Chondathan Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I have a lesson for every situation,
14 +2 30 drawn from observing nature.
+3 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED I have a strong code of honor

16 PERSONALITY TRAITS

Hit Point Maximum 41



+6 Strength
DEXTERITY Change. Life is like the seasons, in
+2 Dexterity constant change, and we must

+2 ●
+5 Constitution
+2 Intelligence
CURRENT HIT POINTS
change with it.
IDEALS

14 +3 Wisdom
0 Charisma
My freedom is my most precious
possession. I'll never let anyone take
CONSTITUTION SAVING THROWS it from me again.
TEMPORARY HIT POINTS BONDS

+2 +2 Acrobatics (Dex) SUCCESSES

14
4x(1d8+2) loose cannon quick to
+3 Animal Handling (Wis) 1x(1d12+2) FAILURES
resort to violence.
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+6 Athletics (Str)

+2 0 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 +3 Insight (Wis)
Mace +6 1d6 + 3 bludgeoning
Amulet
WISDOM

+3 Intimidation (Cha)
+2 Investigation (Int)
Javelin +6 1d6 + 3 piercing
Caltrops
+3 Medicine (Wis)
Morningstar +6 1d8 + 3 piercing
Clothes, traveler’s
+3 +2 Nature (Int)
Drum

+6 Perception (Wis) Number of
17
0 Performance (Cha)
Attacks: 1 Explorer's Pack
0 Persuasion (Cha)
CHARISMA

+5 Religion (Int) Longbow. +5, 1d8
0 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+ 2 piercing
10 ●
+6 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

16 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Drum

Weapon Proficiencies: Martial; EP

Simple

Armor Proficiencies: Light;


GP
760
Medium; Shields
PP

Language Proficiencies:
Common; Giant; Undercommon

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
54 6"3' 203lb
AGE HEIGHT WEIGHT
Grim steel pale white grey
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Grim Tallstag Living a simple life in the village of vegetable hill as a farmer with is wife of 15 years,
and his daughter of 14. up to the age of 37 when one morning before the sun had even risen his
village was raided by savages of the north lands grim and a hand full others were taken as slaves
from his village back to the savage lands. sadly he was separated from his wife and daughter.

he lived the next 10 years of his life going from tribe to tribe learning skills and how to fend for
himself as he would find if he did not adapt he would perish like the others taken from his home

the only thing that kept him going would be the thought of seeing his wife and daughter again.

a passing through pilgrimage of clerics and followers of Ferghus the god of war passed through
where his current tribe resided. Grim saw this as an opportunity to be free and went to them and
begged for refuge with them explaining his circumstances. they agreed to help and liberated him
from his shackles. he went with the pilgrims where he met a dwarven cleric named Gage. Gage
who was reminded of an old friend when he met grim agreed to take him home to vegetable hill.
it took 6 months to get back to the village once here it is unrecognisable to Grim.
he goes to his old farm outside of the village ad finds it in ruin. looking closer it has been derelict
for years. In seeing this he rushes back into the village to find someone something that he
recognises. he finds himself outside the church in front of a square column with names on it. he
stares at it for a moment...then falls to his knees
his wife and daughters names on the monument. gage finally catches up with him to the
monument lost in what happens he manages to piece it together. he pulls a maece and holds it to
him and says:

"this is the foundation of what is to come the change is inevitable you either embrace it and
become great or you fall behind and perish"

suddenly he takes the mace and strikes the monument embedding it. turns to Gage and falls to
him and says teach me the ways of Ferghus i have nothing left. give me conviction. teach me to
use this anger.

from then on Grim vowed to never let anyone take him or anyone he cared for again and that he
would go out by his terms.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Resistance
Sacred Flame
Toll the Dead

