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13:11, 27th April 2024 (GMT+0)

Lucy Mooncrusher

Name: Runestar Lucy Mooncrusher
Nickname: Uri, Lucy the Light
Class: Cleric (Level 12)
Alignment: Neutral Good
Age: 18 Height: 5'1" Weight: 100 lbs
Hair color: Blonde Eyes: Blue
Deity: Milil, Neutral Good god of poetry and song.
 Symbol: Light Five-stringed harp made of leaves
 Domain: Light
Faction: Order of the Gauntlet

Initiative: +0   Speed: 30'   Vision: Normal
Passive Perception: 23, Passive Investigation: 15

AC: 19 (+1 Adamantite Plate) + 3 (Dragonguard [Shield +2]) = 23
Save Proficiencies: Wisdom (4+4): 8, Charisma (2+4): 6*
 *Advantage on all saves vs. breath attacks of creatures with the Dragon type.

HP: 77 (hit dice: 10d8)
(8(LVL1)+12(CON*LVL)+55(5*lvl-1))
IMMUNE: Poison (Dmg and Condition), Critical Hits

STR: 18 (13+1(race)+1(feat)+1(feat)+2(lvl 12))
CON: 12
DEX: 10
INT: 10
WIS: 20 (14+1(race)+1feat+4(lvl 4/8))
CHA: 14

Proficiency Bonus: +4
Spell DC: 8+4(proficiency)+5(Wis)+1(Holy Symbol) = 18
Spell Attack: 4(proficiency)+5(Wis)+1(Holy Symbol) = 10

Melee Attack: 4(Prof)+4(Str)+2(Enh) = 10
 Battlehammer Battlehammer: 1d8+4 (+3d6 v dragons or giants)
 Dragonguard Spring-Spike Shield: 1d6 piercing and 1d6 acid dmg reaction
 Mace of Warning: 1d6+4 blugeoning

Ranged Attack: 4(Prof)+4(Str) = 8
 Javelin (30/120): 1d6+4 piercing

HEALS:
 Cure Wounds: ?d8+5(Wis)
 Branch of the Live Rune: +1 to each healing die rolled.

Spells: [Known: 4 cantrips (+1 from light domain), 15 (Wis+Lvl) Prepared spells]
Lv 0 (5+1 known): Light (Domain), Mending, Sacred Flame (Ref save [no benefit from cover] or take 2d8+4 radiant dmg), Thaumaturgy, Spare the Dying
Lv 1 (4 slots): Healing Word (1d4+4), Bless, Cure Wounds (1d8+4+1(Liv Rune)+1(from +1 item)), Guiding Bolt (4d6 dmg + advantage)
 Domain Spells: Burning Hands, Faerie Fire
Lv 2 (3 slots): Augury, Prayer of Healing, Lesser Restoration (Warding Bond)
 Domain Spells: Flaming Sphere, Scorching Ray
Lv 3 (3 slots): Beacon of Hope, (Mass Healing Word), Protection from Energy, Revivify
 Domain Spells: Daylight, Fireball (range; 150' burst; 20', 8d6 fire dmg. Save for half)
Lv 4 (3 slots): Banishment, Death Ward
 Domain Spells: Guardian of Faith, Wall of Fire
Lv 5 (2 slot): Dominate Person, Greater Restoration (undo petrify, curse, 1 exhaustion lv, ability score redux)
 Domain Spells: Flame Strike, Scrying

Lvl 5 spells I love:
Awaken (turn an object into INT 10)
Geas (30 days; one non-suicidal task)
Greater Restoration (undo petrify, curse, 1 exhaustion lv, ability score redux)
Legend Lore (as it sounds)

Mass Cure Wounds (3d8+mod hp to all in 30' radius sphere)
Mislead (1 hour, invis + illusiory double)
Modify Memory
Planar Binding
Raise Dead
Scrying
Seeming
Teleportation Circle


Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape

Pearl of Power (While Attuned):
When you use it, you regain a spell slot of 1st, 2nd, OR 3rd level.
It regains its charge every day at dawn.


Tasha's extras:
1: Lv 2. Harness Divine Power. You can now use Channel Divinity to refill one spell slot as a bonus action. 1/2/3 times per long rest at lv 2/6/18. Spell slot value is up to half your prof bonus (rounded up).
2: Lv 4. Cantrip Versatility.  At Cleric stat up levels, you can swap a Cleric level gained cantrip with another cleric cantrip.
3: Lv 8. Blessed Strike (Alt Option). If you have Divine Strike or Potent Spellcasting, you can swap it for new Blessed Strikes. Once per turn, if you deal damage with a weapon or any cantrip, you can add +1d8 radiant damage. (Potent Spellcasting is +WIS to Cleric cantrips. Divine Strike is Weapon only but scales to +2d8 at lv 14).


Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet o f you attacks a creature other than you.

Channel Divinity (2/day)
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet o f you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet o f you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet o f you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Cleric Level Destroys Undead of CR
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.

Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage



Skills: (B=Background,C=Class,R=Race, F=Feat)
  Acrobatics (Dex): 0
  Animal Handling (Wis): 4
  Arcana (Int): 0
  Athletics (Str): 2(Str)
  Deception (Cha): 2
  History (Int): 0
B Insight (Acolyte): 8(Expertise(prof x2))+4(Wis)=12
  Intimidation (Cha): 2(Cha)
  Investigation (Int): 5(feat)
C Medicine (Cleric): 4(prof)+4(Wis)=8
  Nature (Int): 0
R Perception (-): 4(prof)+4(Wis)+5(feat)=13
B Performance (Human): 4(prof)+2(Cha)=6
  Persuasion (Cha): 2
C Religion (Acolyte): 4(prof)+0(Int)=4
  Sleight of Hand (Dex): 0
  Stealth (Dex): 0
F Survival (Wis): 4(prof)+4(Wis)=8


Proficiencies: Herbalism Kit, Musical Instrument (Lyre)
 Future Proficiency: Weaver's Tools

Feats:
01) Observant (Human bonus): Wis+1, Read lips, +5 to passive wis and int scores (Perception and Investigation)
04) Ability Increase: +2 to Wisdom
04) Weapon Master: +1 STR, gain proficiency with four weapons of your choice.
 (Choose: Battleaxe, Longsword, Warhammer, Morningstar)
06) Heavily Armored (Campaign Reward Bonus): Proficiency in Heavy Armor, +1 to Str score.
08) Prodigy: Prof in 1 skill (chose Survival), 1 tool (chose Painting), fluency in 1 language (chose Elven). Expertise in 1 skill (chose Insight)
08) Ability Increase: +2 to Wisdom

Future Feats / Ability Increases:

??) Tough (+2 hp/level)


??) Weapon Master: +1 Str, prof with 4 weapons
 (Chose: Greatsword, Longsword, Warhammer, Longbow)

12)

16) Ability Increase: +2 to Wisdom

20) War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of
combat, learning techniques that grant you the
following benefits:
• You have advantage on Constitution saving throws
that you make to maintain your concentration on a
spell when you take damage.
• You can perform the somatic components of spells
even when you have weapons or a shield in one or
both hands.
• When a hostile creature's movement provokes an
opportunity attack from you, you can use your reaction
to cast a spell at the creature, rather than making
an opportunity attack. The spell must have a casting
time of 1 action and must target only that creature.

??) Skilled
You gain proficiency in any combination of three skills
or tools of your choice.


Languages: Common, Halfling

Background: Acolyte

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in appendix B or those specified by your DM, and work with your DM to detail the nature o f your religious service.

Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Traits: Likes to quote wise sayings, Flatters people while lessening self
Ideals: Non-judgmental; Doesn't judge people's preferences, as long as the preference isn't evil.
Bonds: I must bring light to the darkness. Both literally and metaphorically.
Flaws: My piety sometimes leads me to blindly trust those that profess faith in my god.


