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Vaggie

The document outlines the character details for a cleric named Vaggie, a Tiefling of Zariel descent, including attributes, skills, spells, and equipment. It provides information on the character's background, alignment, and proficiency in various abilities, as well as a brief overview of the lore surrounding Tieflings and Half-orcs in the game world. Additionally, it describes the cleric class features, spellcasting abilities, and the importance of choosing a deity for the character's development.

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0% found this document useful (0 votes)
26 views10 pages

Vaggie

The document outlines the character details for a cleric named Vaggie, a Tiefling of Zariel descent, including attributes, skills, spells, and equipment. It provides information on the character's background, alignment, and proficiency in various abilities, as well as a brief overview of the lore surrounding Tieflings and Half-orcs in the game world. Additionally, it describes the cleric class features, spellcasting abilities, and the importance of choosing a deity for the character's development.

Uploaded by

edijonbaftiri
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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Cleric 1 Criminal Edijon

CLASS & LEVEL BACKGROUND PLAYER NAME


Vaggie
Tiefling (Zariel) Chaotic good Hahaha
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 0 9m
2 ARMOR
2 PROFICIENCY BONUS CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 10


1 Strength
DEXTERITY -1 Dexterity

0 2 Constitution
CURRENT HIT POINTS IDEALS
1 Intelligence
10 4 Wisdom
3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
2
0 Acrobatics (Dex) Total SUCCESSES
14 2 Animal Handling (Wis) 1d8+con FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 1 Athletics (Str)
3
0 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0 History (Int)
Dagger 1d4+1 Geburtstag 3 GLPmon
10 2 Insight (Wis)
1 Intimidation (Cha) Mace 1d6+1
WISDOM 0 Investigation (Int)
2 Medicine (Wis)
Warhammr 1d10+1
2 0 Nature (Int)
2 Perception (Wis)
14
1 Performance (Cha)
3 Persuasion (Cha)
CHARISMA
2 Religion (Int)
2 0 Sleight of Hand (Dex)
2 Stealth (Dex)
14 2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP 0 Leather armor
Warhammer
SP 0 Priest pack
Shield
EP 0 holy simbol

GP 65
PP 0

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Thaumaturgy V,S 1 min.
Sacred flame V,S 1d8
Guidance V,S 1min,Concen.

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Kingdom of Many Arrows, but the recent war with the
ores of that realm caused this burgeoning population
TIEFLINGS
to disperse. Humans with the blood of fi ends , most tieflings in
Today no civilized place in the North has a sig- Faerftn sha re a common connection due to the machina-
nificant population of half-ores, although at least tions of the archdevil Asmodeus a century ago.
a few of them reside in or on the outskirts of any
stable community. Ironically, it is among th e largest THE MARK OF ASMODEUS
and most civilized of these places that half-ores are During the Spellplague, Asmodeus consumed the
likely to find acceptance- in the great cities where divine s park of Azuth and thereby achieved godhood .
people are often more cosmopolitan in their outlook. Subsequently, Asmodeus and a coven of warlocks, the
In Waterdeep, for instance, half-ores make up a tiny Tori! Thirteen, performed a rite wherein the archdevil
percentage of the population, yet even at that they still claimed all tieflings in the world as his own, cursing
number in the hundreds. Half-ores who call Waterdeep them to bear "the blood of Asmodeus ." This act marked
home appreciate the acceptance, or at least tolerance, all tieflings as "descendants" of the Lord of the Nine
they receive in the city, whether they were born there, Hells , rega rdless of their true heritage, and changed
arrived overland from elsewhere on the continent, or them into creatures that resembled their supposed
entered the city by way of ships bringing trade. progenitor. The other folk of Faerftn, unnerved by the
appearance of thes e devil-beings, became sus picious of
HALF-0RC DEITIES all tieflin gs and occasionally hostile to them.
As befits their dual nature, many half-ores revere deities In spite of what some people believe, however, Asmo-
from both the human and the ore pantheons. Alone or deus exerts no power over his "children," and tieflings
among themselves , half-ores offer prayers to ore deities , today are as free-willed- and willful- as they ever have
particularly Ilneval, who is thought of as a patron of half- been. Some do choose to serve the Lord of the Nine
orcs and other ore crossbreeds . Hells and his schemes, while others align themselves
with different fiendish factions, or none at all, doing
FAERUNIAN Goos their best to stay out of infernal politics.
Half-ores trying to fit in with huma n society often adopt Since the ritual that spread the curse of Asmodeus a
a human deity out of expediency (though rarely just for century ago, tieflings have been born on Faerftn that be-
the sake of appearances). They favor Faerftnian deities long to other infernal bloodlines, but thos e that bear the
of war and trickery, such as Bane, Mask, and Temp us. ma rk of the archdevil (and their descendants) remain
the most numerous examples of their kind by far.
FIRST FAMILY Tieflings in Faerftn generally have the racial traits of
The ore pantheon, known as the Tribe of He Who tieflings in the Player 's Handbook, except that those not
Watches, is a group of brutal and cruel gods, dominated
by their father and chieftain , Gruums h One-Eye. This TIEFLING VARIANTS
god of conquest, strength, and s urvival is the hated ri-
Since not all tieflings are of the blood of Asmodeus, some
val of the elven deity Corellon Larethian. It is said that have traits that differ from those in the Player's Handbook.
Gruumsh owes the loss of his eye to Corellon's aim The Dungeon Master may permit the following variants for
with an arrow. your tiefling character, although Devil's Tongue, Hellfire,
The mother-deity of the ores is Luthic, mate of and Winged are mutually exclusive.
Gruumsh, and the goddess of fecundity, caverns, Appearance. Your tiefling might not look like other
and witchery. tieflings. Rather than having the physical characteristics
Bahgtru , the son of Gruumsh, is the god of pure, brute described in the Player's Handbook, choose l d4 + l of the
strength, renowned for his power but dis dained by some following features: small horns; fangs or sharp teeth; a
forked tongue; catlike eyes; six fingers on each hand ; goat-
for his oa fi shness.
like legs ; cloven hoofs; a forked tail; leathery or scaly skin ;
HORDE LEADER red or dark blue skin; cast no shadow or reflection ; exude a
smell of brimstone.
The patron deity of half-ores is the wa r god Ilneval. He
Feral. Your Intelligence score increases by l , and your
has the title of War Master in the pantheon , revered by Dexterity score increases by 2. Th is trait replaces the Ability
those who believe in the wisdom of attacking with over- Score Increase trait.
whelming numbers. Devil's Tongue. You know the vicious mockery cantrip.
When you reach 3rd level, you can cast the charm person
BLACK AND WHITE spell as a 2nd -level spell once with this trait. When you
The two most sinister members of the ore pantheon lie reach 5th level , you can cast the enthrall spell once with
at opposite ends of the visual s pectrum. One is Shar- this trait. You must finish a long rest to cast these spells
gaas , the Night Lord, god of darkness, night, and stealth. once again with this trait. Charisma is your spellcasting
The other is Yurtrus the White-Handed, Lord of Mag- ability for them. This trait replaces the Infernal Legacy trait.
gots, the fearsome deity of plagues and death . Hellfire. Once you reach 3rd level , you can cast the burn-
ing hands spell once per day as a 2nd -level spell. This trait
replaces the hellish rebuke spell of the Infernal Legacy trait.
Winged. You have bat-like wings sprouting from your
shoulder blades. You have a flying speed of 30 feet. This
trait replaces the Infernal Legacy trait.

C H APTE R 3 I RACE S O F T H E REALMS


T h e C l e r ic

— Spell Slots per Spell Level—


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —

2nd +2 Channel Divinity (1/rest), 3 3 — — — — — — — —

Divine Domain feature


3rd +2 — 3 4 2 — — — — — — —

4th +2 Ability Score Improvement 4 4 3 — — — — — — —

5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —


6th +3 Channel Divinity (2/rest), 4 4 3 3 — — — — — —
Divine Domain feature
7th +3 — 4 4 3 3 1 — — — — —

