Foundry Sheet
Ivaldi Kalaz Dawnheart
Fighter 8 / Paladin 4 • Level 12 • Aasimar
Overview
| Armor Class | 21 |
| Hit Points | 107/107 |
| Temp HP | 0 |
| Initiative | +1 |
| Proficiency Bonus | +4 |
| Speed | 30 ft |
| Passive Perception | 10 |
| Passive Investigation | 23 |
| Passive Insight | 10 |
| Senses | Darkvision 60 ft • Blindsight 10 ft |
Abilities
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| 20 | 11 | 14 | 19 | 8 | 16 |
| +5 | +0 | +2 | +4 | -1 | +3 |
Saving Throws
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| +11 | +2 | +8 | +6 | +1 | +5 |
Skills
| Acrobatics | Animal Handling | Anticipation | Arcana |
|---|---|---|---|
| +1 | +0 | +5 | +5 |
| Athletics | Deception | Depicting | Endurance |
|---|---|---|---|
| +10 | +17 | +6 | +3 |
| History | Insight | Intimidation | Investigation |
|---|---|---|---|
| +6 | +0 | +6 | +13 |
| Medicine | Nature | Perception | Performance |
|---|---|---|---|
| +0 | +5 | +0 | +4 |
| Persuasion | Planning | Religion | Riding |
|---|---|---|---|
| +5 | +5 | +13 | +1 |
| Sleight of Hand | Stealth | Streetwise | Survival |
|---|---|---|---|
| +1 | +6 | +4 | +0 |
Languages
Celestial, Common, Draconic, Elvish, Savage
Currency
| EP | PP | GP | SP | CP |
|---|---|---|---|---|
| 0 | 25 | 4032 | 581 | 5 |
| KAXQ3PVBGJJ7H5CB | ||||
|---|---|---|---|---|
| 0 |
Inventory
Weapons
Chakram, War Bonded ×1 Common
Description:
Martial weapon, melee weapon
[[/r 1d6]] slashing - finesse, light, thrown (30/90 ft.)
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.
Special. When thrown, it can hit multiple targets (same attack roll) and returns to you, as long as the total path does not exceed 40 feet. The additional targets after the first, take damage equal to your Dexterity modifier. On a fumble (nat 1) the weapon does not return.
Brutality Effect: Whenever you score a critical hit with this weapon and at least one damage dice is a 6, you gain an extra bonus action this turn. If both damage dice are 5 or higher, you can move 15 feet more this turn and opportunity attacks against you have disadvantage.
Damnation's Soulsword ×1
Description:
requires attunement
Mind of its own. This sword forged in the chaotic plane of Damnation is not like other mortal-made weapons. It does not use any of your abilities for its attack and damage, but it gets bonuses based on its satisfaction levels.
Neutral. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 0) fire damage plus (3d6) necrotic damage. If the target is a creature, they can't regain hit points until the start of your next turn.
Pleased. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d6 + 2) fire damage plus (4d6) necrotic damage. If the target is a creature, they can't regain hit points until the start of your next turn.
Excited. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (4d6 + 4) fire damage plus (5d6) necrotic damage. If the target is a creature, they can't regain hit points until the start of your next turn. A creature that dies from this blade, returns to life again few hours later, as a Hobgoblin in the service of Merzaxus. Can be wielded as one-handed weapon.
Dawnbringer (Divinium Nodachi +1), War Bonded, The Perfect Weapon ×1 Equipped
Description:
Some call it a masterpiece, others a faulty craft. This nodachi has an imbalanced weight distribution across the blade. Those master it can deliver heavier blows, but those who can't will find it lacking.
Attack and damage rolls with this weapon have a +1 bonus.
Imperial Dawn. When you hit a creature for the first time in combat, you can use your reaction to active one of the following effects:
Blue Dawn: You cast Bless at 3rd level, 120ft range and needing no Concentration.
White Dawn: You cast Bane at 3rd level, 120ft range and needing no Concentration.
You can use each Dawn, a number of times equal to have your proficiency bonus, rounded up, per long rest.
Imperial Dusk. Critical hits with this weapon have an extra weapon die added.
Brutality Effect. Whenever you score a critical hit with this weapon, you spend Brutality Charges to active the corresponding effect. Activating the high effects gives you also the low effect.
Low effect (1 charge): The target is affected by the Staggered condition until the start of your next turn.
High effect (3 charges): The target is instead affected by the Staggered condition at the start of every round, for 5 rounds. Creatures with legendary resistances can spend 2 uses to resist the effect.
Whenever you deal damage in combat with that weapon, you gain Ensacti charges for every 10 damage your attack dealt.. As a bonus action you can spend any number of Ensacti charges to heal another creature within 5ft of you or yourself for half the value. If damage would reduce you to 0 or less hp, all Ensacti charges are expended and you gain half as much Temporary HP before your hp goes to 0 (you don't go unconscious if there are still temp left).
Sickle +2 ×1 Common
Description:
A crescent hooked blade mounted atop a short haft, light enough to be wielded in one hand for treshing crops or foes.
Shield Bypass. If the target is using a shield, you ignore the shield bonus when attacking that target.
Brutality Effect. Whenever you score a critical hit with this weapon and at least one of the damage dice is a 4 or higher, you inflict Frightened on the target. If at least 2 dice are 4 or higher, immediately after the attack is resolved, you can attack the target once more.
Equipment
Boots of Displacement ×1 Equipped • Rare
Description:
Boots made of the skin of Displacer Beasts, have carried over some of their magic properties.
If you move at least 10 feet towards a creature and land a melee attack on it, you can pass through it, on the opposite side, dealing extra force damage equal to your proficiency.
Attacks of Opportunity against you have disadvantage.
Your speed increases by 5 feet.
Celestial Billower ×1 Equipped
Description:
requires attunement by an Aasimar or Celestial Warlock
Action Time. This mantle billows by itself depending on the number of hostile creatures within 120 feet.
0-3: barely moving, can be noticed with 26 or higher Perception (Search) check.
4-6: slight movement, can be noticed by 18 or higher Perception (Search) check.
7-10: billowing of wind, can be easily noticed by anyone looking.
11-15: billowing by strong wind, easily seen or felt by those nearby.
16-20: billowing horizontally
21+: billowing upwards
Empowerment. You gain +1 bonus to AC, saving throws and ability checks while wearing this cloak.
Surprise Entrance. When attuning to this cloak, designate a willing creature within 10 feet. As a magic action and saying loudly "Surprise" the cloak expands, rotates and then opens, revealing the creature you designated, which was just teleported there. The teleportation fails if the creature is on different plane. After being teleported with the feature, the creature become immune to it for 2d8 years. You can use this feature once per Long Rest.
Current willing creature. Austen (12 year CD)
TADA: When attuning to this cloak, assign the letters T, A, D, A to four willing creatures. As long as all four creatures are within 120 feet of you, you can use a Bonus Action and say the command word to rearrange those creatures. Fake cloaks that look like yours appear around the creatures masking them momentarily and then disappear. When the cloaks disappear, those creatures swap locations. T has swapped with D and A has swapped with the other A. You can use this feature once per Short Rest.
Current willing creatures. T: Ivaldi, A: Belethor, D: Austen, A: Alban
Billowing Annoyance. As a bonus action you can command the cloak to billow on a creature's face that is within 5 feet of you. The creature must succeed on a Dexterity 16 saving throw or have the Blinded condition until the start of its next turn. Depending the creature's shape or size it might be immune to this effect. You can use this feature a number of times equal to your proficiency per Long Rest.
Divinium Armor ×1 Equipped • Rare
Description:
requires attunement and 10 or higher STR
The peak of Eratus defensive gear. Made through countless hours of taming and shaping raw Divinium, only few devout arcane smiths can produce these marvels of defense. Its properties evolve as you get stronger.
While attuned to this armor, you're proficient with it. Monk & Barbarian features work normally with this armor.
Bespoke Resistance. During the crafting process, choose two damage types other than entropic or temporal, and a class feature or a concentration spell (Blade Ward) with duration of 24h or less. While that feature is active on you or you're concentration on that spell, you're resistant to the chosen damage types.
Fortress Mode. While your speed is 0, your AC increases by 2.
Freezing Ring ×1 Equipped • Very Rare • Uses 1/1
Description:
Ring, Very Rare (Requires Attunement)
This magical ring is made of solid ice. You have Resistance to Cold damage while wearing it.
Mistform
As a Magic action, you can use the ring to cast Gaseous Form on yourself, except you turn into freezing mist; any creature that ends its turn within a space you occupy takes 4 (1d8) Cold damage. Once used, this property can't be used again until the next dawn.
Historian's Hat ×1 Equipped • Common
Description:
Often those who travelled and wander the wilds discovered knowledge, learn of new places and new creatures. However, not all of them return alive. These hats were made to capture some of that knowledge and transfer it to their new owners.
While wearing the hat, you receive the following benefits:
History (Intelligence) and Depicting (Intelligence) checks receive a +1 bonus.
You have advantage on Intelligence checks to decipher, translate or interpret information.
Rift Converter ×1 Equipped • Very Rare
Description:
Magic conversion from one type to another is usually a very strenuous and damaging purpose to the user. A device of high complexity replicating the efforts of hundreds of mages has been finally been invented after 200 years of trial and error, studying the Devourer's creatures.
requires attunement
After a successfully closing a rift, the Rift Converter attempts to create a manifestation of magic that can boost your capabilities. (10 minutes). [Foundry note: run the separate macro for Spider Rift results]
While attuned to this item, you gain an extra attunement slot.
Ring of Fire Resistance ×1 Equipped • Rare
Description:
(Requires attunement)
This ring has been inlaid with a garnet stone that seems to glow when it catches the light.
You have resistance to fire damage while wearing this ring.
For other rings of resistance, roll on the Ring of Resistance table
Rings of Sky Fire ×1 Equipped • Very Rare • Uses 0/1
Description:
requires attunement by an Arzen follower
These rings are given as rewards to legionnaires performing above and beyond their duties. They are manufactured for the Light Legion and are blessed and magically imbued by someone famous from the legion. When you attune to this ring, you receive a mental recording of its person's history.
Rain of Fire. As an action, while wearing the ring, you summon molten rocks in the sky that start falling and materialize when they are about 20 feet above the target area. The rocks fall down, impacting a 15-feet radius around you. Each creature other than you in the area, must succeed on a DC 15 Dexterity saving throw or take 7d6 fire and 7d6 radiant damage (half damage on success). A creature that fails by 5 or more is also knocked Prone.
Once you use this feature, you cannot use it again until it is recharged through a prayer ceremony in an Arzen's cathedral.
Consumables
Elixir of Effectiveness ×1 Common • Uses 1/1
Description:
A shimmering elixir that sharpens body and mind alike. Upon drinking, the imbiber gains enhanced combat effectiveness for 1 minute.
Increases by 1 your AC, attacks, spell DC.
Increases by 5 your walking speed.
Oil of Slipperiness ×1 Uncommon • Uses 1/1
Description:
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Potion of Greater Healing ×5 Qty 5 • Uncommon • Uses 1/1
Description:
The potion's red liquid glimmers when agitated.
You regain 4d4+4 hit points when you drink this potion.
Potion of Water Breathing ×1 Uncommon • Uses 1/1
Description:
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Rations ×74 Qty 74 • Uses 1/1
Description:
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See &Reference[Malnutrition] in the rules glossary for the risks of not eating.
Waterskin ×1 Uses 4/4
Description:
A waterskin can hold up to 4 pints of liquid.
Loot
Bedroll ×1
Description:
Roll of cloth used by traveller to sleep in.
Holy Symbol ×1
Description:
Multiple variations of this item exist, as listed below:
- Amulet|phb
- Emblem|phb
- Reliquary|phb
Holy Symbol (Varies) ×1
Description:
A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.
The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.
| Symbol | Weight | Cost |
| Amulet (worn or held) | 1 lb. | 5 GP |
| Emblem (borne on fabric or a Shield) | — | 5 GP |
| Reliquary (held) | 2 lb. | 5 GP |
Mind Flayer Garbage ×1
Description:
Leftover pieces of a magical device used as a trap to emit a Slow-like spell effect. Compiled of chain-like materials.
Spider Valuable Parts ×1 Common
Description:
Harvested spider parts that can be used one way or another by various merchants around the world. Could be poisons, durable skin, exeskeleton coating, creepy eyes or pointy legs.
Unidentified Loot ×1
Description:
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook|phb.
Unidentified Loot ×1
Description:
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
Containers
Backpack ×1
Description:
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.
Pouch ×1
Description:
A cloth or leather pouch can hold up to 20 sling bullet|phb|sling bullets or 50 blowgun needle|phb|blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch|phb. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.
Features
Ancestry
Aasimar
Description:
Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark to bring light, healing, and heavenly fury.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the aasimar learns to reveal their full celestial nature.
Aasimar Traits
As an Aasimar, you have these special traits.
Celestial Resistance. You have Resistance to Necrotic damage and Radiant damage.
Darkvision. You have Darkvision with a range of 60 feet.
Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation. When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Here are the transformation options:
Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.
Background
Acolyte
Description:
Ability Scores: Intelligence, Wisdom, Charisma
Feat: Magic Initiate (Cleric)
Skill Proficiencies: Insight and Religion
Tool Proficiency: Calligrapher’s Supplies
Equipment: Choose A or B: (A) Calligrapher’s Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.
Classes
Fighter
Description:
A Master of All Arms and Armor
Core Fighter Traits
Primary Ability | Strength or Dexterity |
|---|---|
Hit Point Die | D10 per Fighter level |
Saving Throw Proficiencies | Strength and Constitution |
Skill Proficiencies | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light, Medium, and Heavy armor and Shields |
Starting Equipment | Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP |
Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter …
As a Level 1 Character
- Gain all the traits in the Core Fighter Traits table.
- Gain the Fighter's level 1 features, which are listed in the Fighter Features table.
As a Multiclass Character
- Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Fighter's level 1 features, which are listed in the Fighter Features table.
Paladin
Description:
A Devout Warrior of Sacred Oaths
Core Paladin Traits
Primary Ability | Strength and Charisma |
|---|---|
Hit Point Die | D10 per Paladin level |
Saving Throw Proficiencies | Wisdom and Charisma |
Skill Proficiencies | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light, Medium, and Heavy armor and Shields |
Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP |
Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.
Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a Paladin …
As a Level 1 Character
- Gain all the traits in the Core Paladin Traits table.
- Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass Character
- Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Breaking Your Oath
A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.
A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.
If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.
Subclasses
Eldritch Knight
Description:
Support Combat Skills with Arcane Magic
Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.
Oath of Secrecy
Description:
Paladin Subclass
Paladins who swear the Oath of Secrecy are dedicated to guarding hidden truths and forbidden knowledge. They move through the shadows to protect secrets that, if revealed, could bring ruin. Many who swear this oath serve gods of deception or knowledge, while others are bound by ancient pacts to safeguard lost relics or dangerous secrets.
These Paladins share the following tenets:
Keep the hidden safe.
Reveal only what you must.
Trust is a gift, but silence is a virtue.
Level 3: Impose Silence
As a Magic action, you can expend one use of your Channel Divinity to silence creatures around you. Each creature of your choice that you can see within 15 feet of you must make a Wisdom save. On a failure, the creature takes Psychic damage equal to 1d10 + half your Paladin level (round down) and is muted for 1 minute. While muted, the creature can't speak or cast spells with Verbal components. A muted creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Level 3: Keeper of Secrets
You gain proficiency in the Deception and Stealth skills and proficiency with the Disguise Kit.
Level 3: Oath of Secrecy Spells
When you reach a Paladin level specified in the Oath of Secrecy Spells table, you always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Disguise Self, Fog Cloud |
| 5 | Invisibility, Pass Without Trace |
| 9 | Dispel Magic, Nondetection |
| 13 | Greater Invisibility, Polymorph |
| 17 | Geas, Seeming |
Level 7: Aura of Secrecy
While in your Aura of Protection, you and your allies have Advantage on Deception and Stealth checks, and are unaffected by anything that would sense your emotions or alignment, read your thoughts, or magically detect your location.
Level 15: Unseen Ward
Whenever you expend a spell slot to cast a Paladin spell, you can turn one ally within your Aura of Protection (including yourself) Invisible until the start of your next turn.
Level 20: Master of Secrecy
As a Bonus Action, you can gain the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot.
BLANK MIND. You can't be Charmed or Frightened and you have Immunity to Psychic damage.
PSYCHIC DAMAGE. Whenever an enemy starts its turn in your Aura of Protection, that creature takes Psychic damage equal to your Charisma modifier plus your Proficiency Bonus.
WARD. When you use your Unseen Ward feature, you can turn both yourself and one ally within your Aura of Protection Invisible instead of choosing.
Note: Compatibility
If your table uses 2014 rules, the Oath of Secrecy subclass grants the Impose Silence, Keeper of Secrets, and Oath of Secrecy Spells at level 2 (instead of level 3).
Feats
[Arzen] A new religion
Description:
You obtain clothing and a symbol of your faith, recognizable only by others of the same faith.
[Arzen] Legionnaire of Body
Description:
You gain +1 to Strength, Dexterity, and Constitution saving throws.
[Arzen] Legionnaire of Mind
Description:
You gain +1 to Intelligence, Wisdom, and Charisma saving throws.
[Arzen] The Perfect Weapon Uses 65/999
Description:
Choose a weapon.
Whenever you deal damage in combat with that weapon, you gain Ensacti charges for every 10 damage your attack dealt.
As a bonus action, you can expend any number of Ensacti charges to heal yourself or another creature within 5ft of you for half the value.
If damage would reduce you to 0 or less HP, you instead spend all your Ensacti charges and gain half as much temporary HP before your HP drops to 0. You don't go unconscious if you still have temp HP left.
You can change your chosen weapon every Pentomera or Decamera,
[Arzen] Unstoppable Muscles
Description:
Once per turn, when you Grapple or Shove a target, the target takes Bludgeoning damage equal to your Strength ([[lookup @abilities.str.mod]]) or Dexterity ([[lookup @abilities.dex.mod]]) modifier, whichever is higher.
[EE] Friend of Fire Legion
Description:
You gain +1 bonus to Charisma checks to influence legionnaires from the Fire Legion. You can purchase mundane weapons at a discount.
[EE] Member of the Settlement
Description:
You have successfully become part of this community! Provided that you carry any identification required, other citizens cannot dispute whether you belong to the settlement. You have access to facilities and privileges that ordinary members have. From here on, you can establish yourself further in the community.
[EE] Recognized Citizen
Description:
Other citizens are more likely to help you in need or cooperate for a non-suspicious task, giving you Advantage on Persuasion checks for such cases.
[EE] Reputable Legionnaire
Description:
People start to consider you reputable and are willing to trust you, within reason. You have advantage on Persuasion checks against Eratus citizens. All mundane stores are willing to offer some discounts.
[Exp] Left the Town
Description:
You've finally touched grass! You have advantage on checks to locate or identify properties of plants.
[Exp] No time to waste!
Description:
Each overland hex travelled by your group requires 3 days instead of 4 at normal pace. The other 2 paces are unaffected.
[Exp] Wilderness Guide
Description:
While travelling on the surface of Arda, you can increase the group's travel pace to Normal, even if the terrain limits it to Slow.
A new religion
Description:
You obtain clothing and a symbol of your faith, recognizable only by others of the same faith.
A Smile works Wonders
Description:
Passing through the Smiling Lady's games, have opened your mind to a whole new world of deception and lies.
You gain a +5 bonus to Deception.
You gain a -3 penalty to Persuasion.
You gain a +1 bonus to Intimidation.
Feint. During combat, you can take the Feint action as a bonus action. Make a Deception check against a creature's passive Insight. On success you have advantage on your first attack roll against it during this turn. Subsequent uses of Feint on the same creature have disadvantage.
Acolyte Uses 2/2
Description:
- You gain proficiency in &Reference[skill=Religion].
- Pick a deity. You acquire an amulet or emblem that proves your faith. Faithful of the same deity have no doubt you are one of them.
- You can make a &Reference[skill=Religion] check in place of any other d20 roll. You can use this ability a number of times equal to half your proficiency bonus (rounded down).
Action Surge Uses 1/1
Description:
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Foundry Note
This feature includes a limited use that increases automatically at level 17.
Anticipating an Enemy's move
Description:
Using a Bonus Action, in combat you can make an Anticipation check DC: 10 or 2 * the target's CR/Level (whichever is higher) to prepare yourself against another creature's offensive. On a success you have advantage on saving throws against the target and the target has disadvantage on attacks against you, until the start of your next turn.
Blind Fighting
Description:
(Prerequisite: Fighting Style Feature)
You have Blindsight with a range of 10 feet.
Foundry Note
This feature includes an Active Effect that grants the Blindsight.
Brutality Charges Uses 6/6
Description:
Weapon Attacks: Whenever you score a crit, you can spend Brutality Charges for extra effects.
Spells: Whenever you get a 91 or higher on the d100, you can spend Brutality Charges for extra effects.
1 charge: Low Effect
3 charges: Low+High Effect.
Celestial Resistance
Description:
You have &Reference[Resistance] to Necrotic damage and Radiant Damage.
Celestial Revelation Uses 1/1
Description:
When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.
Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
Here are the transformation options:
Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the &Reference[Frightened] condition until the end of your next turn.
Foundry Note
Each activity expends your use of this feature.
The Heavenly Wings activity includes an Active Effect which upgrades your Fly Speed to "1" to indicate equivalence to (walk) Speed.
The Inner Radiance activity includes an Active Effect for tracking and a damage roll that scales as you level up.
The Necrotic Shroud activity includes the saving throw and an Active Effect for tracking impacted creatures and applies the Frightened condition.
Channel Divinity Uses 2/2
Description:
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
Foundry Note
The uses of your Channel Divinity increase automatically as you level up. It automatically regains the correct uses after Short and Long Rests.
The Divine Sense activity includes an Active Effect but it does not automatically reveal the given creatures.
Channel Divinity: Impose Silence
Description:
As a Magic action, you can expend one use of your Channel Divinity to silence creatures around you. Each creature of your choice that you can see within 15 feet of you must make a Wisdom save. On a failure, the creature takes Psychic damage equal to 1d10 + half your Paladin level (round down) and is muted for 1 minute. While muted, the creature can't speak or cast spells with Verbal components. A muted creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Charismatic as Kalaz
Description:
In the venerable language of the fire elementals known as Ignan, individuals who assumed humanoid forms often endeavored to adorn themselves with attire, seeking to emulate the appearance of mortal beings. Nonetheless, a significant number among them struggled to restrain the volatile power inherent to their fiery souls, frequently resulting in the inadvertent ignition of their clothing. Such entities came to be referred to as "Kalaz," a term signifying "clad in flames."
Any armor that you wear is set ablaze. Those flames do not burn you or others, nor they set fire on objects. You emit bright light up to 10 feet and dim light for another 10 feet as long as you wear armor.
The flames turn blue if you submerge yourself in water.
The flames turn black and emit no light for 10 minutes, starting at 11:11 am each day.
Cultist of the Dragon Uses 1/1
Description:
You gain the following benefits.
Dragon's Tongue. You know Draconic.
Dragon's Terror. You can take a Magic|XPHB action to instill terror in a creature you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency|XPHB|Proficiency Bonus) or have the &Reference[condition=Frightened] condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours.
Inspired by Fear. When you cause a creature to have the &Reference[condition=Frightened] condition and you are the source of its fear, you can gain Heroic Inspiration|XPHB if you lack it. Once you use this benefit, you can't use it again until you finish a Short Rest|XPHB|Short or Long Rest|XPHB.
Dash
Description:
When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.
If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it.
Desert Devastator (t.v)
Description:
You have travelled through the Furnace Fields time after time enduring the harsh climate and hostile creatures. You have figured out some paths that will make your life easier for some time.
While in the Furnace Fields, you gain the following benefits
You can reroll each complication result once, while travelling through the Furnace Fields.
You have +1 to your OLT rolls while travelling through the Furnace Fields.
Your chances to find Invasion Rifts in the Furnace Fields increases by 100%.
If any of your attacks roll less than average damage, they deal the average amount instead.
Your movement speed increases by 5.
Disengage
Description:
If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.
Extra Attack
Description:
You can attack twice instead of once whenever you take the Attack action on your turn.
Fanatic Uses 13/13
Description:
Prerequisite: Zealot feat
Increase your Wisdom by 1 to a maximum of 20.
You can use Divine Smite a number of times per day equal to your &Reference[skill=Religion] bonus.
Whenever you roll Initiative while you're Bloodied, you gain a number of Temporary Hit Points equal to 3 times your highest Class level.
Whenever you roll Initiative with less than 10% of your maximum HP, you have Advantage on all D20 Tests until the end of your first turn.
Fighting Style
Description:
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Fighting Style
Description:
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
phbfstBlessedWar caption=false
Great Weapon Fighting
Description:
(Prerequisite: Fighting Style Feature)
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Foundry Note
This effect is not automated.
Healing Hands
Description:
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.
Help
Description:
When you take the Help action, you do one of the following.
Assist an Ability Check. Choose one of your skill or tool proficiencies that you proficient in and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn’t use it before the start of your next turn. The DM has final say on whether your assistance is possible.
Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.
Hymns of the Fire Legion
Description:
Trusted Legionnaires are taught the hymns of their legion. These hymns draw power from the top brass of their respective Legion, manifesting extraordinary power for short terms. As excessive usage of those hymns can be dangerous for the source people, using these hymns is a double edged sword and a source of stigma in some legions.
Once a Hymn is used by a legionnaire it applies its effects to all legionnaires of the same squad and replaces all other Hymn effects.
Once a Hymn is used, it cannot be used again until the source person has recovered their power (The GM rolls randomly or decides when the source has been replenished).
For a Hymn to be used the squad must be strong in faith (group check Religion), then any of its members can initiate the Hymn.
As an action, a legionnaire can sing with a divinely epic voice one of the following Hymns:
Darelor's hymn of Flame Vanguard. Until the end of your next turn, you and your squad can cast Hellish Rebuke at 4th level without expending a spell slot. When the effect ends, you and your squad gain 25 temporary HP.
Darelor's hymn of Inferno. Until the end of your next turn, your weapons and foci burst into flames. All your damage becomes fire damage. This damage bypasses resistances and treats immunity as resistance. Treat all damage rolls as maximum.
Nefeli's hymn of Immolation. For 1 minute, you and your squad are engulfed in a flame mantle that burns enemies but not you. At the start of your turn, creatures of your choice within 5 feet of you, take 10 fire damage. A creature can take this damage twice per round. A creature that dies from that damage, burst into more flames dealing an extra 20 damage to its adjacent allies.
Alexa's hymn of Arzen's Grace. Until the end of your next turn, healing from spells, class features and feats is maximized and then doubled. Source must be a squad member but target can be anyone.
Dulahan's hymn of Arzen's Aegis. Until the end of your next turn, you and your squad gain resistance to all damage.
If your voice is impeded in some way (silence, underwater, gagged) the Hymns cannot be used.
Imperial Apotheosis (Knight)
Description:
Discovering one of Jerenya's artifacts has implications that go beyond a mere magic item. Her armor was directly touched by the fragments, withstood battles with them and was crafted per their instructions. Exposure to such relics of the cosmos, can transform creatures. Your connection to Arzen strengthens, forming a more direct link. Allowing part of Arzen's essence to inhabit your body, you manifest extrordinary divine powers.
As an action, you transform into a celestial creature with an angelic figure for 1 minute. The transformation follows the rules of a Polymorph spell with the following exceptions:
Instead of a beast creature you turn into a Divine Knight.
You can talk freely while in this form and you know Celestial. You cannot cast spells.
Your stats ability scores change to 22, 18, X, 18, 18, 18. X is your previous Constitution. Your AC becomes 20 if less than 20.
You retain the Extra Attack feature if you had it.
You gain 200 temporary hp.
Your equipment meld into your new form except one weapon of your choice. You gain no benefits from any equipment other than that weapon. That weapon's damage is increased by 4d6 radiant damage.
You gain fly speed equal to your walking speed.
You gain resistance to physical damage and immunity to radiant damage.
You gain Truesight of 60 feet.
Influence
Description:
With the Influence action, you urge a monster to do something. Describe or roleplay how you’re communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.
Willing. If your urging aligns with the monster’s desires, no ability check is necessary; the monster fulfills your request in a way it prefers.
Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn’t comply.
Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster’s attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you’re interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster’s Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.
Influence Checks
Ability CheckInteractionCharisma (Deception)Deceiving a monster that understands youCharisma (Intimidation)Intimidating a monsterCharisma (Performance)Amusing a monsterCharisma (Persuasion)Persuading a monster that understands youWisdom (Animal Handling)Gently coaxing a Beast or MonstrosityLay on Hands Uses 20/20
Description:
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
Foundry Note
The Heal activity allows you to select the number of Hit Points you would like to restore and reduces your Lay on Hands pool by that amount.
The Remove Poison activity reduces your pool by 5 but does not automatically remove the Poisoned condition.
Learning about the Emperor
Description:
Hearing Blasty's perspective on the story has given you more insight into the Eratus' situation.
You have +2 on Insight checks against Eratus people.
Legionnaire Defense
Description:
Legions have trained in group combat, maximizing their coordination in defense.
While in combat (and not surprised), for every two Legionnaires that you have adjacent to you, your AC increased by 1.
Legionnaire of Body
Description:
You gain +1 to Strength, Dexterity, and Constitution saving throws.
Legionnaire of Mind
Description:
You gain +1 to Intelligence, Wisdom, and Charisma saving throws.
Light Bearer
Description:
You know the Light cantrip. Charisma is your spellcasting ability for it.
Paladin's Smite
Description:
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Foundry Note
When you reach this level the Divine Smite spell is added to your spells as Always Prepared and with a free use.
Ready Non-Spell
Description:
You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the zombie steps next to me, I move away.”
When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.
When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.
Ready Spell
Description:
If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.
Search
Description:
When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action, depending on what you’re trying to detect.
Search
SkillThing to DetectInsightCreature’s state of mindMedicineCreature’s ailment or cause of deathPerceptionConcealed creature or objectSurvivalTracks or foodSecond Wind Uses 3/3
Description:
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Foundry Note
This feature automatically scales in usage and recovers the correct number of uses on a Short and Long Rest.
Shadow-Touched
Description:
General Feat (Prerequisite: Level 4+)
Your exposure to the Shadowfell’s magic grants you the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Shadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Foundry Note
The spells will have to be added to your sheet with those changes manually.
The Expend Chosen Spell's Use and Expend Invisibility Use can be used for tracking your free uses.
Skill Expert
Description:
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Skill Proficiency. You gain proficiency in one skill of your choice.
Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.
Foundry Note
This feature does not automatically grant the proficiency/Expertise. You can toggle the "Edit" mode for your sheet and click on the circle next to the skills to apply proficiency or Expertise as needed.
Specialist
Description:
Increase your Intelligence score by 1 to a maximum of 20.
You swap out one Skill Proficiency you had for Expertise in two skills that you are already Proficient with.
This feat does not automatically remove/award Proficiencies/Expertise. You can toggle the "Edit" mode (little wrench in the top-left corner) in the "Details" tab of your sheet and click on the circles next to the Skills to edit your Proficiencies.
Spellcasting
Description:
You have learned to cast spells through prayer and meditation. See the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list.
Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
Spellcasting
Description:
You have learned to cast spells. See for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.
Cantrips. You know two cantrips of your choice from the Wizard spell list. Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Spend Hit Dice
Description:
An easy way to spend and roll hit dice.
Study
Description:
When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.
The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge.
Areas of Knowledge
SkillAreasArcanaSpells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)HistoryHistoric events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)InvestigationTraps, ciphers, riddles, and gadgetryNatureTerrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)ReligionDeities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)Symbol of the Empire (recruit)
Description:
Once the mark manifests on your body, you are part of the Legions and receive a fragment of Arzen's power. The mark channels this power to you and gives you the following bonuses:
+ Legionnaire Defense
+ Danger Message
Tactical Mind
Description:
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Tactical Shift
Description:
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
The Perfect Weapon Uses 65/999
Description:
Choose a weapon.
Whenever you deal damage in combat with that weapon, you gain Ensacti charges for every 10 damage your attack dealt.
As a bonus action, you can expend any number of Ensacti charges to heal yourself or another creature within 5ft of you for half the value.
If damage would reduce you to 0 or less HP, you instead spend all your Ensacti charges and gain half as much temporary HP before your HP drops to 0. You don't go unconscious if you still have temp HP left.
You can change your chosen weapon every Pentomera or Decamera,
Title: Shadow Vanquisher
Description:
Each character that survived the fight gains +1 to Stealth, +1 to Intimidation and the Shadow Touched feat!
Reduce all necrotic damage by an amount equal to your proficiency bonus.
Twin Strike Assault
Description:
A common technique among warriors who have trained together for a long time, leaving the target with punctured organs and broken bones.
Whenever your chosen ally, hits a creature from a flanking position (compared to your position), you can use a Reaction to make two attacks with a -6 penalty to the attack rolls, against the same creature
Unstoppable Muscles
Description:
Once per turn, when you Grapple or Shove a target, the target takes Bludgeoning damage equal to your Strength ([[lookup @abilities.str.mod]]) or Dexterity ([[lookup @abilities.dex.mod]]) modifier, whichever is higher.
War Bond Uses 0/2
Description:
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Foundry Note
This feature includes an activity for summoning your weapon that can be used if you're tracking usage of your Bonus Action.
It also includes a Bond with Weapon activity which can be used to enchant your bonded weapons. It will append ", War Bonded" to its name for easy identification.
War Magic
Description:
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Weapon Mastery
Description:
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Foundry Note
To change your masteries toggle on the "Edit" mode of your sheet. On the "Details" tab click on the cog icon next to "Weapons" in the bottom right. You can place a check in the mastery column of your chosen weapons.
Weapon Mastery
Description:
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
Zealot Uses 1/1
Description:
Prerequisite: Acolyte feat, or Cleric/Paladin Class, or a Divine Subclass
Increase your Intelligence by 1 up to a maximum of 20.
Once per day, you can use phbsplDivineSmit at 2nd level at no cost of Spell Slots (regardless whether you are a Paladin or not).
As a Bonus Action, you can recover Hit Points equal to your Religion bonus. You gain 5 uses, which recharge after a Long Rest.
Bastion Facilities
Barrack
Description:
Level 5 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Recruit
A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.
Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and assigned quarters in this Barrack. The recruitment costs no money. You can’t issue the Recruit order to this facility if it’s fully occupied.
Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.
Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five Bastion Defenders.
Bedroom
Description:
egGwpYfZ81d1AZps caption=false
Garden
Description:
Level 5 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Harvest
A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table.
While in your Bastion, you can instruct the facility’s hireling to change the Garden from one type to another. This work takes 21 days, during which time no other activity can occur in this facility.
Harvest: Garden Growth. When you issue the Harvest order to this facility, you commission the facility’s hireling to collect items from the Garden as noted in the Garden Types table. The work takes 7 days and costs no money.
Enlarging the Facility. You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two Roomy Gardens and can include two of the same type of Garden or two different types. When you issue the Harvest order to a Vast Garden, each component garden produces its own harvest. A Vast Garden gains one additional hireling.
Foundry Note: Instead of enlarging the Garden facility in the normal way, add a second Garden facility to the Bastion and mark it as a 'Free Facility'.
Garden Type | Description | Harvest |
|---|---|---|
Decorative | Aesthetically pleasing garden full of flowers and topiaries. | Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles |
Food | Garden of delicious mushrooms or vegetables | 100 days worth of Rations |
Herb | Garden of rare herbs, some of which have medicinal uses | Herbs that are used to create either ten Healer’s Kits or one Potion of Healing |
Poison | Garden stocked with plants and fungi from which poisons and antitoxin can be extracted | Plants that are used to create either two vials of Antitoxin or one vial of Basic Poison |
Garden
Description:
Level 5 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Harvest
A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table.
While in your Bastion, you can instruct the facility’s hireling to change the Garden from one type to another. This work takes 21 days, during which time no other activity can occur in this facility.
Harvest: Garden Growth. When you issue the Harvest order to this facility, you commission the facility’s hireling to collect items from the Garden as noted in the Garden Types table. The work takes 7 days and costs no money.
Enlarging the Facility. You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two Roomy Gardens and can include two of the same type of Garden or two different types. When you issue the Harvest order to a Vast Garden, each component garden produces its own harvest. A Vast Garden gains one additional hireling.
Foundry Note: Instead of enlarging the Garden facility in the normal way, add a second Garden facility to the Bastion and mark it as a 'Free Facility'.
Garden Type | Description | Harvest |
|---|---|---|
Decorative | Aesthetically pleasing garden full of flowers and topiaries. | Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles |
Food | Garden of delicious mushrooms or vegetables | 100 days worth of Rations |
Herb | Garden of rare herbs, some of which have medicinal uses | Herbs that are used to create either ten Healer’s Kits or one Potion of Healing |
Poison | Garden stocked with plants and fungi from which poisons and antitoxin can be extracted | Plants that are used to create either two vials of Antitoxin or one vial of Basic Poison |
Kitchen
Description:
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Sacristy
Description:
Level 9 Bastion Facility
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
Space: Roomy
Hirelings: 1
Order: Craft
A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Holy Water. You commission the facility’s hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8.
Craft: Magic Item (Relic). You commission the facility’s hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See Crafting Magic Items for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item.
Spell Refreshment. Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can’t gain this benefit again until you finish a Long Rest.
Sanctuary
Description:
Level 5 Bastion Facility
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
Space: Roomy
Hirelings: 1
Order: Craft
Icons of your religion are displayed in this facility, which includes a quiet place for worship.
Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see Supernatural Gifts) that lasts for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can’t gain this Charm again while you still have it.
Craft: Sacred Focus. When you issue the Craft order to this facility, you commission the facility’s hireling to craft a Druidic Focus (wooden staff) or a Holy Symbol. The work takes 7 days and costs no money. The item remains in your Bastion until you claim it.
Skill Trees
—
Spells
| Spellcasting Ability | Spell Save DC | Spell Attack Bonus |
|---|---|---|
| INT | 17 | +9 |
| Pact | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| 0/0 | 4/4 | 3/3 | 0/0 |
| Level 4 | Level 5 | Level 6 | Level 7 |
|---|---|---|---|
| 0/0 | 0/0 | 0/0 | 0/0 |
| Level 8 | Level 9 | ||
|---|---|---|---|
| 0/0 | 0/0 |
Cantrips
Blade Ward Abjuration • Prepared • Action • Self • 1 minute • V • Concentration
Spell Description:
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Ethereal Counsel (Investigation) Prepared • Reaction • Self • Instantaneous • V
Spell Description:
When you learn this spell, choose Appraisal, Investigation, Insight or History.
When you make a check using the chosen skill, you can use your reaction to recite a quick phrase to the spirits that once shared their knowledge with you. Roll a 1d4 and add it to your check. You can do so after you see your roll, but before the outcome is determined.
If you pass a check with the help of the Spirits, that you would have failed otherwise, your confidence is boosted, giving you advantage on the next skill check of the same type. The confidence lasts until you rest.
Light Evocation • Always Prepared • Action • 5 ft • 1 hour • V • M
Spell Description:
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Windborne Weapon Transmutation • Prepared • Action • 150 ft • Instantaneous • V • S
Spell Description:
Make an attack using this spell's material component as part of the action used to cast this spell, turning it into a ranged spell attack. This attack ignores cover. On hit, it deals [[/r 1d8]] damage of the weapon's damage type.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level ([[/r 2d8]]), 11th level ([[/r 3d8]]), and 17th level ([[/r 4d8]]).
Level 1
Bane Enchantment • Not Prepared • Action • 30 ft • 1 minute • V • S • M • Concentration
Spell Description:
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Bane Enchantment • Not Prepared • Action • 30 ft • 1 minute • V • S • M • Concentration
Spell Description:
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Bless Enchantment • Not Prepared • Action • 30 ft • 1 minute • V • S • M • Concentration
Spell Description:
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Bless Enchantment • Not Prepared • Action • 30 ft • 1 minute • V • S • M • Concentration
Spell Description:
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Bless Enchantment • Not Prepared • Action • 120 ft • 1 minute • V • S • M
Spell Description:
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Command Enchantment • Prepared • Action • 60 ft • Instantaneous • V
Spell Description:
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Compelled Duel Enchantment • Prepared • Bonus Action • 30 ft • 1 minute • V • Concentration
Spell Description:
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.
Cure Wounds Abjuration • Prepared • Action • Touch • Instantaneous • V • S
Spell Description:
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Detect Evil and Good Divination • Not Prepared • Action • 30 ft • 10 minutes • V • S • Concentration
Spell Description:
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Detect Magic Divination • Prepared • Action • Self • 10 minutes • V • S • Concentration • Ritual
Spell Description:
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Detect Poison and Disease Divination • Not Prepared • Action • 30 ft • 10 minutes • V • S • M • Concentration • Ritual
Spell Description:
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Disguise Self Illusion • Prepared • Action • Self • 1 hour • V • S
Spell Description:
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an [[/check ability=int skill=inv [email protected]]] Intelligence (Investigation) check against your spell save DC.
Disguise Self Illusion • Always Prepared • Action • Self • 1 hour • V • S
Spell Description:
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Divine Favor Transmutation • Prepared • Bonus Action • Self • 1 minute • V • S
Spell Description:
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
Divine Smite Evocation • Not Prepared • Bonus Action • Self • Instantaneous • V
Spell Description:
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Divine Smite Evocation • Always Prepared • Bonus Action • Self • Instantaneous • V
Spell Description:
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Feather Fall Transmutation • Prepared • Reaction • 60 ft • 1 minute • V • M
Spell Description:
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Find Familiar Conjuration • Prepared • 1 hour • 10 ft • Instantaneous • V • S • M • Ritual
Spell Description:
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Fog Cloud Conjuration • Always Prepared • Action • 120 ft • 1 hour • V • S • Concentration
Spell Description:
You create a 20-foot-radius Sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Healing Word Abjuration • Not Prepared • Bonus Action • 60 ft • Instantaneous • V
Spell Description:
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Heroism Enchantment • Not Prepared • Action • Touch • 1 minute • V • S • Concentration
Spell Description:
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Lance of Faith Enchantment • Not Prepared • Bonus Action • Self • 1 minute • V • M • Concentration
Spell Description:
Requirements: must be using either a spear, a sickle, a scythe, a pike, a staff, a quarterstaff or a lance.
You touch your weapon and pray to your God and channel your divine powers into your weapon, imbuing it with radiance. As your prayers are heard, your weapon gets coated in bright light forming a shiny spear head at the end.
When you cast this spell, you can make a melee attack with that weapon as part of the cast.
Make an Intelligence (Religion) Check.
- 1-19: Attacks made by this effect have a +2 bonus on attack rolls and increased reach by 5 feet.
- 20-24: Attacks made by this effect have a +2 bonus on attack rolls and increased reach by 5 feet. The amount of available uses doubles.
- 25-29 : Attacks made by this effect have a +2 bonus on attack rolls and increased reach by 5 feet.The target has vulnerability against those attacks instead having extra uses.
- 30+: You get all the above.
On a hit the attack deals the weapon's damage die + your Strength mod + your Intelligence mod + your Wisdom mod. On subsequent turns, as a bonus action, you can repeat this attack one more time. (total 2 times)
Casting Lance of Faith with higher spell slot above 1, increases the amount of times (the attack can be used) by 2 for each higher slot.
Classes: Cleric, Paladin, Celestial Warlock, Divine Sorcerer, Path of the Zealot Barbarian (1/day), Druid
Protection from Evil and Good Abjuration • Not Prepared • Action • Touch • 10 minutes • V • S • M • Concentration
Spell Description:
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the &Reference[Charmed apply=false] or &Reference[Frightened apply=false] conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Purify Food and Drink Transmutation • Not Prepared • Action • 10 ft • Instantaneous • V • S • Ritual
Spell Description:
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
Searing Smite Evocation • Not Prepared • Bonus Action • Self • 1 minute • V
Spell Description:
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.
Shield Abjuration • Prepared • Reaction • Self • 1 round • V • S
Spell Description:
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Thunderous Smite Evocation • Not Prepared • Bonus Action • Self • Instantaneous • V
Spell Description:
Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the &Reference[prone] condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Wrathful Smite Necromancy • Not Prepared • Bonus Action • Self • 1 minute • V
Spell Description:
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the &Reference[frightened apply=false] condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Level 2
Darkvision Transmutation • Prepared • Action • Touch • 8 hours • V • S • M
Spell Description:
For the duration, a willing creature you touch has &Reference[darkvision] with a range of 150 feet.
Invisibility Illusion • Prepared • Action • Touch • 1 hour • V • S • M • Concentration
Spell Description:
A creature you touch has the &Reference[invisible apply=false] condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
See Invisibility Divination • Prepared • Action • Self • 1 hour • V • S • M
Spell Description:
For the duration, you see creatures and objects that have the &Reference[invisible apply=false] condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Wind Cutter Transmutation • Prepared • Bonus Action • Self • 1 minute • V • S • M • Concentration
Spell Description:
You infuse the weapon used in the spell's casting with tempestuous power. For the duration, when you make an attack during your turn with the weapon, the weapon used in the spell's casting gains a reach of 30 feet, releasing slashes of razor sharp wind against foes beyond your normal reach; the weapon deals slashing damage when damaging targets beyond your normal reach.
For the duration, when you deal damage to a creature with the weapon used in the spell's casting, you can deal 1d4 slashing damage to up to two other creatures within 5 feet of the target as they are cut by the razor winds released by your attack.
Level 3
Gaseous Form Transmutation • