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Land (Swamp Druid 1 Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME


Erina Orfus
High Elf
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 12 2 30ft

-1 2 PROFICIENCY BONUS

8 PERSONALITY TRAITS
Hit Point Maximum 60
-1 Strength
DEXTERITY 2 Dexterity
CURRENT HIT POINTS
vegetariana lindona

2
1 Constitution
5 Intelligence

15 7 Wisdom
1 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

1 2 Acrobatics (Dex)
1

12 7 Animal Handling (…
3 Arcana (Int) BONDS

INTELLIGENCE -1 Athletics (Str)

3
1 Deception (Cha) NAME ATK DAMAGE/TYPE

3 History (Int)
Healing Word 1d4+5 Healing
16 5 Insight (Wis)
1 Intimidation (Cha) Moonbeam 2d10 Radiant
3 Investigation (Int) FLAWS
WISDOM
7 Medicine (Wis) Sunbeam DC15 6d8 Radiant

5 5
5
Nature (Int)
Perception (Wis) Call Lightning DC15 3d10 Lightning
----- Elf ----
20 1 Performance (Cha) Darkvision
Insect Plague DC15 4d10 Piercing
1 Persuasion (Cha) Fey Ancestry
CHARISMA
5 Religion (Int)
pedaço do pi… 1 d8-1 Trance

1 2
2
Sleight of Hand (…
Stealth (Dex) ATTACKS & SPELLCASTING
Cantrip

----- Druid ----


13 5 Survival (Wis)
Wild Shape
SKILLS 875
Wild Companion
CP SP EP GP PP

ASI
15 PASSIVE WISDOM (PERCEPTION)
1 Cloak of Protection Timeless Body
1 Bag of Tricks Bonus Cantrip
1 Moon Sickle
TOOL: Herbalism kit, poisoner's kit Natural Recovery
1 Termal Cube
LANGUAGE: Elvish, Common, Land's Stride
1 Orb of time
Undercommon,Draconic,
Nature's Ward
EQUIPMENT
ARMOR: Armor: Light armor, medium armor,
---- Feats ----
shields
Poisoner
WEAPON: Clubs, daggers, darts, javelins,
Observant
maces, quarterstaffs, scimitars, sickles, slings,
spears, You have proficiency with the longsword, Alert

shortsword, shortbow, and longbow. FEATURES & TRAITS

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: Wild Shape Total:
CP SP EP GP PP
2

Total: Total:

ATTACKS & SPELLCASTING

Total: Total:

EQUIPMENT
WISDOM 15 7

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Druidcraft Call Lightning Sunbeam

Shape Water Water Walk Transport via Plants

Create Bonfire Stinking Cloud

Gust
7 0
4 0

Control Water
1 2
Hallucinatory Terrain
8 0
Purify Food and Drink
Freedom of Movement
Speak with Animals
Locate Creature
Jump 9 0
Healing Word
5 0
Animal Friendship

Detect Poison and Disease Tree Stride

Wall of Stone

Reincarnate
2 0
Insect Plague
Find Traps
Scrying
Animal Messenger

Moonbeam

Darkness

Melf's Acid Arrow


FEATURES & TRAITS
----- Elf ---- Poisoner
ASI You can prepare and deliver deadly poisons,
Darkvision When you reach 4th level, and again at 8th, 12th, gaining the following benefits: When you make a
Accustomed to twilit forests and the night sky, you 16th, and 19th level, you can increase one ability damage roll, you ignore resistance to poison
have superior vision in dark and dim conditions. score of your choice by 2, or you can increase two damage. You can coat a weapon in poison as a
You can see in dim light within 60 feet of you as if ability scores of your choice by 1. As normal, you bonus action, instead of an action. You gain
it were bright light, and in darkness as if it were can't increase an ability score above 20 using this proficiency with the poisoner's kit if you don't
dim light. You can't discern color in darkness, only feature. already have it. With one hour of work using a
shades of gray. poisoner's kit and expending 50 gp worth of
Timeless Body
materials, you can create a number of doses of
Fey Ancestry Starting at 18th level, the primal magic that you
potent poison equal to your proficiency bonus.
You have advantage on saving throws against being wield causes you to age more slowly. For every 10
Once applied to a weapon or piece of ammunition,
charmed, and magic can't put you to sleep. years that pass, your body ages only 1 year.
the poison retains its potency for 1 minute or until
Trance Bonus Cantrip you hit with the weapon or ammunition. When a
Elves do not sleep. Instead they meditate deeply, When you choose this circle at 2nd level, you learn creature takes damage from the coated weapon or
remaining semi-conscious, for 4 hours a day. The one additional druid cantrip of your choice. This ammunition, that creature must succeed on a DC 14
Common word for this meditation is "trance." cantrip doesn’t count against the number of druid Constitution saving throw or take 2d8 poison
While meditating, you dream after a fashion; such cantrips you know. damage and become poisoned until the end of your
dreams are actually mental exercises that have next turn.
become reflexive after years of practice. After Natural Recovery
Starting at 2nd level, you can regain some of your Observant
resting in this way, you gain the same benefit a
magical energy by sitting in meditation and Quick to notice details of your environment, you
human would from 8 hours of sleep.
communing with nature. During a short rest, you gain the following benefits: Increase your
Cantrip choose expended spell slots to recover. The spell Intelligence or Wisdom score by 1, to a maximum
You know one cantrip of your choice from the slots can have a combined level that is equal to or of 20. If you can see a creature's mouth while it is
Wizard spell list. Intelligence is your spellcasting less than half your druid level (rounded up), and speaking a language you understand, you can
ability for it. none of the slots can be 6th level or higher. You interpret what it's saying by reading its lips. You
can't use this feature again until you finish a long have a +5 bonus to your passive Wisdom
----- Druid ---- rest. For example, when you are a 4th-level druid, (Perception) and passive Intelligence
you can recover up to two levels worth of spell (Investigation) scores.
Wild Shape
slots. You can recover either a 2nd-level slot or two
Starting at 2nd level, you can use your action to Alert
1st-level slots.
magically assume the shape of a beast that you Always on the lookout for danger, you gain the
have seen before. You can use this feature twice. Land's Stride following benefits: You can't be surprised while
You regain expended uses when you finish a short Starting at 6th level, moving through nonmagical you are conscious. You gain a +5 bonus to
or long rest. Your druid level determines the beasts difficult terrain costs you no extra movement. You initiative. Other creatures don't gain advantage on
you can transform into, as shown in the Beast can also pass through nonmagical plants without attack rolls against you as a result of being unseen
Shapes table. At 2nd level, for example, you can being slowed by them and without taking damage by you.
transform into any beast that has a challenge rating from them if they have thorns, spines, or a similar
of 1/4 or lower that doesn't have a flying or hazard. In addition, you have advantage on saving
swimming speed. throws against plants that are magically created or
manipulated to impede movement, such as those
Wild Companion
created by the Entangle spell.
At 2nd level, you gain the ability to summon a
spirit that assumes an animal form: as an action, Nature's Ward
you can expend a use of your Wild Shape feature to When you reach 10th level, you can't be charmed
cast the Find Familiar spell, without material or frightened by elementals or fey, and you are
components. When you cast the spell in this way, immune to poison and disease.
the familiar is a fey instead of a beast, and the
familiar disappears after a number of hours equal to ---- Feats ----
half your druid level.
SPELLS
Druidcraft Create Bonfire Speak with Animals
Transmutation cantrip Conjuration cantrip Divination 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 ft Range: Self
Target: See text Target: Target: Self
Components: V S Components: V S M Components: V S
Duration: Instantaneous Duration: Concentrationup to 1 minute Duration: 10 minutes
Description: Description: Description:
Whispering to the spirits of nature, you create one ou create a bonfire on ground that you can see ou can verbally communicate with natural
of the following effects within range: You create a within range. Until the spell ends, the bonfire fills a organisms for the duration. This allows beasts to
tiny, harmless sensory effect that predicts what the 5-foot cube. Any creature in the bonfire’s space answer questions you pose; at minimum, beasts can
weather will be at your location for the next 24 when you cast the spell must succeed on a inform you about whatever they can perceive or
hours. The effect might manifest as a golden orb for Dexterity saving throw or take 1d8 fire damage. A have perceived within the past day, including
clear skies, a cloud for rain, falling snowflakes for creature must also make the saving throw when it nearby locations and monsters. The knowledge,
snow, and so on. This effect persists for 1 round. enters the bonfire’s space for the first time on a turn awareness, and personality of many beasts is
You instantly make a flower blossom, a seed pod or ends its turn there. limited by their intelligence, but you may deceive,
open, or a leaf bud bloom. You create an At Higher Levels: The spell’s damage increases by intimidate, persuade, or otherwise influence a beast
instantaneous, harmless sensory effect, such as 1d8 when you reach 5th level (2d8), 11th level at the DM's discretion. An organism is under no
falling leaves, a puff of wind, the sound of a small (3d8), and 17th level (4d8). compulsion to answer (or answer truthfully) if you
animal, or the faint odor of skunk. The effect must are hostile to it or it recognizes you as an enemy.
fit in a 5-foot cube. You instantly light or snuff out Gust At Higher Levels: At Higher Levels. When you
a candle, a torch, or a small campfire. Transmutation cantrip cast this spell using a spell slot of 2nd level or
Casting Time: 1 action higher, you imbue plants with limited sentience,
Shape Water Range: 30 ft allowing you to communicate with them like
Transmutation cantrip Target: beasts. When you cast this spell using a spell slot of
Casting Time: 1 action Components: V S M 3rd level or higher, you imbue plants with limited
Range: 30 ft Duration: insta animation, allowing them to freely move branches,
Target: water Description: tendrils, and stalks. You can command plants to
Components: S You seize the air and compel it to create one of the release a restrained creature, to turn ordinary terrain
Duration: following effects at a point you can see within into difficult terrain (or the opposite), or to perform
Description: range: One Medium or smaller creature that you other tasks at the DM's discretion.
You choose an area of water that you can see within choose must succeed on a Strength saving throw or
range and that fits within a 5-foot cube. You be pushed up to 5 feet away from you. You create a Jump
manipulate it in one of the following ways: You small blast of air capable of moving one object that Transmutation 1
instantaneously move or otherwise change the flow is neither held nor carried and that weighs no more Casting Time: 1 action
of the water as you direct, up to 5 feet in any than 5 pounds. The object is pushed up to 10 feet Range: Touch
direction. This movement doesn’t have enough away from you. It isn’t pushed with enough force Target: A creature
force to cause damage. You cause the water to form to cause damage. You create a harmless sensory Components: V S M
into simple shapes and animate at your direction. affect using air, such as causing leaves to rustle, Duration: 1 minute
This change lasts for 1 hour. You change the wind to slam shutters shut, or your clothing to Description:
water’s color or opacity. The water must be ripple in a breeze. You touch a creature. The creature’s jump distance
changed in the same way throughout. This change is tripled until the spell ends.
lasts for 1 hour. You freeze the water, provided that Purify Food and Drink

