lemonstyx Posted September 21, 2023 Clone Share Posted September 21, 2023 Vithka Sheet | Log Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, Spellcasting, Primal Awareness Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight Attacks +1 Shortsword +8 attack, 1d6+5 piercing Offhand Shortsword +7 attack, 1d6+4 piercing Longbow +7 attack, 1d8+4 piercing Languages, Tool Proficiencies Common, Gith, Undercommon, Primordial, Deep Speech Spells Ranger: +6, DC 14 Cantrips: Mage Hand Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker) Magic Items Consumable Magic Items: Spell Scroll of Animal Friendship Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item) Inactive Magic Items: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted September 21, 2023 Author Clone Share Posted September 21, 2023 Jarn Wrentham Sheet | Log Chaotic Good, Male Half-Elf Rogue 4 (Scout), Cleric 1 (Knowledge), Bard 3 (Lore) HP: 43/43 | HD: 8/8 (d8) | AC: 17/19With Shield | Initiative: +5 | PP: 19 | Speed: 30 ft | Prof Bonus: +3 Status: Normal | DM Inspiration: 0 | Bardic Inspiration: 2/2 | Spell Slots: L1 4/4 L2 3/3 | DefensesAdv vs being charmed and can't be put to sleep by magical means Stat Block Attributes, Saves and Skills Str 12Save +3 Athletics +5 (proficient) Dex 16Save +8 (proficient) Acrobatics +7 (proficient) Sleight of Hand +7 (proficient) Stealth +7 (proficient) Thieves' Tools +7 (proficient) Con 10Save +2 Int 12Save +6 (proficient) Arcana +8 (proficient, expertise) History +8 (proficient, expertise) Investigation +8 (proficient, expertise) Nature +8 (proficient, expertise) Religion +3 Wis 14Save +4 Animal Handling +4 Insight +9 (proficient, expertise) Medicine +6 (proficient) Perception +9 (proficient, expertise) Survival +9 (proficient, expertise) Cha 14Save +4 Deception +9 (proficient, expertise) Intimidation +6 (proficient) Performance +6 (proficient) Persuasion +9 (proficient, expertise) Race Features: Darkvision, Fey Ancestry, Skill VersatilityInsight, Perception Background Feature: Entertainer RoutinesJuggler, Instrumentalist, Storyteller, By Popular DemandYou can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Class Features (Rogue): ExpertiseInsight, Persuasion, Sneak Attack (2d6), Thieves' Cant, Cunning Action Subclass Features (Scout): SkirmisherStarting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks., Survivalist Class Features (Cleric): Spellcasting Subclass Features (Knowledge): Blessings of KnowledgeAt 1st level, you learn two languages of your choice. (Deep Speech, Primordial) You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. (Arcana, History) Your proficiency bonus is doubled for any ability check you make that uses either of those skills. Class Features (Bard): Spellcasting, Bardic Inspiration (d6), Jack of All Trades, Song of Rest (d6), ExpertiseDeception, Perception Subclass Features (Lore): ExpertiseInvestigation, Medicine, Intimidation, Cutting Words Feats: ProdigyLanguage: Undercommon, Skill Proficiency: Animal Handling, Skill Expertise: Investigation, Tool Proficiency: Vehicles (Land) Attacks +1 Rapier +7 attack, 1d8+4 piercing Shortbow +6 attack, 1d6+3 piercing Dagger +6 attack, 1d4+3 piercing Languages, Tool Proficiencies Common, Elvish, Draconic, Giant, Thieves' Cant, Deep Speech, Primordial, Undercommon Thieves' Tools, Lute, Flute, Vehicles (Land) Spells Cleric: +5, DC 13 Cantrips: Guidance, Light, Thaumaturgy Level 1: Command (domain), Identify (domain, ritual), Bless, Protection from Evil and Good, Shield of Faith Bard: +5, DC 13 Cantrips: Mage Hand, Minor Illusion Level 1: Detect Magic, Disguise Self, Healing Word, Longstrider Level 2: Aid, Invisibility Magic Items Consumable Magic Items: Potion of Resistance (Necrotic) Permanent Magic Items: Stone of Good Luck (attuned), Ring of Protection (attuned), +1 Rapier Inactive Magic Items: +1 Shortbow Story Award: Charm of Heroism (1 use), Backpack Parachute Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted September 22, 2023 Author Clone Share Posted September 22, 2023 Taye Dhomey Sheet | Log Lawful Neutral, Male Mountain Dwarf Barbarian 9 (Ancestral Guardian) HP: 95/95 | HD: 9/9 (d12) | AC: 18 | Initiative: +2 (Adv) | PP: 15 | Speed: 35 ft | Prof Bonus: +4 Status: Normal | DM Inspiration: 0 | Rage: 4/4 | DefensesAdv on ST vs poison, Resistance to poison damage, Adv on Dex ST against seen effects Stat Block Attributes, Saves and Skills Str 18Save +9 (proficient) Athletics +8 (proficient) Dex 14Save +3 Acrobatics +2 Sleight of Hand +2 Stealth +2 Con 16Save +8 (proficient) Int 8Save +0 Arcana -1 History -1 Investigation -1 Nature +3 (proficient) Religion -1 Wis 12Save +2 Animal Handling +1 Insight +1 Medicine +1 Perception +5 (proficient) Survival +5 (proficient) Cha 10Save +1 Deception +0 Intimidation +4 (proficient) Performance +0 Persuasion +0 Race Features: Darkvision, Dwarven Resilience, Dwarven Combat TrainingProficiencies changed to Brewer's Supplies, Carpenter's Tools, Cook's Utensils, Herbalism Kit, Tool ProficiencySmith's tools, Stonecunning, Dwarven Armor TrainingProficiencies changed to Leatherworker's Tools and Woodworker's Tools Background Feature: OriginTribal Marauder, WandererYou 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. Class Features: Rage (4/day), Unarmored Defense, Reckless Attack, Danger Sense, Primal KnowledgeNature, Extra Attack, Fast Movement, "Instinctive PounceAs part of the bonus action you take to enter your rage, you can move up to half your speed.", Feral Instinct, Brutal Critical (1 die) Subclass Features (Ancestral Guardian): Ancestral ProtectorsAt 3rd level, while you're raging, the first creature you hit with an attack on your turn becomes the target of spiritual warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends., Spirit Shield (2d6)Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. Feats:Great Weapon MasterYou've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: *On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. *Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Attacks +2 Greataxe +10 attack, 1d12+6 slashing Handaxe +8 attack, 1d6+4 slashing Javelin +8 attack, 1d6+4 piercing Longbow +6 attack, 1d8+2 piercing Languages, Tool Proficiencies Common, Dwarvish, Orcish Magic Items Consumable Magic Items: 2 Potions of Greater Healing, 3 Potions of Superior Healing, Elixir of Health, Potion of Clairvoyance, Scroll of Protection (felines), Dust of Disappearance Permanent Magic Items: +2 Greataxe (active), Bracers of Defense (attuned, active), Ring of Protection (attuned, active) Inactive Magic Items: +1 Longbow (inactive), Gloves of Missile Snaring (inactive), Ring of Animal Influence (inactive), Shield +1 (inactive), Wand of Lightning Bolts (7 charges, inactive), Wand of Magic Missile (7 charges, inactive), Chime of Opening (inactive) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted September 25, 2023 Author Clone Share Posted September 25, 2023 Chance Steele Sheet | Log Neutral Good, Male High Elf Rogue 12 (Arcane Trickster) HP: 87/87 | HD: 12/12 (d8) | AC: 17 | Initiative: +5 | PP: 18 | Speed: 30 ft (30ft swim) | Prof Bonus: +4 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 | DefensesAdv vs being charmed and can't be put to sleep by magical means Stat Block Attributes, Saves and Skills Str 8Save -1 Athletics +3 (proficient) Dex 20Save +9 (proficient) Acrobatics +13 (proficient, expertise) Sleight of Hand +5 Stealth +9 (proficient) Thieves' Tools +13 (proficient, expertise) Con 14Save +2 Int 18Save +8 (proficient) Arcana +4 History +8 (proficient) Investigation +12 (proficient, expertise) Nature +4 Religion +4 Wis 10Save +0 Animal Handling +0 Insight +0 Medicine +0 Perception +8 (proficient, expertise) Survival +0 Cha 10Save +0 Deception +0 Intimidation +0 Performance +0 Persuasion +4 (proficient) Race Features: Darkvision, Keen Senses, Fey Ancestry, Trance, Elf Weapon Training, CantripBooming Blade, Extra LanguageCelestial Background Feature: Position of Privilege Class Features: ExpertiseAcrobatics, Investigation, Sneak Attack (5d6), Thieves' Cant, Cunning Action, Uncanny Dodge, ExpertisePerception, Thieves' Tools, Evasion, Reliable Talent Subclass Features (Arcane Trickster): Spellcasting, Mage Hand Legerdemain, Magical Ambush Feats: Piercer* +1 Dexterity * Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll. * When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes., Elven Accuracy* +1 Intelligence * Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Story Awards: Faction FavorYou have won the favor of two of the great factions: The Emerald Enclave, the Order of the Gauntlet. As the bearer of this award, you may at any time replace your own background feature with the Safe Haven background feature (Sword Coast Adventurer’s Guide). In addition, you may call upon these factions to cast raise dead on your character if your remains are taken to Waterdeep. Doing so removes this story award from your record. You can use this favor even if you don’t have the Faction Agent background., Friends in Hot PlacesYour actions today have earned you the gratitude of a very powerful creature. Should you ever find yourself back on the Elemental Plane of Fire and visiting the City of Brass, you will be welcomed as a friend., Charm of Animal Conjuring (3 uses)This charm allows you to cast the conjure animals spell (3rd-level version) as an action. Once used three times, the charm vanishes from you. Attacks +1 Rapier +10 attack, 1d8+6 piercing Dagger +9 attack, 1d4+5 piercing +1 Longbow +10 attack, 1d8+6 piercing Languages, Tool Proficiencies Common, Elvish, Thieves' Cant, Celestial, Draconic Spells Rogue: +8, DC 16 Cantrips: Booming Blade, Green-Flame Blade, Mage Hand, Message, Minor Illusion, Dancing Lights (RoSS), Light (RoSS) Level 1: Shield, Silent Image, Faerie Fire (RoSS) Level 2: Hold Person, Invisibility, Mirror Image, Spider Climb, Suggestion, Tasha's Mind Whip Magic Items Consumable Magic Items: 2 Potions of Healing, 4 Potions of Greater Healing, Potion of Superior Healing, Dust of Disappearance, Elixir of Health, Potion of Heroism Permanent Magic Items: Hat of Disguise (attuned), +1 Rapier, Iron Bands of Bilarro, Ring of Shooting Stars (attuned), +1 Longbow, Mariner's Studded Leather Inactive Magic Items: Potion of Frost Giant Strength, Quaal's Feather Token (Swan Boat), Goggles of Night, Lantern of Revealing, Sending Stones, Spell Scroll of Invisibility Level 12 - +2 Int ASI Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted October 18, 2023 Author Clone Share Posted October 18, 2023 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 Stat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted February 13 Author Clone Share Posted February 13 Irafis Sheet | Log Chaotic Good, Male Eladrin (Winter) Sorcerer 1 (Aberrant Mind), Bard 8 (Eloquence) HP: 64/64 | HD: 1/1 (d6), 8/8 (d8) | AC: 16 | Initiative: +5 | PP: 18 | Speed: 30 ft | Prof Bonus: +4 | Fey Step (DC 17): 4/4 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 3/3 L5 1/1 | DefensesAdv vs being charmed, immune to magical sleep | Bardic Inspiration: 5/5 Stat Block Attributes, Saves and Skills Str 8Save +0 Athletics +1 Dex 16Save +4 Acrobatics +11 (proficient, expertise) Sleight of Hand +5 Stealth +11 (proficient, advantage) Con 14Save +7 (proficient) Int 10Save +1 Arcana +2 History +2 Investigation +2 Nature +2 Religion +2 Wis 10Save +1 Animal Handling +2 Insight +2 Medicine +2 Perception +8 (proficient, expertise) Survival +2 Cha 20Save +10 (proficient) Deception +9 (proficient) Intimidation +7 Performance +9 (proficient) Persuasion +9 (proficient) Race Features: Darkvision, Keen Senses, Fey Ancestry, Trance, Fey Step Background Feature: By Popular Demand Class Features (Sorcerer): Spellcasting, Sorcerous Origin (Aberrant Mind) Subclass Features (Aberrant Mind): Psionic Spells, Telepathic Speech Class Features (Bard): Spellcasting, Bardic Inspiration (d8), Magical Inspiration, Jack of All Trades, Song of Rest (d6), Expertise (Acrobatics, Perception), Font of Inspiration, Countercharm Subclass Features (Eloquence): Silver Tongue, Unsettling Words, Unfailing Inspiration, Universal Speech Attacks Dagger +7 attack, 1d4+3 piercing Languages, Tool Proficiencies Common, Elvish Spells Sorcerer: +9, DC 17 Cantrips: Chill Touch, Firebolt, Mind Sliver, Ray of Frost, Shocking