-------------------------
Carrying Capacity:
Normal: 225 lbs
Push/Drag/Lift: 450 lbs

MAGIC ITEMS: ( * = attuned, ! = needs attune, but isn't )

Hand: Battlehammer Battlehammer (see description below)
  Branch of the Liv Rune* (used to resurrect the Storm Giant Queen)
  Mace of Warning (Right Hand)
Hand: Dragonguard Shield (Left Forearm)
Neck: Blessed Amulet of Milil +1*
  Pearl of Power (Held in a necklace)!
  Priapt of Proof Against Poison
Cloak: Cloak of the Manta Ray
  Dragon Horn Pauldron*
Body: Adamantine Plate Armor
Chest Pocket: Pocket Watch
Belt: Quickdraw Belt, Greater
 Pouch 1 (Right Hip): Broom of Flying
 Pouch 2 (Center-Right Hip):
  Clockwork Dragon
  Sending Stone
  Steel Mirror
  Spyglass
  Lantern of Revealing
 Pouch 3 (Center-Left Hip): (Used to store weapons & scrolls)
  (Mace of Warning when not in use)
  Prayer Wheel
  Wand of Chromatic Orb
  Scroll of Fireball
  Scroll of Revivify
 Pouch 4 (Left Hip):
  Rations (10)
  Bottle of Elven Evermead (1)
  pints of oil (10)
  antitoxins (10)
Hip: Tan Bag of Tricks (Left hip, below Pouch 3&4 of belt)
Back: Handy Haversack
 Contents: Bedroll, Mess Kit, Tinderbox, Rope, Changes of clothes (Traveler's, Common, Fine), Lyre, Clockwork Dragonchess Set, Dragonchess Set, Three-Dragon Ante Set, Weaver's Tools, Perfume, Mother's Book, Sticks of Incense (5), Candles (5), Cask of Dwarven Brandy (1)
Ring: Ring of mind shielding (Worn on left pinky)
Feet: Winged Boots!

-------------------------------------------
Battlehammer Battlehammer
Using the ancient primal Maegera, King Battlehammer forged this weapon from adamantine that was smelted from parts of the ancient dragon-slaying weapon known as the Vonidod!
It has the following properties:
 A) Giant Slaying (doesn't require attuned to have this property)
 B) Warning (requires attuned to have this property)



Equipment:
(got 200gp at lvl 1 and spent 171.1gp at lvl 1)
(Spent 5630 at lvl 5)

Current Money: 110pp, 14gp, 0ep, 12sp, 3cp
Weight: ??/210 lbs

Armor:
Half-Plate (750gp) 40 lbs. 13 AC
Shield (10gp) 6 lbs. +2 AC
 Holy Symbol Emblem (5gp) - lb.

Weapons:
Prayer wheel (Mace) (10gp) 4 lbs. 1d6 bludgeoning
 (Holy Symbol Emblem + Mace)
Javelins (5sp) 30/120 2 lbs. 1d6 piercing

Misc:
Holy Symbol Amulet (5gp) 1 lb.
Clothes, Traveler's (vestments) (2gp) 4 lb.
Clothes, Common (5sp) 3 lb.
Lyre (30gp) 2 lb.
Dragonchess Set (1gp) 1/2 lb.
Three-Dragon Ante Set (1gp) - lb.
Weaver's Tools (1gp) 5 lb.
Steel Mirror (5gp) 1/2 lb.
Perfume (5gp) - lb.
Mother's Book (25gp) 5 lb.
5 sticks of incense (5cp) - lb.
5 candles (5cp) - lb.
1 Elven Evermead
1 Dwarven Brandy
10 pints of oil
10 antitoxins


Explorer's Kit; Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Rations(10), Waterskin, Rope(50ft). (10gp)

Healer's Kit; 10 Charges, stabilize Dying without a skill check. (5gp) 3 lb.
Herbalism Kit; (5gp) 3 lb.

Herbalism Kit: This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Adamantine Armor (500gp)
Negates crits from anything besides adamantine weapons.

BROOM OF FLYING (500gp + 500gp research)
Wondrous item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

Quickdraw Belt, Greater (500 gp)
This item is a leather belt with six pouches on it weighing one pound that allows its wearer to draw, store, or sheathe an additional item whenever the person would normally be allowed to do so for at least a single item. The pouches are enchanted to each be able to hold 20 pounds of gear, or a volume of 2 cubic feet without anything in those pouches encumbering the wearer of the belt. Weapons that will fit within the pouches can be stored in these pouches without damaging the pouch. Drawing an item from one of these pouches takes no longer than from a normal pouch.


Ring of mind shielding (500 gp + 500 gp research)
 Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic
that allows other creatures to read your thoughts,
determine whether you are lying, know your alignment,or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
premanent feather fall is accomplished by Ring of Featehr Falling which is rare and requires attunement and you descent 60ft per round while taking no damage...
the winged boots seem superior as long as you can activate them and have time left 4 hours of flight time in 1 minute intervals is a LONG time (240 minutes) and it recovers half that 120 minutes after 12 hours of non-use

SENDING STONES (500gp + 500gp research - 400gp donations)
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
a single one to communicate with the town would not be bad, but for party communication they wouldn't work well

Winged Boots (Attune. 500 gp + 500 research)
 when activated you get a flying speed equal to your walking speed. Can be used for up to 4 hours with a minimum of 1 minute being active if you are flying when duration runs out, you descend at a rate of 30ft per round until you land the boots regain 2 hours of flying capability for every 12 hours they are not used so ya they can be used as featherfall and then some
since as long as you have 1 minute of capability left you can fly and when it runs out you 'feather fall' to the ground



Lucy 5/5 Healing Die, 4/4 1st Level Spell Slots, 3/3 2nd Level Spell, 2/2 3rd Level Spell Slots (Recovered on a Long Rest), 1/1 Channel Divinity (recovered on any rest) 4/4 Warding Flare (Recovered on a Long Rest), Pearl of Power Charge (1/1 regained on a long rest), Wand of Chromatic Orb Charges 7/7 (Regains 1d6+1 at dawn), Amulet Charges 10/10 (Regains 1d6+4 at dawn), 1/1 Inspiration (Recovered on merit), Tan Bag of Tricks (3/3 Charges, recharges at Dawn)

Bag of Holding (Uncommon version, i.e. 500lb capacity version that weights 15lbs)

Lucy's current earned funds: 235pp, 14gp, 0ep, 12sp, 3cp

Lucy 2 Flasks of Holy Water

Lucy: 2 Potions of Healing, Mace of Warning which is Attuned, Dragonguard (Does not require attunement), Wand of Chromatic Orb (Does not require attunement), Handy Haversack, Pearl of Power which is Attuned, Lantern of Revealing, Scroll of Fireball, Blessed Amulet of Milil +1 which is Attuned, Scroll of Revivify

Blessed Amulet of Milil +1 (uncommon rarity)
This amulet functions as a Holy symbol (amulet) for Milil, Lucy’s Deity. The healing amulet would functions as a +1 amulet holy symbol granting +1 to hit with spells and on spell save DCs for one attuned to it. After attunement, this item has 10 charges, & recovers 1d6+4 charges per day at dawn, and can spend 1 to 3 charges to use Cure wounds as an action. The number of charges spent is the spell level of the cast spell (1st, 2nd or 3rd consuming 1, 2 or 3 charges.) Also 1 charge can be used to cast Protection from Evil and Good along with 2 charges for Lesser Restoration without needing any components. Using the last charge means rolling a 1d20 on a result of a 1, the amulet becomes non-magical but can still be used as a holy symbol, but no longer getting the +1.
(Claimed and Attuned to by Lucy.)

Dragonguard Spring Spike: (Uncommon rarity) Dragonguard is a +2 (upgraded from +1) shield that has a gold dragon motif worked into its design. It was created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. Dragonguard does not require attunement. It also counts as a Spring-Spike Shield, allowing it to do 1d6 piercing and 1d6 acid damage as a reaction to being attacked. (Claimed by Lucy)

Mace of Warning (Uncommon rarity) is a +0 Weapon of Warning made out of Dragon bone with the handle is wrapped in dragon leather that grows slightly warm when a dragon is within 120ft of the mace, it was made for religious ceremonies, although due to its metamorphic quirk, the holy symbols engraved upon it shift to reflect either the symbols of the deity the wielder worships or whatever symbols the wielder wishes to appear. (It takes a Minor Action to change the symbols.) This weapon requires attunement. (Claimed by and Attuned to Lucy.)
(Weapon of warning: This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.)

Branch of the Live Rune (Very Rare wonderous item that requires attunement) This curving birch brance is 2 feet long and 3 inches thick. Small buds make it seem as if leaves could spring out of the branch at any second. The Liv (life) rune is burned into the side of the branch. The branch has the following properties, which only work while it is on your person.
 Healing Grace: Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains 1 additional hit point per die rolled.
 Remove harmful condition: As an action, you touch one willing creature and immediately end any blinded, deafened, poisoned, paralyzed, or stunned condition afflicting it. You can also use this ability to remove one level of exhaustion from a creature. Once you use this property, you can't use it again until you finish a short or long rest.
 Spare the Dying: As an action you can cast the spare the dying cantrip.
 Gift of Life: You can transfer the branch's magic to the corpse of a creature that has been dead for no more than 200 years, that didn't die of old age, and that isn't undead by tracing the liv run on it with your finger. The transfer takes 8 hours of work that requires the branch to be within 5ft of you. If the creature's soul is free and willing, the target returns to life with all its hit points. This process neutralizes all poisons, cures all diseases, and removes all curses afflicting teh creature when it died. This process also closes all wounds and restores any missing body parts. At the end of the transfer, the branch is destroyed, and the creature has a black tattoo of the liv run appearing somewhere on its body.

Lucy's Tan Bag of Tricks d8 'result':
1) Jackel, 2) Ape, 3) Baboon, 4) Axe Beak, 5) Black Bear, 6) Giant Weasel) 7) Giant Hyena, 8) Tiger



-----stat math------
Str 5, Con 4, Dex 2, Int 2, Wis 7, Cha 7
Spent: 27 / 27 points
-----stat math------



C u r e W o u n d s
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number o f hit points
equal to 1d8 + 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 o f 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.


H e a l i n g W o r d
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature o f 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 o f 2nd level or higher, the healing increases by
1d4 for each slot level above 1st.

Warding Bond (V,S,M; lasts 1 hour)
While in 60, touched target gains +1 AC and saves, and has resistance. When target takes damage, I take that damage also.

T h a u m a t u r g y
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
magical effects within range:
• Your voice boom s up to three tim es as loud as norm al
for 1 minute.
• You cause flames to flicker, brighten, dim, or change
color for 1 minute.
• You cause harm less tremors in the ground for 1
minute.
• You create an instantaneous sound that originates
from a point of your choice within range, such as a
rumble of thunder, the cry o f a raven, or om inous
whispers.
• You instantaneously cause an unlocked door or w indow to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to
three of its 1-minute effects active at a time, and you can
dism iss such an effect as an action.

Beacon of Hope
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell bestow s hope and vitality. C hoose any
number of creatures within range. For the duration,
each target has advantage on W isdom saving throws
and death saving throws, and regains the maximum
num ber of hit points possible from any healing.

Bestow Curse (Touch: Wis Save or waste turn doing nothing)
Clairvoyance (See or hear as though at location of spell cast)
Create Food and Water (enough to feed 15 ppl for 24 hours)
Daylight
Dispel Magic
Feign Death
Glyph of Warding (Can bestow any spell to react to a trigger O.o)
Magic Circle (Disadvantage v person in circle, can't enter, or can't be charmed)
Mass Healing Word (Healing Word up to 6 creatures within 60')
Meld into Stone
Protection from Energy (acid, cold, fire, lightning, or thunder.)
Remove Curse
Revivify (Revive someone who died 1 minute or less ago)
Sending (25 words or less telepathic telegraph)
Speak with Dead
Spirit Guardians (Aura 15: 3d8 rad dmg or Wis save for half)
Tongues (Speak and understand all languages for 1 hour)
Water Walk (10 creatures within 30' can walk on liquid)