8th +3 Ability Score Improvement, Destroy Undead 4 4 3 3 2 — — — — —

(CR 1), Divine Domain feature


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), 5 4 3 3 3 2 1 1 1 1
Divine Domain feature
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

their deities’ w orsh ipers, w h ich can m ean fighting


ram paging orc s, negotiating p ea ce b etw een w arrin g
C l ass Fea t u r es
nations, or sea lin g a portal that w ou ld allow a dem on A s a cleric, you gain the follow in g cla ss features.
prin ce to enter the w orld.
H it Po in t s
M ost adventuring clerics m aintain som e con n ection to
Hit Dice: 1d8 p er cleric level
established tem ples and orders o f their faiths. A tem ple
Hit Points at 1st Level: 8 + your Constitution m odifier
m ight ask for a cleric’s aid, or a high priest m ight be in a
Hit Points at Higher Levels: 1d8 (or 5) + your
position to dem an d it.
Constitution m odifier per cleric level after 1st

C r e a t in g a C l e r ic P r o f ic ie n c ie s
A s you create a cleric, the m ost im portant question to A rm or: Light armor, m edium armor, shields
con sid er is w h ich deity to serve and w hat prin ciples you Weapons: All sim ple w eap on s
w ant your character to em body. A pp en dix B includes Tools: N one
lists o f m any o f the g od s o f the multiverse. C h eck with
Saving Throws: W isdom , Charism a
your D M to learn w hich deities are in your cam paign.
Skills: C h oose tw o from History, Insight, M edicine,
O n ce you ’ve ch osen a deity, con sid er your cleric's
Persuasion, and R eligion
relationship to that god. D id you enter this serv ice
w illingly? O r did the g od c h o o s e you, im pelling you into Equ ipm e n t
serv ice w ith n o regard for your w ish es? H ow do the You start with the follow in g equipm ent, in addition to
tem ple priests o f your faith regard you: as a cham pion
the equipm ent granted by your background:
or a troublem aker? W h at are your ultimate goals? D oes
your deity have a sp ecia l task in m ind for you? O r are • (a) a m a ce or (b) a w arham m er (if proficient)
you striving to prove y ou rself w orthy o f a great quest? • (a) sca le mail, (b) leather armor, or (c) chain m ail (if
proficient)
Q u ic k Buil d • (a) a light cro s s b o w and 20 bolts or (b) any sim ple
You can m ake a cleric quickly by follow in g these w eapon
suggestion s. First, W isd om should be your highest • (a) a priest’s pack or (b) an explorer’s pack
ability score, follow ed by S tren gth or Constitution. • A shield and a holy sym bol
S econ d , c h o o s e the acolyte background.
Sp e l l c a s t in g You can change your list o f p repared sp ells w hen you
finish a lon g rest. P reparin g a n ew list o f cleric spells
A s a conduit for divine pow er, you can cast cleric spells.
requ ires tim e spent in prayer and m editation: at least 1
S e e chapter 10 for the general rules o f sp ellcastin g and
m inute per spell level for each spell on your list.
chapter 11 for the cleric spell list.
Sp e l l c a s t in g A bil it y
C a n t r ip s
W isd om is your sp ellcastin g ability for your cleric spells.
At 1st level, you k n ow three cantrips o f your ch oice from
T h e p ow er o f your sp ells c o m e s from your devotion to
the cleric spell list. You learn additional cleric cantrips
your deity. You u se your W isd om w hen ever a cleric spell
o f your ch oice at higher levels, as sh ow n in the Cantrips
refers to your sp ellcastin g ability. In addition, you use
K n ow n colu m n o f the Cleric table.
your W isd om m odifier w hen setting the saving th row
D C for a cleric spell you cast and w hen m aking an
P r e p a r in g a n d C a s t in g Spe l ls
attack roll w ith one.
T h e Cleric table sh ow s h ow m any spell slots you have
to cast your spells o f 1st level and higher. To cast on e o f Spell save D C = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ell’s level your Wisdom modifier
or higher. You regain all expen ded spell slots w hen you
Spell attack modifier = your proficiency bonus +
finish a lon g rest.
your Wisdom modifier
You prepare the list o f cleric spells that are available
for you to cast, ch oosin g from the cleric spell list. W h en
R it u a l C a s t in g
you do so, c h o o s e a num ber o f cleric spells equal to
You can cast a cleric sp ell as a ritual if that spell has the
your W isd om m odifier + your cleric level (m inim um o f
ritual tag and you have the spell prepared.
on e spell). The spells must be o f a level for w hich you
have spell slots. Sp e l l c a s t in g Focus
F or exam ple, if you are a 3rd-level cleric, you have four You can use a holy sym b ol (found in chapter 5) as a
1st-level and tw o 2nd-level spell slots. W ith a W isd om sp ellcastin g focu s for your cleric spells.
o f 16, your list o f prepared spells can include six spells
o f 1st or 2nd level, in any com bination. If you prepare D iv in e D o m a in
the 1st-level sp ell cu r e wounds, you can cast it using
C h oose on e dom ain related to your deity: K now ledge,
a 1st-level or 2nd-level slot. C asting the spell d oesn ’t
rem ove it from your list o f prepared spells. Life, Light, Nature, Tem pest, Trickery, or War. Each
dom ain is detailed at the end o f the class description,
and each on e provides exam ples o f g od s associated
w ith it. Y our ch oice grants you dom ain sp ells and other
features w hen you c h o o s e it at 1st level. It also grants
you additional w ays to use Channel Divinity w hen you
gain that feature at 2nd level, and additional benefits at
6th, 8th, and 17th levels.