Grasp Level 1: Absorb Elements, Arms of Hadar, Dissonant Whispers, Shield Bard: +10, DC 18 Cantrips: Mage Hand, Minor Illusion, Vicious Mockery Level 1: Command, Healing Word Level 2: Aid, Blindness/Deafness, Hold Person, Suggestion Level 3: Fear, Mass Healing Word, Slow Level 4: Confusion, Dimension Door Magic Items Consumable Magic Items: Oil of Etherealness Common Magic Items: Pole of Collapsing, Wand of Pyrotechnics, Cloak of Billowing, Staff of Birdcalls Permanent Magic Items: Ring of Protection (attuned), Boots of Elvenkind, +1 Rhythm Maker's Drum (attuned) Inactive Magic Items: Shield +1, Pipes of Haunting, Mithral Plate, Cloak of the Bat (Raven), Gwa’thern Faln Rebuilding Irafis: Level 1: Same stats; Sorcerer 1, new subclass: Aberrant Mind; Proficiencies: Deception, Persuasion; Spells: Chill Touch, Fire Bolt, Ray of Frost, Shocking Grasp, Absorb Elements, Shield Level 2: Bard 1; Proficiencies: Pan Flute, Stealth; Spells: Mage Hand, Vicious Mockery, Bane, Command, Disguise Self, Healing Word Level 3: Bard 2; Spells: Tasha's Hideous Laughter Level 4: Bard 3; sub class - Eloquence; Expertise: Acrobatics, Perception; Spells: Blindness/Deafness, swap Tasha's Hideous Laughter for Hold Person Level 5: Bard 4; ASI: +2 Cha; Spells: Minor Illusion, Suggestion Level 6: Bard 5; Spells: Slow, swap Disguise Self for Mass Healing Word Level 7: Bard 6; Spells: Fear Level 8: Bard 7; Spells: Confusion Level 9: Bard 8; ASI: +2 Cha; Spells: Dimension Door, swap Bane for Aid Purchasing Studded Leather for 45gp Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted April 4 Author Clone Share Posted April 4 Orn Sheet | Log Neutral Good, Male Hill Dwarf Cleric 11 (Forge) HP: 102/102 | HD: 11/11 (d8) | AC: 20/23With +1 shield | Initiative: -1 | PP: 15 | Speed: 25 ft | Channel Divinity: 2/2 (Harness Divine Power 2/2) Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 3/3 L5 2/2 L6 1/1 | DefensesResistance to fire and poison damage | Prof Bonus: +4 Stat Block Attributes, Saves and Skills Str 14Save +3 Athletics +2 Dex 8Save +0 Acrobatics -1 Sleight of Hand -1 Stealth +3 (proficient) Con 16Save +4 Int 10Save +1 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 20Save +10 (proficient) Animal Handling +5 Insight +9 (proficient) Medicine +9 (proficient) Perception +5 Survival +5 Cha 10Save +5 (proficient) Deception +4 (proficient) Intimidation +0 Performance +0 Persuasion +0 Race Features: Speed (25ft), Darkvision, Dwarven Resilience, Stonecunning, Dwarven Toughness Background Feature: Criminal Specialty (Smuggler), Criminal Contact Class Features: Spellcasting, Channel Divinity (2/rest), Channel Divinity: Harness Divine Power (2/long rest), Destroy Undead (CR 2) Subclass Features (Forge Domain): Bonus Proficiency, Blessing of the Forge, Channel Divinity: Artisan's Blessing, Soul of the Forge, Blessed Strikes Attacks Warhammer +6 attack, 1d8+2 bludgeoning Handaxe +6 attack, 1d6+2 slashing Languages, Tool Proficiencies Common, Dwarvish, Thieves' Tools, Smith's Tools, Dice, Mason's Tools, Vehicles (Land), Vehicles (Water) Spells Cleric: Wisdom, +10, DC 18 Cantrips: Guidance, Mending, Sacred Flame, Toll the Dead, Word of Radiance Level 1: Bless, Command, Healing Word, Identify (domain), Protection from Evil and Good, Searing Smite (domain) Level 2: Aid, Blindness/Deafness, Heat Metal (domain), Hold Person, Magic Weapon (domain), Silence, Spiritual Weapon Level 3: Dispel Magic, Elemental Weapon (domain), Protection from Energy (domain), Speak with Dead, Spirit Guardians Level 4: Banishment, Fabricate (domain), Wall of Fire (domain) Level 5: Animate Objects (domain), Creation (domain), Dawn, Flame Strike Level 6: Heal Magic Items Consumable Magic Items: Potion of Healing Common Magic Items: Pole of Collapsing, Wand of Pyrotechnics, Cloak of Billowing, Staff of Birdcalls Permanent Magic Items: Cloak of Protection (attuned), +1 Shield (Renown Item), +1 Amulet of the Devout (attuned), Dimensional Shackles, Bowl of Commanding Water Elementals Inactive Magic Items: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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