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Simba is a Level 2 male elf Paladin with various abilities and skills, including Lay on Hands and Divine Sense. He has a proficiency bonus of +2, a total of 10 hit points, and carries a variety of weapons and equipment, including a spear and lance. Simba also has retainers loyal to his family who assist him with mundane tasks but do not engage in combat.

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adhzbae123
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0% found this document useful (0 votes)
15 views15 pages

Print Simba

Simba is a Level 2 male elf Paladin with various abilities and skills, including Lay on Hands and Divine Sense. He has a proficiency bonus of +2, a total of 10 hit points, and carries a variety of weapons and equipment, including a spear and lance. Simba also has retainers loyal to his family who assist him with mundane tasks but do not engage in combat.

Uploaded by

adhzbae123
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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Lawful Good Noble (Retainers)

Simba Male elf


Level 2 Paladin

https://dicecloud.com/character/ugjgH3Tbi4DLEN9Ed

+2 Proficiency Bonus
󰐽 +2 Strength Save
+2
󰐽
Strength
−1 Dexterity Save
15
−1 Initiative
󰐽 +2 Constitution Save

󰐽 −1 Intelligence Save

−1 Dexterity Total: 20
󰃚 +1 Wisdom Save *

9
󰃚 +4 Charisma Save
Saving Throws
Hit Points

+2
󰐽
Constitution
−1 Acrobatics

󰐽
Total: 10
15
−1 Animal Handling

󰐽 −1 Arcana

−1 Intelligence
Lay on Hands
󰃚 +4 Athletics

9
󰐽 +2 Deception
Total: 2d10
󰃚 +1 History

−1 Wisdom
󰐽 −1 Insight

󰐽 +2 Intimidation

󰐽
9 Hit Dice
−1 Investigation

Amount
󰐽 −1 Medicine
+2
󰐽
Charisma
−1 Nature
15
Spell Slots
󰃚 +1 Perception (11)
1st Level
󰐽 +2 Performance

󰃚
Load Paladin Spells
+4 Persuasion

30 󰃚 +1 Religion

󰐽
Speed

−1 Sleight of Hand

󰐽 −1 󰄼 Stealth
20 Armor Class
󰐽 −1 Survival
Skills

60 Darkvision
󰃚 Simple Melee Weapons
Tameran's Library of Everything Action

󰃚 Martial Melee Weapons


This library is still in Lay on Hands: Restore

󰃚 Simple Ranged Weapons


development!

󰃚
Cost: 5 Lay on Hands

Martial Ranged Weapons We have done our best to fix all


As an action, you can expend 5 hit
the bugs we are aware of before
Weapons points from your pool of healing to
releasing version 1.0- however,
cure the target of one disease or

󰃚
with a project of this scale it is all
neutralize one poison affecting it.
Light Armor

󰃚
but guaranteed that some slipped
You can cure multiple diseases
Medium Armor through the cracks!

󰃚
and neutralize multiple poisons

Heavy Armor with a single use of Lay on Hands,

󰃚
If you have found a bug or issue, or
expending hit points separately for
Shields if you simply would like to request
each one.
that something be added sooner
Armor
rather than later, please visit the

󰃚
LoV Discord server linked here: Lay on Hands
Dice Set https://discord.gg/z3FRWzr63B.
Tools
Thank you for your patience! And Action

󰃚 Celestial
thank you for helping us build this
Divine Sense

󰃚
massive community project!

Common The presence of strong evil

󰃚 Elvish
Languages
Action
registers on your senses like a
noxious odor, and powerful good

Lay on Hands: Heal rings like heavenly music in your


ears. As an action, you can open
What is this? (Click to Expand) Cost: 0 Lay on Hands your awareness to detect such
forces. Until the end of your next
As an action, you can touch a
turn, you know the location of any
creature and draw power from the
celestial, fiend, or undead within
pool to restore a number of hit
60 feet of you that is not behind
points to that creature, up to the
total cover. You know the type
maximum amount remaining in
(celestial, fiend, or undead) of any
your pool.
being whose presence you sense,

󰿷 0 healing
but not its identity (the vampire
Count Strahd von Zarovich, for
instance). Within the same radius,
you also detect the presence of
any place or object that has been
consecrated or desecrated, as
with the hallow spell.
Attack Attack Retainers (Noble)
You have the service of three
+4 Spear +4 Lance (Mounted)