D o m a in Spe l ls

E ach dom ain has a list o f sp ells—its dom ain sp ells—


that you gain at the cleric levels noted in the dom ain
description. O nce you gain a dom ain spell, you always
have it prepared, and it d oesn ’t coun t against the
num ber o f spells you ca n prepare each day.
If you have a dom ain spell that d oesn ’t appear on the
cleric spell list, the spell is nonetheless a cleric spell for you.

C h a n n e l D iv in it y
At 2nd level, you gain the ability to channel divine
en ergy directly from your deity, using that en ergy to fuel
m agical effects. You start with tw o such effects: Turn
U ndead and an effect determ ined by your dom ain. S om e
dom ain s grant you additional effects as you advance in
levels, as noted in the dom ain description.
W h en you u se your Channel Divinity, you c h o o s e
w hich effect to create. You m ust then finish a short or
lon g rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s.
W h en you use such an effect from this class, the DC
equals your cleric spell save DC.
B egin n in g at 6th level, you can u se your Channel
Divinity tw ice betw een rests, and beginning at 18th level.
you can use it three tim es betw een rests. W h en you finish dom ain s o f K now ledge, Life, and Light. A s a cleric, you
a short or long rest, you regain your expen ded u ses. c h o o s e on e aspect o f your deity’s portfolio to em phasize,
and you are granted p ow ers related to that dom ain.
C h an n e l D iv in i t y : Tu r n U ndead Your ch oice might c orresp on d to a particular sect
A s an action, you present your holy sym bol and sp eak a dedicated to your deity. A pollo, for exam ple, cou ld be
prayer cen su rin g the undead. E ach undead that can see w orsh ip ed in on e region as P h oeb u s (“radiant”) A pollo,
or hear you w ithin 30 feet o f you must m ake a W isdom em p hasizing his influence over the Light dom ain,
saving throw. If the creature fails its saving throw, it is and in a different place as A p ollo A cesiu s (“h ealing”),
turned for 1 m inute or until it takes any dam age. em p hasizing his a ssocia tion w ith the Life dom ain.
A turned creature m ust spend its turns trying to m ove Alternatively, your ch oice o f dom ain cou ld sim ply b e a
as far away from you as it can, and it can ’t w illingly m atter o f p erson al preference, the asp ect o f the deity
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take that appeals to you most.
reactions. F or its action, it can use only the D ash action E ach dom ain ’s description gives exam ples o f deities
or try to esca p e from an effect that prevents it from w h o have influence over that dom ain. G od s are included
m oving. If th ere’s now h ere to m ove, the creature can use from the w orld s o f the Forgotten R ealm s, Greyhawk,
the D od g e action. D ragon lance, and E b erron cam paign settings, as w ell as
from the Celtic, G reek, N orse, and Egyptian pantheons
A b il it y Sc o r e Im pr o v e m e n t o f antiquity.
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sc o r e o f your K n o w l e d g e D o m a in
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f T h e gods o f kn ow led ge—including O ghm a, B o cco b ,
your ch oice by 1. A s norm al, you ca n ’t in crease an ability Gilean, A u reon, and T h oth —value learning and
sco re above 20 using this feature. understanding above all. S o m e teach that kn ow led ge is
to b e gathered and sh ared in libraries and universities,
D e st r o y U n d e a d or p rom ote the practical kn ow led ge o f craft and
Starting at 5th level, w hen an undead fails its saving invention. S o m e deities hoard kn ow led ge and keep its
throw against your Turn U ndead feature, the creature is secrets to them selves. A n d som e prom ise their follow ers
instantly destroyed if its challenge rating is at or below a that they w ill gain trem en dou s p ow er if they u n lock the
certain threshold, as show n in the D estroy Undead table. secrets o f the multiverse. F ollow ers o f th ese g od s study
esoteric lore, collect old tom es, delve into the secret
D es t r o y U n d e a d p la ces o f the earth, and learn all they can. S o m e gods
o f kn ow led ge prom ote the practical k n ow led ge o f craft
Cleric Level Destroys Undead o f CR
and invention, including sm ith deities like G ond, R eorx,
5th 1/2 or lower
Onatar, M oradin, H ephaestus, and Goibhniu.
8 th 1 or lower
11th 2 or lower K n o w l e d g e D o m a in S pel l s
14th 3 or lower
Cleric Level Spells
17th 4 or lower
1st c o m m a n d , identify
3rd augury, suggestion