there are no creatures in it. The water unfreezes in 1 Transmutation 1 Healing Word

hour. If you cast this spell multiple times, you can Casting Time: 1 action Evocation 1

have no more than two of its non-instantaneous Range: 10 feet Casting Time: 1 bonus action

effects active at a time, and you can dismiss such Target: A 5-foot-radius sphere centered on a point Range: 60 feet

an effect as an action. of your choice within range Target: A creature of your choice that you can see
Components: V S within range
Duration: Instantaneous Components: V
Description: Duration: Instantaneous
All nonmagical food and drink within a 5-foot- Description:
radius sphere centered on a point of your choice A creature of your choice that you can see within
within range is purified and rendered free of poison range regains hit points equal to 1d4 + your
and disease. 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.
Animal Friendship Animal Messenger Darkness
Enchantment 1 Enchantment 2 Evocation 2
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet Range: 60 feet
Target: A beast that you can see within range Target: A tiny beast you can see within range Target: A point you choose within range
Components: V S M Components: V S M Components: V M
Duration: 24 hours Duration: 24 hours Duration: ConcentrationUp to 10 minutes
Description: Description: Description:
This spell lets you convince a beast that you mean By means of this spell, you use an animal to deliver Magical darkness spreads from a point you choose
it no harm. Choose a beast that you can see within a message. Choose a Tiny beast you can see within within range to fill a 15-foot-radius sphere for the
range. It must see and hear you. If the beast’s range, such as a squirrel, a blue jay, or a bat. You duration. The darkness spreads around corners. A
Intelligence is 4 or higher, the spell fails. specify a location, which you must have visited, creature with darkvision can’t see through this
Otherwise, the beast must succeed on a Wisdom and a recipient who matches a general description, darkness, and nonmagical light can’t illuminate it.
saving throw or be charmed by you for the spell’s such as “a man or woman dressed in the uniform of If the point you choose is on an object you are
duration. If you or one of your companions harms the town guard” or “a red-haired dwarf wearing a holding or one that isn’t being worn or carried, the
the target, the spells ends. pointed hat.” You also speak a message of up to darkness emanates from the object and moves with
At Higher Levels: When you cast this spell using a twenty-five words. The target beast travels for the it. Completely covering the source of the darkness
spell slot of 2nd level or higher, you can affect one duration of the spell toward the specified location, with an opaque object, such as a bowl or a helm,
additional beast for each slot level above 1st. covering about 50 miles per 24 hours for a flying blocks the darkness. If any of this spell’s area
messenger, or 25 miles for other animals. overlaps with an area of light created by a spell of
Detect Poison and Disease At Higher Levels: If you cast this spell using a 2nd level or lower, the spell that created the light is
Divination 1 spell slot of 3rd level or higher, the Duration of the dispelled.
Casting Time: 1 action spell increases by 48 hours for each slot level above
Range: Self 2nd. Melf's Acid Arrow
Target: Self Evocation 2
Components: V S M Moonbeam Casting Time: 1 action
Duration: ConcentrationUp to 10 minutes Evocation 2 Range: 90 ft
Description: Casting Time: 1 action Target:
For the duration, you can sense the presence and Range: 120 feet Components: V S M
location of poisons, poisonous creatures, and Target: A 5-foot-radius, 40-foot-high cylinder Duration:
diseases within 30 feet of you. You also identify the centered on a point within range Description:
kind of poison, poisonous creature, or disease in Components: V S M A shimmering green arrow streaks toward a target
each case. The spell can penetrate most barriers, but Duration: ConcentrationUp to 1 minute within range and bursts in a spray of acid. Make a
it is blocked by 1 foot of stone, 1 inch of common Description: ranged spell attack against the target. On a hit, the
metal, a thin sheet of lead, or 3 feet of wood or dirt. A silvery beam of pale light shines down in a 5- target takes 4d4 acid damage immediately and 2d4
foot-radius, 40-foot-high cylinder centered on a acid damage at the end of its next turn. On a miss,
Find Traps point within range. Until the spell ends, dim light the arrow splashes the target with acid for half as
Divination 2 fills the cylinder. When a creature enters the spell’s much of the initial damage and no damage at the
Casting Time: 1 action area for the first time on a turn or starts its turn end of its next turn.
Range: 120 feet there, it is engulfed in ghostly flames that cause At Higher Levels: At Higher Levels. When you
Target: Any trap within range that is within line of searing pain, and it must make a Constitution cast this spell using a spell slot of 3rd level or
sight saving throw. It takes 2d10 radiant damage on a higher, the damage (both initial and later) increases
Components: V S failed save, or half as much damage on a successful by 1d4 for each slot level above 2nd.
Duration: Instantaneous one. A shapechanger makes its saving throw with
Description: disadvantage. If it fails, it also instantly reverts to
You sense the presence of any trap within range its original form and can’t assume a different form
that is within line of sight. A trap, for the purpose of until it leaves the spell’s light. On each of your
this spell, includes anything that would inflict a turns after you cast this spell, you can use an action
sudden or unexpected effect you consider harmful to move the beam 60 feet in any direction. At
or undesirable, which was specifically intended as Higher Levels. When you cast this spell using a
such by its creator. Thus, the spell would sense an spell slot of 3rd level or higher, the damage
area affected by the alarm spell, a glyph of increases by 1d10 for each slot level above 2nd.
warding, or a mechanical pit trap, but it would not
reveal a natural weakness in the floor, an unstable
ceiling, or a hidden sinkhole. This spell merely
reveals that a trap is present. You don’t learn the
location of each trap, but you do learn the general
nature of the danger posed by a trap you sense.
Call Lightning Stinking Cloud Control Water
Conjuration 3 Conjuration 3 Transmutation 4
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 90 feet Range: 300 feet
Target: A point in the air where a storm cloud Target: A 20-foot-radius sphere centered on a point Target: Any freestanding water inside an area you
could appear 100 feet directly above you within range choose that is a cube up to 100 feet on a side
Components: V S Components: V S M Components: V S M
Duration: ConcentrationUp to 10 minutes Duration: ConcentrationUp to 1 minute Duration: ConcentrationUp to 10 minutes
Description: Description: Description:
A storm cloud appears in the shape of a cylinder You create a 20-foot-radius sphere of yellow, Until the spell ends, you control any freestanding
that is 10 feet tall with a 60-foot radius, centered on nauseating gas centered on a point within range. water inside an area you choose that is a cube up to
a point you can see 100 feet directly above you. The cloud spreads around corners, and its area is 100 feet on a side. You can choose from any of the
The spell fails if you can’t see a point in the air heavily obscured. The cloud lingers in the air for following effects when you cast this spell. As an
where the storm cloud could appear (for example, if the duration. Each creature that is completely action on your turn, you can repeat the same effect
you are in a room that can’t accommodate the within the cloud at the start of its turn must make a or choose a different one. Flood. You cause the
cloud). When you cast the spell, choose a point you Constitution saving throw against poison. On a water level of all standing water in the area to rise
can see within range. A bolt of lightning flashes failed save, the creature spends its action that turn by as much as 20 feet. If the area includes a shore,
down from the cloud to that point. Each creature retching and reeling. Creatures that don’t need to the flooding water spills over onto dry land. If you
within 5 feet of that point must make a Dexterity breathe or are immune to poison automatically choose an area in a large body of water, you instead
saving throw. A creature takes 3d10 lightning succeed on this saving throw. A moderate wind (at create a 20-foot tall wave that travels from one side
damage on a failed save, or half as much damage least 10 miles per hour) disperses the cloud after 4 of the area to the other and then crashes down. Any
on a successful one. On each of your turns until the rounds. A strong wind (at least 20 miles per hour) Huge or smaller vehicles in the wave’s path are
spell ends, you can use your action to call down disperses it after 1 round. carried with it to the other side. Any Huge or
lightning in this way again, targeting the same point smaller vehicles struck by the wave have a 25
or a different one. If you are outdoors in stormy percent chance of capsizing. The water level
conditions when you cast this spell, the spell gives remains elevated until the spell ends or you choose
you control over the existing storm instead of a different effect. If this effect produced a wave, the
creating a new one. Under such conditions, the wave repeats on the start of your next turn while
spell’s damage increases by 1d10. the flood effect lasts. Part Water. You cause water
At Higher Levels: When you cast this spell using a in the area to move apart and create a trench. The
spell slot of 4th level or higher level, the damage trench extends across the spell’s area, and the
increases by 1d10 for each slot level above 3rd. separated water forms a wall to either side. The