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Bane

Bless
4
Command

Create or Destroy Water


SPELLS KNOWN

Cure Wounds

Detect Evil and Good


Detect Magic

Detect Poison and Disease


Divine Favor (Domain)
Guiding Bolt
8
Healing Word
Inflict Wounds

2 3
Aid

Augury
Blindness/Deafness
5
Calm Emotions

Continual Flame
9
Enhance Ability
Find Traps

Gentle Repose
Hold Person

Lesser Restoration

Locate Object
Magic Weapon (Domain)
Prayer of Healing

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Protection from Evil and Good

Purify Food and Drink


4
Sanctuary

Shield of Faith (Domain)


SPELLS KNOWN

2 3
Protection from Poison

Silence
Spiritual Weapon (Domain)
5
Warding Bond

Zone of Truth
9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Rage. Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning,
piercing, and slashing damage (lasts 1 minute, use twice/long rest).

---------------Actions--------------
Channel Divinity: Turn Undead. Undead within 30 feet must make a DC 14 Wisdom save or be turned for 1
min. or until damaged.

-----------Other Traits------------
..

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

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

Channel Divinity. Channel divine power using Turn Undead or one of your domain Channel Divinity
options. (use once/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.

Dual Wielder. When wielding a weapon in both hands, you gain a +1 bonus to AC.
Once on your turn, when you take the attack action and are two-weapon fighting, you may make one attack
as a bonus action.
While two-weapon fighting, you may make a two-weapon attack in place of a reaction weapon attack, such
as an opportunity attack.

Wanderer. You have an excellent memory for maps and geography, and you can always recall the general
layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water
for yourself and up to five other people each day, provided that the land offers berries, small game, water,
and so forth.

War Caster. You have advantage one Constitution saves that you make to maintain concentration on a
spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or
both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to
cast a spell at the creature, instead of making an opportunity attack. The spell must have a casting time of
only 1 action and must target only that creature.

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.
Page 1

Aid Augury Bane


Cleric Level 2 Abjuration DC 14 Spell Mod +6 Cleric Level 2 Divination DC 14 Spell Mod +6 Cleric Level 1 Enchantment DC 14 Spell Mod +6
1 Act. 30 ft V,S,M 8 hrs 1 min Self V,S,M Inst 1 Act. 30 ft V,S,M Conc, 1 min
A tiny strip of white cloth Specially marked sticks, bones, or similar tokens A drop of blood
worth at least 25 gp

Your spell bolsters your allies with toughness By casting gem-inlaid sticks, rolling dragon Up to three creatures of your choice that you
and resolve. Choose up to three creatures bones, laying out ornate cards, or employing can see within range must make Charisma
within range. Each target's hit point some other divining tool, you receive an omen saving throws. Whenever a target that fails
maximum and current hit points increase by 5 from an otherworldly entity about the results this saving throw makes an attack roll or a
for the duration. At Higher Levels. When you of a specific course of action that you plan to saving throw before the spell ends, the target
cast this spell using a spell slot of 3rd level or take within the next 30 minutes. The GM must roll a d4 and subtract the number rolled
higher, a target's hit points increase by an chooses from the following possible omens: • from the attack roll or saving throw. At Higher
additional 5 for each slot level above 2nd. Weal, for good results • Woe, for bad results • Levels. When you cast this spell using a spell
Weal and woe, for both good and bad results • slot of 2nd level or higher, you can target one
Nothing, for results that aren't especially good additional creature for each slot level above
or bad The spell doesn't take into account any 1st.
possible circumstances that might change the
outcome, such as the casting of additional
spells or the loss or gain of a companion. If you
cast the spell two or more times before
completing your next long rest, there is a
cumulative 25 percent chance for each casting
after the first that you get a random reading.
The GM makes this roll in secret.

