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Iolanthe Xanthe - Half-Elf Entertainer Lore Bard


Kamishiro_Rin

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In Ten Towns, Iolanthe needs a lot warmer clothes!

Iolanthe Xanthe

Half-Elf Entertainer Lore Bard

Appearance & Personality

   Iolanthe has wandered from town to village, river and del, collecting stories and turning them into songs to share for the next place she goes. She loves her plaids, particularly yellow and purple which compliment her long, blonde hair and lavender purple eyes. She wears her long, plaid skirt, ghillie shirt, vest, and tam o’shanter over her leather armor. She wears amethyst jewelry, and has a nice, thick leather belt upon which she hangs most of her things.

   She has a very happy and bubbly personality and she’s always looking for a band to play in or a party to adventure with! She’s always happy to see people’s days brightened or nights enlivened with her songs and instrumental pieces. When she performs instrumentals, they’re usually dances, so a hopping audience getting up to dance with each other is always the highlight of her night.

Character History

   Iolanthe was born to a human woman, Kerri Greycastle, and an elven man, Dreali Xanthe. They raised her in the Illuskan highlands. The cold weather there gave her a penchant for plaid wools and warm clothing. As a teen, the family moved to Neverwinter. Once she was old enough to leave home, she fell in with an elf bard named Rolen Lathalas. He taught her all he could about singing, song-writing and music. She fell in love with him, but the love turned out to be unrequited.

   Eventually, they parted ways and he gave her her precious guitar (technically a yarting). From there, she’s traveled all around the north, and as far south as Baldur’s Gate, over to Elturel, and made her way back home to Neverwinter with many stories to tell in song. She collected stories about recent major events such as the adventurers that defeated Tiamat, the adventurers that escaped from the drow slave pits who defeated a demigorgan, and the adventurers that saved King Hekaton, the storm giant from the Doom of the Desert, Iymrith!

   When she got back home, in Neverwinter, where she met Gundren Rockseeker and Sildar Halwinter. She was very interested in this town called Phandalin, and Gundren’s job proposal.

   Unfortunately, she lost the job to other, better adventurers, and decided to travel more. This time, she headed north, after hearing another bard from up there perform the poem:

♪♫

In the realm of Faerun, where the north winds do howl,
North of the Spine of the World, a land of eternal frost,
The towering Reghed Glacier, a sight to behold,
Auril the Frostmaiden, the divine embodiment of winter's frost.

♫♪

Icewind Dale, a land of snow and ice,
Everlasting Rime, a place of frozen delight,
For two years, the Ten Towns did bask in her icy embrace,
Under the watchful eye of Auril, the Frostmaiden of the place.

♪♫

The winds did howl and the snow did fall,
As Auril's power did reign supreme over all,
The Ten Towns did thrive, in her frozen grace,
A testament to the might of the Frostmaiden's embrace.

♫♪

But as the seasons passed, and the years did go,
The Ten Towns did feel the weight of Auril's woe,
For the Frostmaiden's grip was not kind,
And the people did suffer, under her frozen mind.

♪♫

So they did pray, for the end of the storm,
For the warmth of the sun, and the end of the frost,
But Auril's power did not waver,
For she was the Frostmaiden, the divine embodiment of winter's fury.

♫♪

And so the Ten Towns did endure,
Under the icy grip of Auril's power,
A testament to the might of the Frostmaiden's reign,
In the realm of Faerun, where the north winds do howl.

♪♫

   Already used to the much colder climes of her father’s elven enclave, she got herself a decent winter coat, but didn’t need much more than that. She entered Ten Towns, looking for more material for her own songs.

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Back in Neverwinter, Iolanthe could wear normal clothing

Edited by Kamishiro_Rin (see edit history)
Name
Rolling for Stats (If I don’t like them, I’ll use Point-Buy)
15,12,9,6,13,13
repeat(drop(4d6,lowest,1),6) 2,3,6,6,3,3,4,5,1,2,3,4,1,1,2,3,2,4,4,5,1,3,5,5
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Half-Elf

  • Ability Scores: Cha +2; Choose any other two unique +1
  • Size: Medium
  • Speed: 30 ft.

   Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

   Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

   Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

   Skill Versatility. You gain proficiency in two skills of your choice.

   Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

   You may roll for your character’s height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character’s base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.

Random Height and Weight
Base Height Base Weight Height Modifier Weight Modifier
4′–9″ 110 lb. +2d8 × (2d4) lb.
= 67″ ÷ 1.07 (average M:F ratio)
= 62.62″
= 5′–3″
(159 cm)
110 lb. + (10 × 6 lb.)
= 110 lb. + 6 lb.
= 106 lb.
(48.18 kg)
   

Source: PHB, page 38. Available in the SRD.