󰙅
retainers loyal to your family.
Reach These retainers can be attendants
On hit

󰙅
or messengers, and one might be
d6 piercing damage On hit a majordomo. Your retainers are
commoners who can perform
d12 piercing damage mundane tasks for you, but they

Attack
do not fight for you, will not follow
you into obviously dangerous
+4 Spear (Throwing) Bonus Action areas (such as dungeons), and will
leave if they are frequently
Range (20/60 ft.) Starlight Step
endangered or abused

󰙅 On hit
As a bonus action, you can
magically teleport up to 30 feet to
an unoccupied space you can see. Darkvision
d6 piercing damage
You can use this trait a number of You can see in dim light within 60
times equal to your proficiency feet of you as if it were bright light,
bonus, and you regain all and in darkness as if it were dim
Attack expended uses when you finish a light. You can’t discern color in

+4 Spear (Two-Handed) long rest. darkness, only shades of gray.

󰙅 On hit
Fey Ancestry
event
d8 piercing damage
Resummon Jon
Astral Fire
You know one of the following
2 jonStatus damage to s…
Attack
cantrips of your choice: dancing

+4 Lance lights, light, or sacred flame.

Reach event

󰙅
Permanently Hide This Starlight Step
On hit Card As a bonus action, you can

d12 piercing damage 󰎛 Note


magically teleport up to 30 feet to
an unoccupied space you can see.
You can use this trait a number of
Hide Tutorial
times equal to your proficiency
bonus, and you regain all
expended uses when you finish a
long rest.
Astral Trance Lay on Hands Divine Sense
You don’t need to sleep, and magic Your blessed touch can heal The presence of strong evil
can’t put you to sleep. You can wounds. You have a pool of registers on your senses like a
finish a long rest in 4 hours if you healing power that replenishes noxious odor, and powerful good
spend those hours in a trancelike when you take a long rest. With rings like heavenly music in your
meditation, during which you that pool, you can restore a total ears. As an action, you can open
remain conscious. number of hit points equal to 10. your awareness to detect such
forces. Until the end of your next
Whenever you finish this trance, As an action, you can touch a turn, you know the location of any
you gain proficiency in one skill of creature and draw power from the celestial, fiend, or undead within
your choice and with one weapon pool to restore a number of hit 60 feet of you that is not behind
or tool of your choice, selected points to that creature, up to the total cover. You know the type
from the Player’s Handbook. You maximum amount remaining in (celestial, fiend, or undead) of any
mystically acquire these your pool. being whose presence you sense,
proficiencies by drawing them but not its identity (the vampire
from shared elven memory and Alternatively, you can expend 5 hit
Count Strahd von Zarovich, for
the experiences of entities on the points from your pool of healing to
instance). Within the same radius,
Astral Plane, and you retain them cure the target of one disease or
you also detect the presence of
until you finish your next long rest. neutralize one poison affecting it.
any place or object that has been
You can cure multiple diseases
consecrated or desecrated, as
and neutralize multiple poisons
with the hallow spell.
Astral Trance with a single use of Lay on Hands,

You don’t need to sleep, and magic expending hit points separately for You can use this feature a number
can’t put you to sleep. You can each one. of times equal to 3. When you
finish a long rest in 4 hours if you finish a long rest, you regain all
This feature has no effect on
spend those hours in a trancelike expended uses.
undead and constructs.
meditation, during which you
remain conscious.
Divine Smite
Whenever you finish this trance, Starting at 2nd level, when you hit
you gain proficiency in one skill of a creature with a melee weapon
your choice and with one weapon attack, you can expend one spell
or tool of your choice, selected slot to deal radiant damage to the
from the Player’s Handbook. You target, in addition to the weapon’s
mystically acquire these damage. The extra damage is 2d8
proficiencies by drawing them for a 1st-level spell slot, plus 1d8
from shared elven memory and for each spell level higher than 1st,
the experiences of entities on the to a maximum of 5d8. The
Astral Plane, and you retain them damage increases by 1d8 if the
until you finish your next long rest. target is an undead or a fiend, to a
maximum of 6d8.
Spellcasting [Paladin] Lance
By 2nd level, you have learned to Reach, Special
draw on divine magic through
meditation and prayer to cast
spells as a cleric does. See
chapter 10 for the general rules of
spellcasting and chapter 11 for the
paladin spell list.

Spear
Thrown, Versatile

Inventory Plate Armor

Weight Carried: 207.5 lb 1500 gp 65 lb

Net worth: 1706 gp 1 sp Plate consists of shaped, interlocking metal plates to


cover the entire body. A suit of plate includes
Items attuned:
gauntlets, heavy leather boots, a visored helmet, and
thick layers of padding underneath the armor. Buckles
Equipped and straps distribute the weight over the body.

The wearer has disadvantage on Dexterity (Stealth)


Mess Kit
checks.
2 sp 1 lb

This tin box contains a cup and simple cutlery. The


box clamps together, and one side can be used as a Backpack
cooking pan and the other as a plate or shallow bowl.
2 gp 5 lb

A backpack can hold one cubic foot or 30 pounds of


gear. You can also strap items, such as a bedroll or a
Holy Symbol, Amulet
coil of rope, to the outside of a backpack.
5 gp 1 lb

A holy symbol is a representation of a god or


pantheon.

A cleric or paladin can use a holy symbol as a


spellcasting focus. To use the symbol in this way, the
caster must hold it in hand, wear it visibly, or bear it on
a shield.
Spear Waterskin

1 gp 3 lb 2 sp 5 lb

A 1gp, 3lb, simple melee weapon, that deals 1d6 A waterskin can hold up to 4 pints of liquid.
piercing damage and has the following properties:

Thrown (range 20/60): If a weapon has the thrown


Bedroll
property, you can throw the weapon to make a
ranged attack. If the weapon is a melee weapon, 1 gp 7 lb
you use the same ability modifier for that attack
roll and damage roll that you would use for a
melee attack with the weapon. Hempen Rope (50 Feet)

Range: A weapon that can be used to make a


1 gp 10 lb
ranged attack has a range shown in
parentheses after the ammunition or thrown Rope, whether made of hemp or silk, has 2 hit points

property. and can be burst with a DC 17 Strength check.

The range lists two numbers. The first is the


weapon’s normal range in feet, and the second
indicates the weapon’s maximum range. When 10 Torches
attacking a target beyond normal range, you
1 sp 10 lb
have disadvantage on the attack roll. You can’t
attack a target beyond the weapon’s long 1 cp each 1 lb each

range. A torch burns for 1 hour, providing bright light in a 20-


foot radius and dim light for an additional 20 feet. If
Versatile (1d8): This weapon can be used with one
you make a melee attack with a burning torch and hit,
or two hands. A damage value in parentheses
it deals 1 fire damage.
appears with the property — the damage when the
weapon is used with two hands to make a melee
attack.
10 Days of Rations

5 gp 20 lb
Tinderbox
5 sp each 2 lb each

5 sp 1 lb Rations consist of dry foods suitable for extended

This small container holds flint, fire steel, and tinder travel, including jerky, dried fruit, hardtack, and nuts.

(usually dry cloth soaked in light oil) used to kindle a


fire. Using it to light a torch—or anything else with
abundant, exposed fuel—takes an action. Lighting any Scroll of Pedigree
other fire takes 1 minute.
Chain Mail Dice Set

75 gp 55 lb 1 sp

Made of interlocking metal rings, chain mail includes a Proficiency with a gaming set applies to one type of
layer of quilted fabric worn underneath the mail to game, such as Three-Dragon Ante or games of chance
prevent chafing and to cushion the impact of blows. that use dice.
The suit includes gauntlets. Components. A gaming set has all the pieces needed
to play a specific game or type of game, such as a
The wearer has disadvantage on Dexterity (Stealth) complete deck of cards or a board and tokens.
checks. History. Your mastery of a game includes knowledge
of its history, as well as of important events it was
connected to or prominent historical figures involved
Lance with it.
Insight. Playing games with someone is a good way to
10 gp 6 lb
gain understanding of their personality, granting you a
A 10gp, 6lb, martial melee weapon, that deals 1d12 better ability to discern their lies from their truths and
piercing damage and has the following properties: read their mood.
Sleight of Hand. Sleight of Hand is a useful skill for
Reach: This weapon adds 5 feet to your reach
cheating at a game, as it allows you to swap pieces,
when you attack with it.
palm cards, or alter a die roll. Alternatively, engrossing
Special (Lance): You have disadvantage when you
a target in a game by manipulating the components
use a lance to attack a target within 5 feet of you.
with dexterous movements is a great distraction for a
Also, a lance requires two hands to wield when you
pickpocketing attempt.
aren’t mounted.

Gaming Set

Signet Ring Activity DC

Catch a player cheating 15


5 gp
Gain insight into an opponent’s personality 15

Clothes, Fine

15 gp 6 lb
Barricade Shield Shield

50 gp 6 lb 10 gp 6 lb

While holding this sturdy iron shield, you can use an A shield is made from wood or metal and is carried in
action to plant it on the ground and expand its height one hand. Wielding a shield increases your Armor
and width to stretch up to 15 feet across in either Class by 2. You can benefit from only one shield at a
direction, potentially becoming a defensive wall or time.
similar platform. The edges of the shield magically

󰸓
conform to fit the shape of an enclosed space, such
as the walls of a tunnel or hallway. While holding the Purse
expanded shield in place, your speed becomes 0 and
you have disadvantage on Dexterity checks and 0 Platinum pieces
Dexterity saving throws. Regardless of the shield’s
size, its weight always remains the same. The 10 gp 0.02 lb

expanded shield is considered a nonmagical structure


that has AC 14 and 40 hit points. The shield can
25 Gold pieces
remain expanded for up to 1 minute before it reverts
back to its normal size. 25 gp 0.5 lb

The expanded shield reverts early (but is not 1 gp each 0.02 lb each

destroyed)

if it reaches 0 hit points or moves. If you’re holding the 0 Silver pieces

expanded shield, you can choose to revert it early


1 sp 0.02 lb
using a bonus action.

Once this property has been used, it can’t be used


0 Copper pieces
again until the next dawn.
1 cp 0.02 lb

Carried
󰸓 Backpack

A backpack can hold one cubic foot or 30 pounds


of gear. You can also strap items, such as a bedroll
or a coil of rope, to the outside of a backpack.

󰸓 Waterskin

A waterskin can hold up to 4 pints of liquid.


Spells
Divine Smite (Against Fiends)

1st-level abjuration
Astral Fire
Casting Time: free action that you take after landing a
Spell Save DC: 12
melee weapon attack
Spell Attack Bonus: 4
Range: melee
Maximum prepared spells:
Components:
You know one of the following cantrips of your
Duration: Instantaneous
choice: dancing lights, light, or sacred flame.
When you hit a creature with a melee weapon attack,
Intelligence, Wisdom, or Charisma is your
you can expend one spell slot to deal radiant damage
spellcasting ability for it (choose when you select
to the target, in addition to the weapon’s damage. The
this race).
extra damage is 3d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
6d8.
Sacred Flame

evocation cantrip
Casting Time: action
Range: 60 feet Divine Smite
Components: Verbal, Somatic 1st-level evocation
Duration: Instantaneous Casting Time: free action that you take after landing a
Flame-like radiance descends on a creature that you melee weapon attack
can see within range. The target must succeed on a Range: melee
DC 12 Dexterity saving throw or take 1d8 radiant Components:
damage. The target gains no benefit from cover for Duration: Instantaneous
this saving throw. When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage
to the target, in addition to the weapon’s damage. The
extra damage is 2d8. The damage increases by 1d8 if
Divine Smite
the target is an undead or a fiend, to a maximum of
Spell Save DC:
6d8.
Spell Attack Bonus:
Maximum prepared spells:
Divine Smite (Critical) Toll the Dead

1st-level evocation necromancy cantrip


Casting Time: free action that you take after landing a Casting Time: action
melee weapon attack Range: 60 feet
Range: melee Components: Verbal, Somatic
Components: Duration: Instantaneous
Duration: Instantaneous You point at one creature you can see within range,
When you hit a creature with a melee weapon attack, and the sound of a dolorous bell fills the air around it
you can expend one spell slot to deal radiant damage for a moment. The target must succeed on a DC 12
to the target, in addition to the weapon’s damage. The Wisdom saving throw or take 1d8 necrotic damage. If
extra damage is 2d8. The damage increases by 1d8 if the target is missing any of its hit points, it instead
the target is an undead or a fiend, to a maximum of takes 1d12 necrotic damage.
6d8.

Word of Radiance
Divine Smite (Against Fiends, Critical) evocation cantrip
1st-level abjuration Casting Time: action
Casting Time: free action that you take after landing a Range: 5 feet
melee weapon attack Components: Verbal, Material (a holy symbol)
Range: melee Duration: Instantaneous
Components: You utter a divine word, and burning radiance erupts
Duration: Instantaneous from you. Each creature of your choice that you can
When you hit a creature with a melee weapon attack, see within range must succeed on a DC 12
you can expend one spell slot to deal radiant damage Constitution saving throw or take 1d6 radiant damage.
to the target, in addition to the weapon’s damage. The
extra damage is 3d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
6d8.

