Aleea - LVL 5

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Sun Domain Cleric 5 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


ALEEA
Aasimar Radiant Soul Lawful Good 6500
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

I am tolerant (or intolerant) of other faiths


STRENGTH 21 1 30
and respect (or condemn) the worship of

4 3 PROFICIENCY BONUS other gods.

18 PERSONALITY TRAITS
Hit Point Maximum 38
5 Strength
DEXTERITY 2 Dexterity
Tradition. The ancient traditions of worship

1
3 Constitution CURRENT HIT POINTS
and sacrifice must be preserved and
0 Intelligence upheld. (Lawful)
8 Wisdom
12 IDEALS
4 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

2
I will do anything to protect the temple
5
where I served.
1 Acrobatics (Dex)

14 4 Animal Handling (…
-1 Arcana (Int) BONDS

INTELLIGENCE 7 Athletics (Str)

-1
0 Deception (Cha) NAME ATK DAMAGE/TYPE
I am inflexible in my thinking. I will always
-1 History (Int)
Longsword+1 +8 1d8+5 Slashing use a Longsword as a melee weapon. I will
7 Insight (Wis)
8 always wield a shield if not strictly
0 Intimidation (Cha) Javelin of Aci… +7 1d6+4 Pierci… necessary
-1 Investigation (Int)
WISDOM
FLAWS
7 Medicine (Wis) Guiding Bolt +7 4d6 Radiant

4 -1 Nature (Int)
7 Perception (Wis)
Spiritual Wea… +7 1d8+4 Force

18 0 Performance (Cha)
Celestial Resistance
Schorching Ray +7 2d6 Fire
Light Bearer
0 Persuasion (Cha)
CHARISMA Healing Hands
2 Religion (Int) Sacred Flame DC15 2d8 Radiant

0 1
1
Sleight of Hand (D…

Stealth (Dex) Word of Radi… DC15 2d6 Radiant


Darkvision

Languages, Movement and Size

10 4 Survival (Wis) Celestial Revelation: Radiant Soul


ATTACKS & SPELLCASTING
Shelter of the Faithful
SKILLS

Spellcasting
2 3560
Ritual Casting
17 PASSIVE WISDOM (PERCEPTION) CP SP EP GP PP
Divine Domain: Sun Domain

1 Plate Armor Domain Spells: Sun Domain


LANGUAGE: Abyssal, Celestial, Common,
1 Shield+1 of Savings Forbidden Spells and Items
Infernal
1 Longsword+1 Alignment Restrictions
ARMOR: Heavy Armor, Light Armor, Medium
1 Javelin of Acidic Edge
Mandatory Cantrip
Armor, Shields
1 Magical Holy Symbol of Ixion
WEAPON: Greatsword, Longsword, Shortsword, Bonus Cantrip
1 Prayer Book
Simple weapons Bonus Proficiencies
5 Stick of Incense
Speed of Sunlight
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT
Channel Divinity

Channel Divinity: Turn Undead

Harness Divine Power

Channel Divinity: Divine Radiance

War Caster

ASI

Magical Holy Symbol of Ixion

Sky Rockets

Shield +1 of Saving

Javelin of Acidic Edge

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: 1 Total: 1
CP SP EP GP PP

Flaming Sphere DC15 2d6 fire


1 1
CHANNEL DIVINITY HEALING HANDS
1 Vestments
Golden Flame … 1d8+4 Fire 1 Belt Pouch
1 Priest's Pack Total: Total: 4
Golden Flame … 1d8 Fire 1 Common clothes 4
1 alms box SPEED OF SUNLIGHT
Divine Favor 1d4 Radiant
2 block of incense
1 censer Total: Total: 1
Searing Smite DC15 1d6 Fire
1 vestments
1
1 Backpack
Radiand Soul 3 Radiant HARNESS DIVINE
1 Blanket POWER

Spirit Guardians 3d8 Radiant/N… 10 Candle


Total: Total: 1
1 Tinderbox
Fireball DC15 8d6 Fire 2 Rations
1
CELESTIAL
1 Waterskin
REVELATION
Healing Word 1d4+4 Healing 1 Healing Honey ( 1d4+1 )
4 Small Sky Rocket (1d3)
Total: Total: 1
Healing Hands 3d4 Healing
3 Medium Sky Rocket (1d4+1) 1
1 Large Sky Rocket ( 2d4) MAGICAL HOLY
Healing Honey 1d4+1 Healing SYMBOL OF IXION

Mass Healing … 1d4+4 Healing Total: Total:

Small Sky Roc… DC9 1d3 Fire

Medium Sky … DC9 1d4+1 Fire


Total: Total:
Large Sky Roc… DC9 2d4 Fire

EQUIPMENT

ATTACKS & SPELLCASTING


WISDOM 15 7

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6 0

Golden Flame Blade Fireball

Light Haste
7 0
Word of Radiance Mass Healing Word

Sacred Flame Spirit Guardians

Guidance Dispel Magic

Spare the Dying


8 0

4 0

1 4 9 0

Divine Favor 5 0
Searing Smite

Shield of Faith

Guiding Bolt

Healing Word

Bless

2 3

Schorching Ray

Flaming Sphere

Aid

Spiritual Weapon
FEATURES & TRAITS
Celestial Resistance Spellcasting Forbidden Spells and Items
You have resistance to necrotic damage and radiant As a conduit for divine power, you can cast cleric Certain Cleric Spells from the School of
damage. spells. Cantrips At 1st level, you know three Necromancy are forbidden to use Necromancy
cantrips of your choice from the cleric spell list. Forbidden Spells Cleric Level Spells Cantrips:
Light Bearer You learn additional cleric cantrips of your choice Decompose, Toll the Dead 1st Inflict Wounds 3rd
You know the Light cantrip. Charisma is your at higher levels, as shown in the Cantrips Known Animate Dead, Bestow Curse, Life Transference,
spellcasting ability for it. column of the Cleric table. Spell Slots The Cleric Spirit Shroud 4th Contagion 6th Level Create
table shows how many spell slots you have to cast Undead And in any case, Sun Domain Clerics
Healing Hands
your cleric spells of 1st level and higher. To cast cannot use NON-Clerical spells of the School of
As an action, you can touch a creature and roll a
one of these spells, you must expend a slot of the Necromancy or even magical items that replicate
number of d4s equal to your proficiency bonus.
spell's level or higher. You regain all expended such spells or the Clerical forbidden spells from the
The creature regains a number of hit points equal to
spell slots when you finish a long rest. You prepare Necromacy School. Sun Domain Clerics cannot
the total rolled. Once you use this trait, you can’t
the list of cleric spells that are available for you to use any items that cause Necrotic Damage
use it again until you finish a long rest.
cast, choosing from the cleric spell list. When you
do so, choose a number of cleric spells equal to Alignment Restrictions
Darkvision
your Wisdom modifier + your cleric level Clerics of the Sun Domain can choose only certain
Thanks to your celestial heritage, you have superior
(minimum of one spell). The spells must be of a Alignments: - Lawful Good - Neutral Good -
vision in dim and dark conditions. You can see in
level for which you have spell slots. For example, Chaotic Good - Lawful Neutral
dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You if you are a 3rd-level cleric, you have four 1st-level
Mandatory Cantrip
can't discern color in darkness, only shades of gray. and two 2nd-level spell slots. With a Wisdom of
At 1st level, you must choose the Cantrip: Light
16, your list of prepared spells can include six
You do not need to choose it if other sources allow
Languages, Movement and Size spells of 1st or 2nd level, in any combination. If
you to cast it.
You can speak, read and write Common and you prepare the 1st-level spell Cure Wounds, you
Celestial. Aasimar are built like well proportioned can cast it using a 1st-level or 2nd-level slot. Bonus Cantrip
humans. Your size is medium. Your base walking Casting the spell doesn't remove it from your list of You Learn the cantrip: Green-Flame It counts as a
speed is 30 feet. prepared spells. You can change your list of Cleric Spell and Wisdom if your spellcasting
prepared spells when you finish a long rest. ability for it. It can be used only on Shortswords,
Celestial Revelation: Radiant Soul Preparing a new list of cleric spells requires time Longswords, Greatswords, Spears and Javelins The
When you reach 3rd level, cyou can use a bonus spent in prayer and meditation: at least 1 minute so generated flame's color is golden-red so can call
action to unleash the celestial energy within per spell level for each spell on your list. it Golden Flame Blade
yourself, gaining the benefits of that revelation. Spellcasting Ability Wisdom is your spellcasting
Your transformation lasts for 1 minute or until you ability for your cleric spells. The power of your Bonus Proficiencies
end it as a bonus action. Once you transform using spells comes from your devotion to your deity. You At 1st level, you gain proficiency with, heavy
your revelation below, you can’t use it again until use your Wisdom whenever a cleric spell refers to armor, shortsword, longsword, greatsword and
you finish a long rest: Radiant Soul. Two luminous, your spellcasting ability. In addition, you use your Athletics Skill
spectral wings sprout from your back temporarily. Wisdom modifier when setting the saving throw
Until the transformation ends, you have a flying DC for a cleric spell you cast and when making an Speed of Sunlight
speed equal to your walking speed, and once on attack roll with one. Spell save DC = 8 + your From 1st level, your god delivers bolts of
each of your turns, you can deal extra radiant proficiency bonus + your Wisdom modifier Spell inspiration to you while you are engaged in battle
damage to one target when you deal damage to it attack modifier = your proficiency bonus + your making your attacks swift and deadly. When you
with an attack or a spell. The extra damage equals Wisdom modifier use the Attack action, you can make one weapon
your proficiency bonus. attack as a bonus action. You can use this feature a
Ritual Casting number of times equal to your Wisdom modifier (a
Shelter of the Faithful minimum of once). You regain all expended uses
You can cast a cleric spell as a ritual if that spell
As an acolyte, you command the respect of those when you finish a long rest.
has the ritual tag and you have the spell prepared.
who share your faith, and you can perform the
religious ceremonies of your deity. You and your Divine Domain: Sun Domain Channel Divinity
adventuring companions can expect to receive free At 1st level, you choose a domain shaped by your At 2nd level, you gain the ability to channel divine
healing and care at a temple, shrine, or other choice of Deity and the gifts they grant you. Your energy directly from your deity, using that energy
established presence of your faith, though you must choice grants you domain spells and other features to fuel magical effects. You start with two such
provide any material components needed for spells. when you choose it at 1st level. It also grants you effects: Turn Undead and an effect determined by
Those who share your religion will support you additional ways to use Channel Divinity when you your domain. Some domains grant you additional
(but only you) at a modest lifestyle. You might also gain that feature at 2nd level, and additional effects as you advance in levels, as noted in the
have ties to a specific temple dedicated to your benefits at 6th, 8th, and 17th levels. domain description. When you use your Channel
chosen deity or pantheon, and you have a residence Divinity, you choose which effect to create. You
there. This could be the temple where you used to Domain Spells: Sun Domain must then finish a short or long rest to use your
serve, or a temple where you have found a new Each domain has a list of spells-its domain spells Channel Divinity again. Some Channel Divinity
home. While near your temple, you can call upon that you gain at the cleric levels noted in the effects require saving throws. When you use such
the priests for assistance, provided the assistance domain description. Once you gain a domain spell, an effect from this class, the DC equals your cleric
you ask for is not hazardous and you remain in you always have it prepared, and it doesn't count spell save DC. Beginning at 6th level, you can use
good standing with your temple. against the number of spells you can prepare each your Channel Divinity twice between rests, and
day. If you have a domain spell that doesn't appear beginning at 18th level. you can use it three times
on the cleric spell list, the spell is nonetheless a between rests. When you finish a short or long rest,
cleric spell for you. Sun Domain Spells: Cleric you regain your expended uses.
Level Spells 1st Searing Smite, Divine Favor 3rd
Flaming Sphere, Scorching Ray 5th Haste, Fireball
7th Fire Shield (warm shield only), Aura of Life
9th Dawn, Wall of Light
Channel Divinity: Turn Undead Magical Holy Symbol of Ixion
As an action, you present your holy sym⁠bol and Channel Divinity: Divine Radiance This Magical Holy Symbol can be used as a
speak a prayer censuring the Undead. Each Undead Starting at 2nd level, you can use your Channel Spellcasting Focus ( for Cleric and/or Cleric spell )
that can see or hear you within 30 feet of you must Divinity to channel the power of the sun to make In addition 1/day allows you to recover 1 slot of
make a Wisdom saving throw. If the creature fails your spells burn brighter and more fiercely than Class ability ( Cleric or Paladin ) normally usable
its saving throw, it is turned for 1 minute or until it ever before. When you roll fire or radiant damage, only for limited times for long rest ( such as Speed
takes any damage. A turned creature must spend its you can use your Channel Divinity to deal of Sunlight or Harness Divine Power or Divine
turns trying to move as far away from you as it can, maximum damage instead of rolling. If a single Sense, and so on). Can be used only by followers
and it can’t willingly move to a space within 30 source cause both radiant and fire damage you can of Ixion When used in such a way you suffer +1
feet of you. It also can’t take reactions. For its maximize both level of Exhaustion
action, it can use only the Dash action or try to
War Caster Sky Rockets
escape from an effect that prevents it from moving.
You have practiced casting spells in the midst of There are 3 types of Sky Rockets - Small: Range
If there’s nowhere to move, the creature can use the
combat, learning techniques that grant you the 30 feet, damage 1d3 , Fire, One target, can make
Dodge action. Starting at 5th level, When an
following benefits: You have advantage on Dex Save vs Dex , if successful takes no damage -
undead fails its saving throw against your Turn
Constitution saving throws that you make to Medium: Range 60 feet, damage 1d4+1 , Fire, One
Undead feature, the creature is instantly destroyed
maintain your concentration on a spell when you target, can make Dex Save vs Dex , if successful
if its challenge rating is 1/2 or below.
take damage. You can perform the somatic takes 1/2 damage - Large: Range 180 feet, damage
Harness Divine Power components of spells even when you have weapons 2d5 , Fire, 5 feet Radius, can make Dex Save vs
At 2nd level, you can expend a use of your or a shield in one or both hands. When a hostile Dex , if successful takes 1/2 damage
Channel Divinity to fuel your spells. As a bonus creature's movement provokes an opportunity
action, you touch your holy symbol, utter a prayer, attack from you, you can use your reaction to cast a Shield +1 of Saving
and regain one expended spell slot, the level of spell at the creature, rather than making an Shield +1 of Saving gives +1 to Ac and +1 to all
which can be no higher than half your proficiency opportunity attack. The spell must have a casting Saving Throws Total Ac: +3
bonus (rounded up). The number of times you can time of 1 action and must target only that creature.
Javelin of Acidic Edge
use this feature is based on the level you've reached
ASI This Javelin if successfully hit the target will deal
in this class: 2nd level, once; 6th level, twice; and
Level 4th: +2 Str +1 Acid Damage
18th level, thrice. You regain all expended uses
when you finish a long rest.
SPELLS
Golden Flame Blade Guidance Shield of Faith
Illusion cantrip Divination cantrip Abjuration 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 bonus action
Range: Self (5-foot radius) Range: Touch Range: 60 feet
Target: Target: One willing creature Target: A creature of your choice within range
Components: S M Components: V S Components: V S M
Duration: Instantaneous Duration: ConcentrationUp to 1 minute Duration: ConcentrationUp to 10 minutes
Description: Description: Description:
You brandish the weapon used in the spell’s casting You touch one willing creature. Once before the A shimmering field appears and surrounds a
and make a melee attack with it against one spell ends, the target can roll a d4 and add the creature of your choice within range, granting it a
creature within 5 feet of you. On a hit, the target number rolled to one ability check of its choice. It +2 bonus to AC for the duration.
suffers the weapon attack’s normal effects, and you can roll the die before or after making the ability
can cause golden fire to leap from the target to a check. The spell then ends. Guiding Bolt
different creature of your choice that you can see Evocation 1
within 5 feet of it. The second creature takes fire Spare the Dying Casting Time: 1 action
damage equal to your spellcasting ability modifier. Necromancy cantrip Range: 120 feet
At Higher Levels: At 5th level, the melee attack Casting Time: 1 action Target: A creature of your choice within range
deals an extra 1d8 fire damage to the target on a Range: Touch Components: V S
hit, and the fire damage to the second creature Target: touched living creature that has 0 hit points Duration: 1 round
increases to 1d8 + your spellcasting ability Components: V S Description:
modifier. Both damage rolls increase by 1d8 at 11th Duration: Instantaneous A flash of light streaks toward a creature of your
level (2d8 and 2d8) and 17th level (3d8 and 3d8). Description: choice within range. Make a ranged spell attack
You touch a living creature that has 0 hit points. against the target. On a hit, the target takes 4d6
Light The creature becomes stable. This spell has no radiant damage, and the next attack roll made
Evocation cantrip effect on undead or constructs. against this target before the end of your next turn
Casting Time: 1 action has advantage, thanks to the mystical dim light
Range: Touch Divine Favor glittering on the target until then.
Target: One object that is no larger than 10 feet in Evocation 1 At Higher Levels: When you cast this spell using a
any dimension Casting Time: 1 bonus action spell slot of 2nd level or higher, the damage
Components: V M Range: Self increases by 1d6 for each slot level above 1st.
Duration: 1 hour Target: Self
Description: Components: V S Healing Word

You touch one object that is no larger than 10 feet Duration: ConcentrationUp to 1 minute Evocation 1

in any dimension. Until the spell ends, the object Description: Casting Time: 1 bonus action

sheds bright light in a 20-foot radius and dim light Your prayer empowers you with divine radiance. Range: 60 feet

for an additional 20 feet. The light can be colored Until the spell ends, your weapon attacks deal an Target: A creature of your choice that you can see

as you like. Completely covering the object with extra 1d4 radiant damage on a hit. within range

something opaque blocks the light. The spell ends Components: V


Searing Smite Duration: Instantaneous
if you cast it again or dismiss it as an action. If you
Evocation 1 Description:
target an object held or worn by a hostile creature,
Casting Time: 1 bonus action A creature of your choice that you can see within
that creature must succeed on a Dexterity saving
Range: Self range regains hit points equal to 1d4 + your
throw to avoid the spell.
Target: Creature Hit by my melee weapon spellcasting ability modifier. This spell has no
Word of Radiance Components: V effect on undead or constructs.
Evocation cantrip Duration: ConcentrationConcentration, up to 1 At Higher Levels: When you cast this spell using a
Casting Time: 1 action minute spell slot of 2nd level or higher, the Healing
Range: 5 feet Description: increases by 1d4 for each slot level above 1st.
Target: Each creature of your choice that you can The next time you hit a creature with a melee
see within range weapon attack during the spell’s duration, your Bless

Components: V M weapon flares with white-hot intensity, and the Enchantment 1

Duration: Each creature of your choice that you attack deals an extra 1d6 fire damage to the target Casting Time: 1 action

can see within range and causes the target to ignite in flames. At the start Range: 30 feet

Description: of each of its turns until the spell ends, the target Target: Up to three creatures of your choice within

You utter a divine word, and burning radiance must make a Constitution saving throw. On a failed range

erupts from you. Each creature of your choice that save, it takes 1d6 fire damage. On a successful Components: V S M

you can see within range must succeed on a save, the spells ends. If the target or a creature Duration: ConcentrationUp to 1 minute

Constitution saving throw or take 1d6 radiant within 5 feet of it uses an action to put out the Description:

damage flames, or if some other effect douses the flames You bless up to three creatures of your choice
(such as the target being submerged in water), the within range. Whenever a target makes an attack
Sacred Flame spell ends. roll or a saving throw before the spell ends, the
Evocation cantrip At Higher Levels: When you cast this spell using a target can roll a d4 and add the number rolled to the
Casting Time: 1 action spell slot of 2nd level or higher, the initial extra attack roll or saving throw.
Range: 60 feet damage dealt by the attack increases by 1d6 for At Higher Levels: When you cast this spell using a
Target: A creature that you can see within range each slot. spell slot of 2nd level or higher, you can target one
Components: V S additional creature for each slot level above 1st.
Duration: Instantaneous
Description:
Flame-like radiance descends on a creature that you
can see within range. The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage.
The target gains no benefit from cover for this
saving throw.
Schorching Ray Spiritual Weapon
Evocation 2 Evocation 2 Mass Healing Word

Casting Time: 1 action Casting Time: 1 bonus action Evocation 3

Range: 120 feet Range: 60 feet Casting Time: 1 bonus action

Target: targets within range Target: See text Range: 60 feet

Components: V S Components: V S Target: Up to six creatures of your choice that you

Duration: Instantaneous Duration: 1 minute can see within range

Description: Description: Components: V

You create three rays of fire and hurl them at You create a floating, spectral weapon within range Duration: Instantaneous

targets within range. You can hurl them at one that lasts for the duration or until you cast this spell Description:

target or several. Make a ranged spell attack for again. When you cast the spell, you can make a As you call out words of restoration, up to six

each ray. On a hit, the target takes 2d6 fire damage. melee spell attack against a creature within 5 feet creatures of your choice that you can see within

At Higher Levels: When you cast this spell using a of the weapon. On a hit, the target takes force range regain hit points equal to 1d4 + your

spell slot of 3rd level or higher, you create one damage equal to 1d8 + your spellcasting ability spellcasting ability modifier. This spell has no

additional ray for each slot level above 2nd. modifier. As a bonus action on your turn, you can effect on undead or constructs.

move the weapon up to 20 feet and repeat the At Higher Levels: When you cast this spell using a
Flaming Sphere attack against a creature within 5 feet of it. The spell slot of 4th level or higher, the Healing
Conjuration 2 weapon can take whatever form you choose. increases by 1d4 for each slot level above 3rd.
Casting Time: 1 action Clerics of deities who are associated with a
Range: 60 feet Spirit Guardians
particular weapon (as St. Cuthbert is known for his
Target: An unoccupied space of your choice Conjuration 3
mace and Thor for his hammer) make this spell’s
within range Casting Time: 1 action
effect resemble that weapon.
Components: V S M Range: Self (15-foot radius)
At Higher Levels: When you cast this spell using a
Duration: ConcentrationUp to 1 minute Target: Self (15-foot radius)
spell slot 3rd level of or higher, the damage
Description: Components: V S M
increases by 1d8 for every two slot levels above the
A 5-foot-diameter sphere of fire appears in an Duration: ConcentrationUp to 10 minutes
2nd.
unoccupied space of your choice within range and Description:
lasts for the duration. Any creature that ends its Fireball You call forth spirits to protect you. They flit
turn within 5 feet of the sphere must make a Evocation 3 around you to a distance of 15 feet for the duration.
Dexterity saving throw. The creature takes 2d6 fire Casting Time: 1 action If you are good or neutral, their spectral form
damage on a failed save, or half as much damage Range: 150 feet appears angelic or fey (your choice). If you are
on a successful one. As a bonus action, you can Target: Each creature in a 20-foot radius evil, they appear fiendish. When you cast this spell,
move the sphere up to 30 feet. If you ram the Components: V S M you can designate any number of creatures you can
sphere into a creature, that creature must make the Duration: Instantaneous see to be unaffected by it. An affected creature’s
saving throw against the sphere’s damage, and the Description: speed is halved in the area, and when the creature
sphere stops moving this turn. When you move the A bright streak flashes from your pointing finger to enters the area for the first time on a turn or starts
sphere, you can direct it over barriers up to 5 feet a point you choose within range then blossoms its turn there, it must make a Wisdom saving throw.
tall and jump it across pits up to 10 feet wide. The with a low roar into an explosion of flame. Each On a failed save, the creature takes 3d8 radiant
sphere ignites flammable objects not being worn or creature in a 20-foot radius must make a Dexterity damage (if you are good or neutral) or 3d8 necrotic
carried, and it sheds bright light in a 20-foot radius saving throw. A target takes 8d6 fire damage on a damage (if you are evil). On a successful save, the
and dim light for an additional 20 feet. failed save, or half as much damage on a successful creature takes half as much damage.
At Higher Levels: When you cast this spell using a one. The fire spreads around corners. It ignites At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage flammable objects in the area that aren’t being spell slot of 4th level or higher, the damage
increases by 1d6 for each slot level above 2nd. worn or carried. increases by 1d8 for each slot level above 3rd.
At Higher Levels: When you cast this spell using a
Aid Dispel Magic
spell slot of 4th level or higher, the damage
Abjuration 2 Abjuration 3
increases by 1d6 for each slot level above 3rd.
Casting Time: 1 action Casting Time: 1 action

Range: 30 feet Haste Range: 120 feet

Target: Up to three creatures within range Transmutation 3 Target: One creature, object, or magical effect

Components: V S M Casting Time: 1 action within range

Duration: 8 hours Range: 30 feet Components: V S

Description: Target: a willing creature that you can see within Duration: Instantaneous

Your spell bolsters your allies with toughness and range. Description:

resolve. Choose up to three creatures within range. Components: V S M Choose one creature, object, or magical effect

Each target’s hit point maximum and current hit Duration: ConcentrationConcentration, up to 1 within range. Any spell of 3rd level or lower on the

points increase by 5 for the duration. minute target ends. For each spell of 4th level or higher on

At Higher Levels: When you cast this spell using a Description: the target, make an ability check using your

spell slot of 3rd level or higher, a target’s hit points Choose a willing creature that you can see within spellcasting ability. The DC equals 10 + the spell’s

increase by an additional 5 for each slot level range. Until the spell ends, the target’s speed is level. On a successful check, the spell ends.

above 2nd. doubled, it gains a +2 bonus to AC, it has At Higher Levels: When you cast this spell using a

advantage on Dexterity saving throws, and it gains spell slot of 4th level or higher, you automatically

an additional action on each of its turns. That end the effects of a spell on the target if the spell's

action can be used only to take the Attack (one level is equal to or less than the level of the spell

weapon attack only), Dash, Disengage, Hide, or slot you used.

Use an Object action. When the spell ends, the


target can’t move or take actions until after its next
turn, as a wave of lethargy sweeps over it.

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