trench remains until the spell ends or you choose a
Water Walk different effect. The water then slowly fills in the
Transmutation 3 trench over the course of the next round until the
Casting Time: 1 action normal water level is restored. Redirect Flow. You
Range: 30 feet cause flowing water in the area to move in a
Target: Up to ten willing creatures you can see direction you choose, even if the water has to flow
within range over obstacles, up walls, or in other unlikely
Components: V S M directions. The water in the area moves as you
Duration: 1 hour direct it, but once it moves beyond the spell’s area,
Description: it resumes its flow based on the terrain conditions.
This spell grants the ability to move across any The water continues to move in the direction you
liquid surface—such as water, acid, mud, snow, chose until the spell ends or you choose a different
quicksand, or lava—as if it were harmless solid effect. Whirlpool. This effect requires a body of
ground (creatures crossing molten lava can still water at least 50 feet square and 25 feet deep. You
take damage from the heat). Up to ten willing cause a whirlpool to form in the center of the area.
creatures you can see within range gain this ability The whirlpool forms a vortex that is 5 feet wide at
for the duration. If you target a creature submerged the base, up to 50 feet wide at the top, and 25 feet
in a liquid, the spell carries the target to the surface tall. Any creature or object in the water and within
of the liquid at a rate of 60 feet per round. 25 feet of the vortex is pulled 10 feet toward it. A
creature can swim away from the vortex by making
a Strength (Athletics) check against your spell save
DC. When a creature enters the vortex for the first
time on a turn or starts its turn there, it must make a
Strength saving throw. On a failed save, the
creature takes 2d8 bludgeoning damage and is
caught in the vortex until the spell ends. On a
successful save, the creature takes half damage, and
isn’t caught in the vortex. A creature caught in the
vortex can use its action to try to swim away from
the vortex as described above, but has disadvantage
on the Strength (Athletics) check to do so. The first
Locate Creature Wall of Stone
Hallucinatory Terrain time each turn that an object enters the vortex, the
Divination 4 Evocation 5
Illusion 4 object takes 2d8 bludgeoning damage; this damage
Casting Time: 1 action Casting Time: 1 action
Casting Time: 10 minutes occurs each round it remains in the vortex.
Range: Self Range: 120 feet
Range: 300 feet Target: Self Target: A point you choose within range
Target: 150-foot cube in range Components: V S M Components: V S M
Components: V S M Duration: ConcentrationUp to 1 hour Duration: ConcentrationUp to 10 minutes
Duration: 24 hours Description: Description:
Description: Describe or name a creature that is familiar to you. A nonmagical wall of solid stone springs into
You make natural terrain in a 150-foot cube in You sense the direction to the creature’s location, as existence at a point you choose within range. The
range look, sound, and smell like some other sort of long as that creature is within 1,000 feet of you. If wall is 6 inches thick and is composed of ten 10-
natural terrain. Thus, open fields or a road can be the creature is moving, you know the direction of foot-by-10-foot panels. Each panel must be
made to resemble a swamp, hill, crevasse, or some its movement. The spell can locate a specific contiguous with at least one other panel.
other difficult or impassable terrain. A pond can be creature known to you, or the nearest creature of a Alternatively, you can create 10-foot-by-20-foot
made to seem like a grassy meadow, a precipice specific kind (such as a human or a unicorn), so panels that are only 3 inches thick. If the wall cuts
like a gentle slope, or a rock-strewn gully like a long as you have seen such a creature up close— through a creature’s space when it appears, the
wide and smooth road. Manufactured structures, within 30 feet—at least once. If the creature you creature is pushed to one side of the wall (your
equipment, and creatures within the area aren’t described or named is in a different form, such as choice). If a creature would be surrounded on all
changed in appearance. The tactile characteristics being under the effects of a polymorph spell, this sides by the wall (or the wall and another solid
of the terrain are unchanged, so creatures entering spell doesn’t locate the creature. This spell can’t surface), that creature can make a Dexterity saving
the area are likely to see through the illusion. If the locate a creature if running water at least 10 feet throw. On a success, it can use its reaction to move
difference isn’t obvious by touch, a creature wide blocks a direct path between you and the up to its speed so that it is no longer enclosed by
carefully examining the illusion can attempt an creature. the wall. The wall can have any shape you desire,
Intelligence (Investigation) check against your spell though it can’t occupy the same space as a creature
save DC to disbelieve it. A creature who discerns Tree Stride or object. The wall doesn’t need to be vertical or
the illusion for what it is, sees it as a vague image Conjuration 5 rest on any firm foundation. It must, however,
superimposed on the terrain. Casting Time: 1 action merge with and be solidly supported by existing
Range: Self stone. Thus, you can use this spell to bridge a
Freedom of Movement Target: Self chasm or create a ramp. If you create a span greater
Abjuration 4 Components: V S than 20 feet in length, you must halve the size of
Casting Time: 1 action Duration: ConcentrationUp to 1 minute each panel to create supports. You can crudely
Range: Touch Description: shape the wall to create crenellations, battlements,
Target: A willing creature You gain the ability to enter a tree and move from and so on. The wall is an object made of stone that
Components: V S M inside it to inside another tree of the same kind can be damaged and thus breached. Each panel has
Duration: 1 hour within 500 feet. Both trees must be living and at AC 15 and 30 hit points per inch of thickness.
Description: least the same size as you. You must use 5 feet of Reducing a panel to 0 hit points destroys it and
You touch a willing creature. For the duration, the movement to enter a tree. You instantly know the might cause connected panels to collapse at the
target’s movement is unaffected by difficult terrain, location of all other trees of the same kind within GM’s discretion. If you maintain your
and spells and other magical effects can neither 500 feet and, as part of the move used to enter the concentration on this spell for its whole duration,
reduce the target’s speed nor cause the target to be tree, can either pass into one of those trees or step the wall becomes permanent and can’t be dispelled.
paralyzed or restrained. The target can also spend 5 out of the tree you’re in. You appear in a spot of Otherwise, the wall disappears when the spell ends.
feet of movement to automatically escape from your choice within 5 feet of the destination tree,
nonmagical restraints, such as manacles or a using another 5 feet of movement. If you have no
creature that has it grappled. Finally, being movement left, you appear within 5 feet of the tree
underwater imposes no penalties on the target’s you entered. You can use this transportation ability
movement or attacks. once per round for the duration. You must end each
turn outside a tree.
Reincarnate Sunbeam
Transmutation 5 Scrying Evocation 6
Casting Time: 1 hour Divination 5 Casting Time: 1 action
Range: Touch Casting Time: 10 minutes Range: Self (60-foot line)
Target: A dead humanoid or a piece of a dead Range: Self Target: Each creature in a 5-foot-wide, 60-foot-
humanoid Target: A particular creature you choose that is on long line
Components: V S M the same place of existence as you Components: V S M
Duration: Instantaneous Components: V S M Duration: ConcentrationUp to 1 minute
Description: Duration: ConcentrationUp to 10 minutes Description:
You touch a dead humanoid or a piece of a dead Description: A beam of brilliant light flashes out from your hand
humanoid. Provided that the creature has been dead You can see and hear a particular creature you in a 5-foot-wide, 60-foot-long line. Each creature in
no longer than 10 days, the spell forms a new adult choose that is on the same plane of existence as the line must make a Constitution saving throw. On
body for it and then calls the soul to enter that you. The target must make a Wisdom saving throw, a failed save, a creature takes 6d8 radiant damage
body. If the target’s soul isn’t free or willing to do which is modified by how well you know the target and is blinded until your next turn. On a successful
so, the spell fails. The magic fashions a new body and the sort of physical connection you have to it. save, it takes half as much damage and isn’t blinded
for the creature to inhabit, which likely causes the If a target knows you’re casting this spell, it can fail by this spell. Undead and oozes have disadvantage
creature’s race to change. The GM rolls a d100 and the saving throw voluntarily if it wants to be on this saving throw. You can create a new line of
consults the following table to determine what form observed. Knowledge Save Modifier Secondhand radiance as your action on any turn until the spell
the creature takes when restored to life, or the GM (you have heard of the target) +5 Firsthand (you ends. For the duration, a mote of brilliant radiance
chooses a form. d100 Race 01–04 Dragonborn 05– have met the target) +0 Familiar (you know the shines in your hand. It sheds bright light in a 30-
13 Dwarf, hill 14–21 Dwarf, mountain 22–25 Elf, target well) −5 Connection Save Modifier Likeness foot radius and dim light for an additional 30 feet.
dark 26–34 Elf, high 35–42 Elf, wood 43–46 or picture −2 Possession or garment −4 Body part, This light is sunlight.
Gnome, forest 47–52 Gnome, rock 53–56 Half-elf lock of hair, bit of nail, or the like −10 On a

57–60 Half-orc 61–68 Halfling, lightfoot 69–76 successful save, the target isn’t affected, and you Transport via Plants

Halfling, stout 77–96 Human 97–00 Tiefling The can’t use this spell against it again for 24 hours. On Conjuration 6

reincarnated creature recalls its former life and a failed save, the spell creates an invisible sensor Casting Time: 1 action

experiences. It retains the capabilities it had in its within 10 feet of the target. You can see and hear Range: 10 feet

original form, except it exchanges its original race through the sensor as if you were there. The sensor Target: A Large or larger inanimate plant and

for the new one and changes its racial traits moves with the target, remaining within 10 feet of another plant, at any distance, on the same plane of

accordingly. it for the duration. A creature that can see invisible existence
objects sees the sensor as a luminous orb about the Components: V S
Insect Plague size of your fist. Instead of targeting a creature, you Duration: 1 round
Conjuration 5 can choose a location you have seen before as the Description:
Casting Time: 1 action target of this spell. When you do, the sensor This spell creates a magical link between a Large or
Range: 300 feet appears at that location and doesn’t move. larger inanimate plant within range and another
Target: A 20-foot-radius sphere centered on a point plant, at any distance, on the same plane of
you choose within range existence. You must have seen or touched the
Components: V S M destination plant at least once before. For the
Duration: ConcentrationUp to 10 minutes duration, any creature can step into the target plant
Description: and exit from the destination plant by using 5 feet
Swarming, biting locusts fill a 20-foot-radius of movement.
sphere centered on a point you choose within range.
The sphere spreads around corners. The sphere
remains for the duration, and its area is lightly
obscured. The sphere’s area is difficult terrain.
When the area appears, each creature in it must
make a Constitution saving throw. A creature takes
4d10 piercing damage on a failed save, or half as
much damage on a successful one. A creature must
also make this saving throw when it enters the
spell’s area for the first time on a turn or ends its
turn there.
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, the damage
increases by 1d10 for each slot level above 5th.

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