Bless Blindness/Deafness Calm Emotions


Cleric Level 1 Enchantment DC 14 Spell Mod +6 Cleric Level 2 Necromancy DC 14 Spell Mod +6 Cleric Level 2 Enchantment DC 14 Spell Mod +6
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V 1 min 1 Act. 60 ft V,S Conc, 1 min
A sprinkling of holy water

You bless up to three creatures of your choice You can blind or deafen a foe. Choose one You attempt to suppress strong emotions in a
within range. Whenever a target makes an creature that you can see within range to make group of people. Each humanoid in a
attack roll or a saving throw before the spell a Constitution saving throw. If it fails, the 20-foot-radius sphere centered on a point you
ends, the target can roll a d4 and add the target is either blinded or deafened (your choose within range must make a Charisma
number rolled to the attack roll or saving choice) for the duration. At the end of each of saving throw; a creature can choose to fail this
throw. At Higher Levels. When you cast this its turns, the target can make a Constitution saving throw if it wishes. If a creature fails its
spell using a spell slot of 2nd level or higher, saving throw. On a success, the spell ends. At saving throw, choose one of the following two
you can target one additional creature for each Higher Levels. When you cast this spell using a effects. You can suppress any effect causing a
slot level above 1st. spell slot of 3rd level or higher, you can target target to be charmed or frightened. When this
one additional creature for each slot level spell ends, any suppressed effect resumes,
above 2nd. provided that its duration has not expired in
the meantime. Alternatively, you can make a
target indifferent about creatures of your
choice that it is hostile toward. This
indifference ends if the target is attacked or
harmed by a spell or if it witnesses any of its
friends being harmed. When the spell ends,
the creature becomes hostile again, unless the
GM rules otherwise.

Command Continual Flame Create or Destroy Water


Cleric Level 1 Enchantment DC 14 Spell Mod +6 Cleric Level 2 Evocation DC 14 Spell Mod +6 Cleric Level 1 Transmutation DC 14 Spell Mod +6
1 Act. 60 ft V 1 Rnd 1 Act. Touch V,S,M Until dispelled 1 Act. 30 ft V,S,M Inst
Ruby dust worth 50 gp, which the spell consumes A drop of water if creating water or a few grains of
sand if destroying it

You speak a one-word command to a creature A flame, equivalent in brightness to a torch, You either create or destroy water. Create
you can see within range. The target must springs forth from an object that you touch. Water. You create up to 10 gallons of clean
succeed on a Wisdom saving throw or follow The effect looks like a regular flame, but it water within range in an open container.
the command on its next turn. The spell has no creates no heat and doesn't use oxygen. A Alternatively, the water falls as rain in a
effect if the target is undead, if it doesn't continual flame can be covered or hidden but 30-foot cube within range, extinguishing
understand your language, or if your not smothered or quenched. exposed flames in the area. Destroy Water.
command is directly harmful to it. Some You destroy up to 10 gallons of water in an
typical commands and their effects follow. open container within range. Alternatively,
You might issue a command other than one you destroy fog in a 30-foot cube within range.
described here. If you do so, the GM At Higher Levels. When you cast this spell
determines how the target behaves. If the using a spell slot of 2nd level or higher, you
target can't follow your command, the spell create or destroy 10 additional gallons of
ends. Approach. The target moves toward you water, or the size of the cube increases by 5
by the shortest and most direct route, ending feet, for each slot level above 1st.
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
Page 1 (reverse)

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

Cure Wounds Detect Evil and Good Detect Magic


Cleric Level 1 Evocation DC 14 Spell Mod +6 Cleric Level 1 Divination DC 14 Spell Mod +6 Cleric Level 1 Divination DC 14 Spell Mod +6
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins

A creature you touch regains a number of hit For the duration, you know if there is an For the duration, you sense the presence of
points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic
modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where in this way, you can use your action to see a
constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if faint aura around any visible creature or
this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you object in the area that bears magic, and you
higher, the healing increases by 1d8 for each that has been magically consecrated or learn its school of magic, if any. The spell can
slot level above 1st. desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.

Detect Poison and Disease Divine Favor Enhance Ability


Cleric Level 1 Divination DC 14 Spell Mod +6 Cleric Level 1 Evocation DC 14 Spell Mod +6 Cleric Level 2 Transmutation DC 14 Spell Mod +6
1 Act. Self V,S,M Conc, 10 mins 1 B.A. Self V,S Conc, 1 min 1 Act. Touch V,S,M Conc, 1 hr.
A yew leaf Fur or a feather from a beast

For the duration, you can sense the presence Your prayer empowers you with divine You touch a creature and bestow upon it a
and location of poisons, poisonous creatures, radiance. Until the spell ends, your weapon magical enhancement. Choose one of the
and diseases within 30 feet of you. You also attacks deal an extra 1d4 radiant damage on a following effects; the target gains that effect
identify the kind of poison, poisonous hit. until the spell ends. Bear's Endurance. The
creature, or disease in each case. The spell can target has advantage on Constitution checks.
penetrate most barriers, but it is blocked by 1 It also gains 2d6 temporary hit points, which
foot of stone, 1 inch of common metal, a thin are lost when the spell ends. Bull's Strength.
sheet of lead, or 3 feet of wood or dirt. The target has advantage on Strength checks,
and his or her carrying capacity doubles. Cat's
Grace. The target has advantage on Dexterity
checks. It also doesn't take damage from
falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on
Charisma checks. Fox's Cunning. The target
has advantage on Intelligence checks. Owl's
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each

Find Traps Gentle Repose Guidance


Cleric Level 2 Divination DC 14 Spell Mod +6 Cleric Level 2 Necromancy DC 14 Spell Mod +6 Cleric - Divination cantrip DC 14 Spell Mod +6
1 Act. 120 ft V,S Inst 1 Act. Touch V,S,M 10 days 1 Act. Touch V,S Conc, 1 min
A pinch of salt and one copper piece placed on each of
the corpse's eyes, which must remain there for the
duration

You sense the presence of any trap within You touch a corpse or other remains. For the You touch one willing creature. Once before
range that is within line of sight. A trap, for duration, the target is protected from decay the spell ends, the target can roll a d4 and add
the purpose of this spell, includes anything and can't become undead. The spell also the number rolled to one ability check of its
that would inflict a sudden or unexpected effectively extends the time limit on raising choice. It can roll the die before or after
effect you consider harmful or undesirable, the target from the dead, since days spent making the ability check. The spell then ends.
which was specifically intended as such by its under the influence of this spell don't count
creator. Thus, the spell would sense an area against the time limit of spells such as raise
affected by the alarm spell, a glyph of dead.
warding, or a mechanical pit trap, but it would
not reveal a natural weakness in the floor, an
unstable ceiling, or a hidden sinkhole. This
spell merely reveals that a trap is present. You
don't learn the location of each trap, but you
do learn the general nature of the danger
posed by a trap you sense.
Page 2 (reverse)

Enhance Ability (reverse)


slot level above 2nd.
Page 3

Guiding Bolt Healing Word Hold Person


Cleric Level 1 Evocation DC 14 Spell Mod +6 Cleric Level 1 Evocation DC 14 Spell Mod +6 Cleric Level 2 Enchantment DC 14 Spell Mod +6
1 Act. 120 ft V,S 1 Rnd 1 B.A. 60 ft V Inst 1 Act. 60 ft V,S,M Conc, 1 min
A small, straight piece of iron

A flash of light streaks toward a creature of A creature of your choice that you can see Choose a humanoid that you can see within
your choice within range. Make a ranged spell within range regains hit points equal to 1d4 + range. The target must succeed on a Wisdom
attack against the target. On a hit, the target your spellcasting ability modifier. This spell saving throw or be paralyzed for the duration.
takes 4d6 radiant damage, and the next attack has no effect on undead or constructs. At At the end of each of its turns, the target can
roll made against this target before the end of Higher Levels. When you cast this spell using a make another Wisdom saving throw. On a
your next turn has advantage, thanks to the spell slot of 2nd level or higher, the healing success, the spell ends on the target. At Higher
mystical dim light glittering on the target until increases by 1d4 for each slot level above 1st. Levels. When you cast this spell using a spell
then. At Higher Levels. When you cast this slot of 3rd level or higher, you can target one
spell using a spell slot of 2nd level or higher, additional humanoid for each slot level above
the damage increases by 1d6 for each slot level 2nd. The humanoids must be within 30 feet of
above 1st. each other when you target them.

Inflict Wounds Lesser Restoration Locate Object


Cleric Level 1 Necromancy DC 14 Spell Mod +6 Cleric Level 2 Abjuration DC 14 Spell Mod +6 Cleric Level 2 Divination DC 14 Spell Mod +6
1 Act. Touch V,S Inst 1 Act. Touch V,S Inst 1 Act. Self V,S,M Conc, 10 mins
A forked twig

Make a melee spell attack against a creature You touch a creature and can end either one Describe or name an object that is familiar to
you can reach. On a hit, the target takes 3d10 disease or one condition afflicting it. The you. You sense the direction to the object's
necrotic damage. At Higher Levels. When you condition can be blinded, deafened, paralyzed, location, as long as that object is within 1,000
cast this spell using a spell slot of 2nd level or or poisoned. feet of you. If the object is in motion, you know
higher, the damage increases by 1d10 for each the direction of its movement. The spell can
slot level above 1st. locate a specific object known to you, as long
as you have seen it up close—within 30
feet—at least once. Alternatively, the spell can
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.

Magic Weapon Prayer of Healing Protection from Evil and Good


Cleric Level 2 Transmutation DC 14 Spell Mod +6 Cleric Level 2 Evocation DC 14 Spell Mod +6 Cleric Level 1 Abjuration DC 14 Spell Mod +6
1 B.A. Touch V,S Conc, 1 hr 10 mins 30 ft V Inst 1 Act. Touch V,S,M Conc, 10 mins
Holy water or powdered silver and iron, which the
spell consumes

You touch a nonmagical weapon. Until the Up to six creatures of your choice that you can Until the spell ends, one willing creature you
spell ends, that weapon becomes a magic see within range each regain hit points equal touch is protected against certain types of
weapon with a +1 bonus to attack rolls and to 2d8 + your spellcasting ability modifier. creatures: aberrations, celestials, elementals,
damage rolls. At Higher Levels. When you cast This spell has no effect on undead or fey, fiends, and undead. The protection grants
this spell using a spell slot of 4th level or constructs. At Higher Levels. When you cast several benefits. Creatures of those types have
higher, the bonus increases to +2. When you this spell using a spell slot of 3rd level or disadvantage on attack rolls against the target.
use a spell slot of 6th level or higher, the bonus higher, the healing increases by 1d8 for each The target also can't be charmed, frightened,
increases to +3. slot level above 2nd. or possessed by them. If the target is already
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.
Page 3 (reverse)
Page 4

Protection from Poison Purify Food and Drink Resistance


Cleric Level 2 Abjuration DC 14 Spell Mod +6 Cleric Level 1 Transmutation DC 14 Spell Mod +6 Cleric - Abjuration cantrip DC 14 Spell Mod +6
1 Act. Touch V,S 1 hr 1 Act. 10 ft V,S Inst 1 Act. Touch V,S,M Conc, 1 min
A miniature cloak

You touch a creature. If it is poisoned, you All nonmagical food and drink within a You touch one willing creature. Once before
neutralize the poison. If more than one poison 5-foot-radius sphere centered on a point of the spell ends, the target can roll a d4 and add
afflicts the target, you neutralize one poison your choice within range is purified and the number rolled to one saving throw of its
that you know is present, or you neutralize rendered free of poison and disease. choice. It can roll the die before or after
one at random. For the duration, the target making the saving throw. The spell then ends.
has advantage on saving throws against being
poisoned, and it has resistance to poison
damage.

Sacred Flame Sanctuary Shield of Faith


Cleric - Evocation cantrip DC 14 Spell Mod +6 Cleric Level 1 Abjuration DC 14 Spell Mod +6 Cleric Level 1 Abjuration DC 14 Spell Mod +6
1 Act. 60 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min 1 B.A. 60 ft V,S,M Conc, 10 mins
A small silver mirror A small parchment with a bit of holy text written on
it

Flame-like radiance descends on a creature You ward a creature within range against A shimmering field appears and surrounds a
that you can see within range. The target must attack. Until the spell ends, any creature who creature of your choice within range, granting
succeed on a Dexterity saving throw or take targets the warded creature with an attack or a it a +2 bonus to AC for the duration.
1d8 radiant damage. The target gains no harmful spell must first make a Wisdom
benefit from cover for this saving throw. The saving throw. On a failed save, the creature
spell's damage increases by 1d8 when you must choose a new target or lose the attack or
reach 5th level (2d8), 11th level (3d8), and 17th spell. This spell doesn't protect the warded
level (4d8). creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.

Silence Spiritual Weapon Toll the Dead


Cleric Level 2 Illusion DC 14 Spell Mod +6 Cleric Level 2 Evocation DC 14 Spell Mod +6 Cleric - Necromancy cantrip DC 14 Spell Mod +6
1 Act. 120 ft V,S Conc, 10 mins 1 B.A. 60 ft V,S 1 min 1 Action 60.ft V,S Inst

For the duration, no sound can be created You create a floating, spectral weapon within You point at one creature you can see within
within or pass through a 20-foot-radius range that lasts for the duration or until you range, and the sound of a dolorous bell fills the
sphere centered on a point you choose within cast this spell again. When you cast the spell, air around it for a moment. The target must
range. Any creature or object entirely inside you can make a melee spell attack against a succeed on a Wisdom saving throw or take 1d8
the sphere is immune to thunder damage, and creature within 5 feet of the weapon. On a hit, necrotic damage. If the target is missing any of
creatures are deafened while entirely inside it. the target takes force damage equal to 1d8 + its hit points, it instead takes 1d12 necrotic
Casting a spell that includes a verbal your spellcasting ability modifier. As a bonus damage. The spell’s damage increases by one
component is impossible there. action on your turn, you can move the weapon die when you reach 5th level (2d8 or 2d12), 11th
up to 20 feet and repeat the attack against a level (3d8 or 3d12), and 17th level (4d8 or 4d12).
creature within 5 feet of it. The weapon can
take whatever form you choose. Clerics of
deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace
and Thor for his hammer) make this spell's
effect resemble that weapon. At Higher Levels.
When you cast this spell using a spell slot of
3rd level or higher, the damage increases by
1d8 for every two slot levels above 2nd.
Page 4 (reverse)
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Warding Bond Zone of Truth


Cleric Level 2 Abjuration DC 14 Spell Mod +6 Cleric Level 2 Enchantment DC 14 Spell Mod +6
1 Act. Touch V,S,M 1 hr 1 Act. 60 ft V,S 10 mins
A pair of platinum rings worth at least 50 gp each,
which you and the target must wear for the duration

This spell wards a willing creature you touch You create a magical zone that guards against
and creates a mystic connection between you deception in a 15-foot-radius sphere centered
and the target until the spell ends. While the on a point of your choice within range. Until
target is within 60 feet of you, it gains a +1 the spell ends, a creature that enters the spell's
bonus to AC and saving throws, and it has area for the first time on a turn or starts its
resistance to all damage. Also, each time it turn there must make a Charisma saving
takes damage, you take the same amount of throw. On a failed save, a creature can't speak
damage. The spell ends if you drop to 0 hit a deliberate lie while in the radius. You know
points or if you and the target become whether each creature succeeds or fails on its
separated by more than 60 feet. It also ends if saving throw. An affected creature is aware of
the spell is cast again on either of the the spell and can thus avoid answering
connected creatures. You can also dismiss the questions to which it would normally respond
spell as an action. with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
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