D iv i n e In t e r v e n t i o n 5th nondetection, speak with dead


7th arcane eye, confusion
B egin ning at 10th level, you can call on your deity to
9th legend lore, scrying
intervene on your beh alf w hen your need is great.
Im ploring your deity’s aid requ ires you to u se your
B l e s s in g s o f K now l edge
action. D escrib e the assistance you seek, and roll
At 1st level, you learn tw o languages o f y ou r choice.
percentile dice. If you roll a num ber equal to or low er
Y ou also b e c o m e proficient in y ou r ch oice o f tw o o f the
than your cleric level, your deity intervenes. T h e DM
follow in g skills: A rcana, History, Nature, or Religion.
c h o o s e s the nature o f the intervention; the effect o f any
Y our proficiency b on u s is doubled for any ability ch eck
cleric spell or cleric dom ain spell w ou ld be appropriate.
you m ake that uses either o f th ose skills.
If your deity intervenes, you ca n ’t u se this feature
again for 7 days. O therw ise, you can use it again after
C h an n e l D iv in i t y :
you finish a lon g rest.
K now l edge of t h e A ges
At 20th level, your call for intervention su cce e d s
Starting at 2nd level, you can u se your Channel Divinity
automatically, n o roll required.
to tap into a divine w ell o f kn ow ledge. A s an action,
you c h o o s e on e skill or tool. F or 10 m inutes, you have
D ivin e D o m a in s proficiency w ith the ch osen skill or tool.
In a pantheon, every deity has influence over different
C h an n e l D iv in i t y : R ead T h ough t s
asp ects o f m ortal life and civilization, called a deity’s
dom ain. A ll the dom ain s over w h ich a deity has At 6th level, you can use your Channel Divinity to read a
influence are called the deity’s portfolio. F or exam ple, creatu re’s thoughts. You can then u se your a cce ss to the
the portfolio o f the G reek god A p ollo includes the creatu re’s m ind to com m a n d it.
subterfuge, pranks, deception , and theft rather than w atch over w arriors and rew ard them for their great
direct confrontation. deeds. T h e clerics o f such g od s excel in battle, inspiring
others to fight the g o o d fight or offering acts o f violen ce
Tr ic k e r y D o m a in S pel l s as prayers. G od s o f w ar include ch a m pion s o f h onor
Cleric Level Spells and chivalry (such as Torm , H eironeou s, and Kiri-
Jolith) as w ell as g od s o f destruction and pillage (such
1st ch a rm person, disguise self
as Erythnul, the Fury, G ruum sh, and A res) and g od s o f
3rd m irror im age, pa ss without trace
conquest and dom ination (such as Bane, Hextor, and
5th blink, dispel m agic
Maglubiyet). Other w ar g od s (such as Tem pus, Nike,
7th dim ension door, polym orph
and Nuada) take a m ore neutral stance, prom oting w ar
9th do m inate person, m odify m e m ory in all its m anifestations and supporting w arriors in any
circu m stan ce.
B l e ssin g o f t h e T r ic k s t e r
Starting w hen you c h o o s e this dom ain at 1st level, you W a r D o m a in S pel l s
can use your action to touch a w illing creature other
Cleric Level Spells
than y ou rself to give it advantage on D exterity (Stealth)
1st divine favor, shield o f faith
ch ecks. T h is blessin g lasts for 1 hour or until you use
3rd m a g ic weapon, spiritual w eapon
this feature again.
5th crusad er’s mantle, spirit gu ardian s
C h an n e l D iv in i t y : In voke D u p l ic i t y 7th fre e do m o f m ovem ent, stoneskin
Starting at 2nd level, you can use y ou r Channel Divinity 9th f la m e strike, hold m onster
to create an illusory duplicate o f yourself.
A s an action, you create a perfect illusion o f Bonus P r o f ic ie n c ie s
y ou rself that lasts for 1 m inute, or until you lose your At 1st level, you gain proficiency w ith m artial w eap on s
concentration (as if you w ere concentratin g on a spell). and heavy armor.
The illusion appears in an u n occu p ied sp ace that you
can see w ithin 30 feet o f you. A s a bon u s action on your Wa r P r ie s t
turn, you can m ove the illusion up to 30 feet to a sp ace F rom 1st level, your god delivers bolts o f inspiration to
you can see, but it must rem ain w ithin 120 feet o f you. you w hile you are engaged in battle. W h en you use the
For the duration, you ca n cast spells as though you Attack action, you can m ake on e w ea p on attack as a
w ere in the illusion’s space, but you m ust use your ow n bon u s action.
sen ses. Additionally, w hen both you and your illusion You ca n u se this feature a num ber o f tim es equal to
are w ithin 5 feet o f a creature that can see the illusion, your W isd om m odifier (a m inim um o f once). You regain
you have advantage on attack rolls against that creature, all expended u ses w hen you finish a long rest.
given h ow distracting the illusion is to the target.
C h an n e l D iv in i t y : G u id e d St r ik e
C h an n e l D iv in i t y : C l oak of Sh adow s Starting at 2nd level, you can use your Channel Divinity
Starting at 6th level, you can u se your Channel to strike w ith supernatural accuracy. W h en you m ake
D ivinity to vanish. an attack roll, you can u se your Channel Divinity to gain
A s an action, you b e co m e invisible until the end o f your a +10 bon u s to the roll. You m ake this ch oice after you
next turn. You b e co m e visible if you attack or cast a spell. see the roll, but before the DM says w hether the attack
hits or m isses.
D ivin e St r ik e
At 8th level, you gain the ability to infuse your w eapon C h an n e l D iv in i t y : Wa r G o d ’s B l e ssin g
strikes w ith p o iso n —a gift from your deity. O nce on each At 6th level, w hen a creature w ithin 30 feet o f you
o f your turns w hen you hit a creature w ith a w eapon m ak es an attack roll, you can u se y ou r reaction to grant
attack, you can cau se the attack to deal an extra 1d8 that creature a +10 bon u s to the roll, usin g your Channel
p oison dam age to the target. W h en you reach 14th level, Divinity. You m ake this ch oice after you see the roll, but
the extra dam age in creases to 2d8. before the DM says w hether the attack hits or m isses.

Im p r oved D u p l ic i t y D iv in e St r ik e
At 17th level, you can create up to four duplicates At 8th level, you gain the ability to infuse your w eap on
o f yourself, instead o f one, w hen you u se Invoke strikes w ith divine energy. O n ce on each o f your turns
Duplicity. A s a bon u s action on your turn, you can w hen you hit a creature w ith a w eap on attack, you can
m ove any n um ber o f them up to 30 feet, to a m axim um cau se the attack to deal an extra 1d8 dam age o f the
range o f 120 feet. sam e type dealt by the w ea p on to the target. W h en you
reach 14th level, the extra dam age in creases to 2d8.
Wa r D o m a in
Ava t a r of Ba t t l e
W ar has m any m anifestations. It can m ake h eroes o f
At 17th level, you gain resistance to bludgeoning, piercing,
ordinary people. It can be desperate and horrific, with
and slashing dam age from n onm agical w eap on s.
acts o f cruelty and cow a rd ice eclipsing in stan ces o f
excellen ce and courage. In either case, the gods o f w ar
C h a p t e r 11: S p e l l s
HIS CHAPTER DESCRIBES THE MOST COMMON
T Hold Monster 1s t L e v e l
sp ells in the w orld s o f DUNGEONS & Legend Lore Bane
D r a g o n s . T he chapter beg in s w ith the Mass Cure Wounds Bless
spell lists o f the sp ellcastin g classes. The Mislead Command
rem ainder contain s spell descriptions,
Modify Memory Create or Destroy Water
presented in alphabetical order by the
Planar Binding Cure Wounds
n am e o f the spell.
Raise Dead Detect Evil and Good
Bar d Spe l l s Hold Person Scrying Detect Magic
Invisibility Seeming Detect Poison and Disease
C a n t r i p s (0 L e v e l ) Knock Teleportation Circle Guiding Bolt
Lesser Restoration
Blade Ward Healing Word
Locate Animals or Plants 6th Level
Dancing Lights Inflict Wounds
Locate Object Eyebite
Friends Protection from
Magic Mouth Find the Path
Light Evil and Good
Phantasmal Force Guards and Wards
Mage Hand Purify Food and Drink
See Invisibility Mass Suggestion
Mending Sanctuary
Shatter Otto’s Irresistible Dance
Message Shield o f Faith
Silence Programmed Illusion
Minor Illusion
Suggestion True Seeing 2ND L e v e l
Prestidigitation
True Strike Zone o f Truth Aid
7t h Leve l
Vicious Mockery Augury
3rd Level Etherealness
Blindness/Deafness
1s t L e v e l Bestow Curse Forcecage
Calm Emotions
Clairvoyance Mirage Arcane
Animal Friendship Continual Flame
Dispel Magic Mordenkainen’s
Bane Enhance Ability
Fear Magnificent Mansion
Charm Person Find Traps
Feign Death Mordenkainen’s Sword
Comprehend Languages Gentle Repose
Glyph o f Warding Project Image
Cure Wounds Hold Person
Hypnotic Pattern Regenerate
Detect Magic Lesser Restoration
Leomund’s Tiny Hut Resurrection
Disguise Self Locate Object
Major Image Symbol
Dissonant Whispers Prayer of Healing
Nondetection Teleport
Faerie Fire Protection from Poison
Feather Fall Plant Growth
8t h Lev e l Silence
Healing Word Sending
Dominate Monster Spiritual Weapon
Heroism Speak with Dead
Feeblemind Warding Bond
Identify Speak with Plants
Glibness Zone o f Truth
Illusory Script Stinking Cloud
Mind Blank
Longstrider Tongues 3r d Level
Power Word Stun
Silent Image Animate Dead
4th Level
Sleep 9t h Level Beacon of Hope
Compulsion
Speak with Animals Foresight Bestow Curse
Confusion
Tasha’s Hideous Laughter Power Word Heal Clairvoyance
Dimension Door
Thunderwave Power Word Kill Create Food and Water
Freedom of Movement
Unseen Servant True Polymorph Daylight
Greater Invisibility
Dispel Magic
2ND L e v e l Hallucinatory Terrain
C l e r ic Sp e l l s Feign Death
Animal Messenger Locate Creature
Glyph o f Warding
Blindness/Deafness Polymorph
C a n t r i p s (0 L e v e l ) Magic Circle
Calm Emotions 5t h L e v e l Mass Healing Word
Guidance
Cloud o f Daggers Meld into Stone
Animate Objects Light
Crown of Madness Protection from Energy
Awaken Mending
Detect Thoughts Remove Curse
Dominate Person Resistance
Enhance Ability Revivify
Dream Sacred Flame
Enthrall Sending
Geas Spare the Dying
Heat Metal Speak with Dead
Greater Restoration Thaumaturgy
Spirit Guardians Gate Dispel Magic Mirage Arcane
Tongues Mass Heal Feign Death Plane Shift
Water Walk True Resurrection Meld into Stone Regenerate
Plant Growth Reverse Gravity
4th Level
D r u id Sp e l l s Protection from Energy
Banishment 8t h Level
Sleet Storm
Control Water Animal Shapes
C a n t r i p s (0 L e v e l ) Speak with Plants
Death Ward Antipathy/Sympathy
Druidcraft Water Breathing
Divination Control Weather
Guidance Water Walk
Freedom of Movement Earthquake
Mending Wind Wall
Guardian of Faith Feeblemind
Poison Spray
Locate Creature 4t h Level Sunburst
Produce Flame
Stone Shape Blight Tsunami
Resistance
Confusion
5t h L e v e l Shillelagh 9th Level
Conjure Minor Elementals
Commune Thorn Whip Foresight
Conjure Woodland Beings
Contagion Shapechange
1s t L e v e l Control Water
Dispel Evil and Good Storm o f Vengeance
Animal Friendship Dominate Beast
Flame Strike True Resurrection
Charm Person Freedom of Movement
Geas
Create or Destroy Water Giant Insect
Greater Restoration Pa l a d i n Sp e l l s
Cure Wounds Grasping Vine
Hallow
Detect Magic Hallucinatory Terrain
Insect Plague
Ice Storm 1s t L e v e l
Detect Poison and Disease
Legend Lore Bless
Entangle Locate Creature
Mass Cure Wounds Command
Faerie Fire Polymorph
Planar Binding Compelled Duel
Fog Cloud Stone Shape
Raise Dead Cure Wounds
Goodberry Stoneskin
Scrying Detect Evil and Good
Healing Word Wall of Fire
Detect Magic
6th Level Jump
5t h L e v e l Detect Poison and Disease
Blade Barrier Longstrider
Antilife Shell Divine Favor
Create Undead Purify Food and Drink
Awaken Heroism
Find the Path Speak with Animals
Commune with Nature Protection from
Forbiddance Thunderwave
Conjure Elemental Evil and Good
Harm
2 n d Leve l Contagion Purify Food and Drink
Heal
Animal Messenger Geas Searing Smite
Heroes’ Feast
Barkskin Greater Restoration Shield o f Faith
Planar Ally
Beast Sense Insect Plague Thunderous Smite
True Seeing
Darkvision Mass Cure Wounds Wrathful Smite
Word of Recall
Enhance Ability Planar Binding
Reincarnate 2 n d Level
7t h Le v e l Find Traps
Scrying Aid
Conjure Celestial Flame Blade
Tree Stride Branding Smite
Divine Word Flaming Sphere
Wall of Stone Find Steed
Etherealness Gust of Wind
Lesser Restoration
Fire Storm Heat Metal
6th Level Locate Object
Plane Shift Hold Person
Conjure Fey Magic Weapon
Regenerate Lesser Restoration
Find the Path Protection from Poison
Resurrection Locate Animals or Plants
Heal Zone o f Truth
Symbol Locate Object
Heroes’ Feast
Moonbeam 3rd Level
8t h Level Move Earth
Pass without Trace
Sunbeam Aura o f Vitality
Antimagic Field Protection from Poison
Transport via Plants Blinding Smite
Control Weather Spike Growth
Wall o f Thorns Create Food and Water
Earthquake
3rd Level Wind Walk Crusader's Mantle
Holy Aura
Daylight
Call Lightning
9t h Leve l 7t h Leve l Dispel Magic
Conjure Animals
Astral Projection Fire Storm Elemental Weapon
Daylight

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