Paladin Spells

Spell Save DC: 12


Spell casting ability: charisma
Spell casting ability modifier: 2
Spell Attack Bonus: 4
Maximum prepared spells: 3
Command Ceremony

1st-level enchantment 1st-level abjuration (ritual)


Casting Time: action Casting Time: 1 hour
Range: 60 feet Range: Touch
Components: Verbal Components: Ritual, Verbal, Somatic, Material (25 gp
Duration: 1 round worth of powdered silver, which the spell consumes)
You speak a one-word command to 1 creature(s) you Duration: Instantaneous
can see within range. The target must succeed on a You perform a special religious ceremony that is
DC 12 Wisdom saving throw or follow the command infused with magic. When you cast the spell, choose
on its next turn. The spell has no effect if the target is one of the following rites, the target of which must be
undead, if it doesn’t understand your language, or if within 10 feet of you throughout the casting.
your command is directly harmful to it.
Atonement. You touch one willing creature whose
Some typical commands and their effects follow. You alignment has changed, and you make a DC 20
might issue a command other than one described Wisdom (Insight) check. On a successful check, you
here. If you do so, the DM determines how the target restore the target to its original alignment.
behaves. If the target can’t follow your command, the Bless Water. You touch one vial of water and cause it
spell ends. to become holy water.
Coming of Age. You touch one humanoid who is a
Approach. The target moves toward you by the young adult. For the next 24 hours, whenever the
shortest and most direct route, ending its turn if it target makes an ability check, it can roll a d4 and add
moves within 5 feet of you. the number rolled to the ability check. A creature can
Drop. The target drops whatever it is holding and then benefit from this rite only once.
ends its turn. Dedication. You touch one humanoid who wishes to
Flee. The target spends its turn moving away from you be dedicated to your god’s service. For the next 24
by the fastest available means. hours, whenever the target makes a saving throw, it
Grovel. The target falls prone and then ends its turn. can roll a d4 and add the number rolled to the save. A
Halt. The target doesn’t move and takes no actions. A creature can benefit from this rite only once.
flying creature stays aloft, provided that it is able to do Funeral Rite. You touch one corpse, and for the next 7
so. If it must move to stay aloft, it flies the minimum days, the target can’t become undead by any means
distance needed to remain in the air. short of a wish spell.
Wedding. You touch adult humanoids willing to be
At Higher Levels. When you cast this spell using a bonded together in marriage. For the next 7 days, each
spell slot of 2nd level or higher, you can affect one target gains a +2 bonus to AC while they are within 30
additional creature for each slot level above 1st. The feet of each other. A creature can benefit from this rite
creatures must be within 30 feet of each other when again only if widowed.
you target them.
Bless Cure Wounds

1st-level enchantment 1st-level evocation


Casting Time: action Casting Time: action
Range: 30 feet Range: Touch
Components: Concentration, Verbal, Somatic, Material Components: Verbal, Somatic
(a sprinkling of holy water) Duration: Instantaneous
Duration: Up to 1 minute A creature you touch regains a number of hit points
You bless up to 3 creatures of your choice within equal to 1d8 + 2. This spell has no effect on undead or
range. Whenever a target makes an attack roll or a constructs.
saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or At Higher Levels. When you cast this spell using a
saving throw. spell slot of 2nd level or higher, the healing increases
by 1d8 for each slot level above 1st.
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. Detect Evil and Good

1st-level divination
Casting Time: action
Compelled Duel Range: Self
1st-level enchantment Components: Concentration, Verbal, Somatic
Casting Time: bonus action Duration: up to 10 minutes
Range: 30 feet For the duration, you know if there is an aberration,
Components: Concentration, Verbal celestial, elemental, fey, fiend, or undead within 30 feet
Duration: Up to 1 minute of you, as well as where the creature is located.
You attempt to compel a creature into a duel. One Similarly, you know if there is a place or object within
creature that you can see within range must make a 30 feet of you that has been magically consecrated or
DC 12 Wisdom saving throw. On a failed save, the desecrated.
creature is drawn to you, compelled by your divine
demand. For the duration, it has disadvantage on The spell can penetrate most barriers, but it is blocked

attack rolls against creatures other than you, and must by 1 foot of stone, 1 inch of common metal, a thin

make a Wisdom saving throw each time it attempts to sheet of lead, or 3 feet of wood or dirt.

move to a space that is more than 30 feet away from


you; if it succeeds on this saving throw, this spell
doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you


cast a spell that targets a hostile creature other than
the target, if a creature friendly to you damages the
target or casts a harmful spell on it, or if you end your
turn more than 30 feet away from the target.
Detect Magic Heroism

1st-level divination (ritual) 1st-level enchantment


Casting Time: action Casting Time: action
Range: Self Range: Touch
Components: Ritual, Concentration, Verbal, Somatic Components: Concentration, Verbal, Somatic
Duration: up to 10 minutes Duration: up to 1 minute
For the duration, you sense the presence of magic 1 willing creature(s) you touch is imbued with bravery.
within 30 feet of you. If you sense magic in this way, Until the spell ends, the creature is immune to being
you can use your action to see a faint aura around any frightened and gains temporary hit points equal to 2 at
visible creature or object in the area that bears magic, the start of each of its turns. When the spell ends, the
and you learn its school of magic, if any. target loses any remaining temporary hit points from
this spell.
The spell can penetrate most barriers, but it is blocked
by 1 foot of stone, 1 inch of common metal, a thin
At Higher Levels. When you cast this spell using a
sheet of lead, or 3 feet of wood or dirt.
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Divine Favor

1st-level transmutation Protection from Evil and Good

Casting Time: Bonus action 1st-level abjuration


Range: Touch Casting Time: action
Components: Verbal, Somatic Range: Touch
Duration: 1 minute Components: Concentration, Verbal, Somatic, Material
Until the spell ends, your attacks with weapons deal (holy water or powdered silver and iron, which the
an extra 1d4 Radiant damage on a hit. spell consumes)
Duration: up to 10 minutes
Until the spell ends, one willing creature you touch is
protected against certain types of creatures:
aberrations, celestials, elementals, fey, fiends, and
undead.

The protection grants several benefits. Creatures of


those types have disadvantage on attack rolls against
the target. The target also can’t be charmed,
frightened, 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.
Purify Food and Drink Shield of Faith

1st-level transmutation (ritual) 1st-level abjuration


Casting Time: action Casting Time: bonus action
Range: 10 feet Range: 60 feet
Components: Ritual, Verbal, Somatic Components: Concentration, Verbal, Somatic, Material
Duration: Instantaneous (a small parchment with a bit of holy text written on it)
All nonmagical food and drink within a 5-foot-radius Duration: up to 10 minutes
sphere centered on a point of your choice within range A shimmering field appears and surrounds a creature
is purified and rendered free of poison and disease. of your choice within range, granting it a +2 bonus to
AC for the duration.

Searing Smite

1st-level evocation Thunderous Smite

Casting Time: bonus action 1st-level evocation


Range: Self Casting Time: bonus action
Components: Concentration, Verbal Range: Self
Duration: up to 1 minute Components: Concentration, Verbal
The next time you hit a creature with a melee weapon Duration: Up to 1 minute
attack during the spell’s duration, your weapon flares The first time you hit with a melee weapon attack
with white-hot intensity, and the attack deals an extra during this spell’s duration, your weapon rings with
1d6 fire damage to the target and causes the target to thunder that is audible within 300 feet of you, and the
ignite in flames. At the start of each of its turns until attack deals an extra 2d6 thunder damage to the
the spell ends, the target must make a DC 12 target. Additionally, if the target is a creature, it must
Constitution saving throw. On a failed save, it takes succeed on a DC 12 Strength saving throw or be
1d6 fire damage. On a successful save, the spell ends. pushed 10 feet away from you and knocked prone.
If the target or a creature within 5 feet of it uses an
action to put out the flames, or if some other effect
douses the flames (such as the target being
submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a


spell slot of 2nd level or higher, the initial extra
damage dealt by the attack increases by 1d6 for each
slot level above 1st.
Wrathful Smite

1st-level evocation
Casting Time: bonus action
Range: Self
Components: Concentration, Verbal
Duration: up to 1 minute
The next time you hit with a melee weapon attack
during this spell’s duration, your attack deals an extra
1d6 psychic damage. Additionally, if the target is a
creature, it must make a DC 12 Wisdom saving throw
or be frightened of you until the spell ends. As an
action, the creature can make a DC 12 Wisdom check
to steel its resolve and end this spell.

Detect Poison and Disease

1st-level divination (ritual)


Casting Time: action
Range: Self
Components: Ritual, Concentration, Verbal, Somatic
Duration: up to 10 minutes
For the duration, you can sense the presence and
location of poisons, poisonous creatures, and
diseases within 30 feet of you. You also identify the
kind of poison, poisonous creature, or disease in each
case.

The spell can penetrate most barriers, but it is blocked


by 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.

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