Edited by Kamishiro_Rin (see edit history)
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Entertainer

  • Skill Proficiencies: Acrobatics, Performance
  • Tool Proficiencies: Disguise kit, Guitar
  • Equipment: A musical instrument (one of your choice—guitar), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp

Feature: By Popular Demand

   You 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.

Specialty

   A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

d10 Routines
6 Instrumentalist
7 Poet
8 Singer

Suggested Characteristics

   Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

Personality Trait

d8 Personality Trait
1 I know a story relevant to almost every situation.
2 Whenever I come to a new place, I collect local rumors and spread gossip.

Ideal

d6 Ideal
1 Beauty. When I perform, I make the world better than it was. (Good)
5 People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)

Bond

d6 Bond
1 My instrument is my most treasured possession, and it reminds me of someone I love.

Flaw

d6 Bond
1 I’ll do anything to win fame and renown.

Source: PHB, page 130

Edited by Kamishiro_Rin (see edit history)
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Lore Bard

  Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Spellcasting 2 4 2

Hit Points

  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Bard level after 1st

Proficiencies

  • Armor: light armor
  • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: three musical instruments of your choice (violin, lute, her own voice)
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any 3.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument (violin)
  • Leather armor, and a dagger

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

L1. Bardic Inspiration PHB p51

   You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

   Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

L1. Spellcasting PHB p51

   You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips

   You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots

   The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

   You know four 1st-level spells of your choice from the bard spell list.

   You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

   Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

   You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

   You can use a musical instrument as a spellcasting focus for your bard spells.

Edited by Kamishiro_Rin (see edit history)
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Inventory

   With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order.

Money

pp gp ep sp cp
0 5 0 13 13
  • Spent 8 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 6 gp, 4 sp, 3 cp.
    • Converted 1 gp into 9 sp and 10 cp
  •  

Worn, Carried, or Otherwise Readily at Hand

   Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access.

  • 1 clothing, cold weather (free from DM); Adventuring gear; 10 gp, 5 lb.; This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold.; Source: IDRotF, page 20
  • 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules.
  • 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 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 coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.

In Containers

   Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve.

  • 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules.
    • Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
    • Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
    • Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
    • Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
    • Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
    • Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
    • Disguise Kit Activity :: DC
      • Cover injuries or distinguishing marks :: 10
      • Spot a disguise being used by someone else :: 15
      • Copy a humanoid’s appearance :: 20
  • 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background)
  • 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 crampons, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, ¼ lb.; A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice.; Source: IDRotF, page 20
  • 1 snowshoes, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 4 lb.; ; Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.; Source: IDRotF, page 20
  • 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.

Trinket

d100 Trinket
76 A four-leaf clover pressed inside a book discussing manners and etiquette
Edited by Kamishiro_Rin (see edit history)
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Iolanthe XantheIolanthe ‘Io’ Xanthe

Level 1 Half-Elf Entertainer Lore Bard

AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft.; Proficiency Bonus: +2

STR: 8 (–1); DEX: 14 (+2); CON: 12 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 17 (+3)

Bardic Inspiration (d6): 3/3

Spell Save DC: 13; Spell Attack: +5; Cantrips Known (2); Spells Known (4)

Spell Slots: 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th

Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender

IC (My thoughts . . .; “My words . . .”; My actions . . .)

IC Material Goes Here

(OOC)

Movement: —

Action: —

Bonus Action: —

Rection: —

Interact-with-Object:

(To Whom It May Concern . . .)

Player Notification Tags go Here

Edited by Kamishiro_Rin (see edit history)
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Spells

Cantrips

Dancing Lights

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute

   You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Source: PHB, page 230. Also found in RMR, page 52. Available in the SRD and the Basic Rules.

Minor Illusion

Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

   You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

   If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Source: PHB, page 260. Available in the SRD and the Basic Rules.

1st-Level

Comprehend Languages

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

   For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

   This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Source: PHB, page 224. Also found in RMR, page 52. Available in the SRD and the Basic Rules.

Healing Word

1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

   A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Source: PHB, page 250. Also found in RMR, page 54. Available in the SRD and the Basic Rules.

Heroism

1st-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

   A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

   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.

Source: PHB, page 250. Available in the SRD.

Sleep

1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

   This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

   Undead and creatures immune to being charmed aren’t affected by this spell.

   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Source: PHB, page 276. Also found in RMR, page 59. Available in the SRD and the Basic Rules.

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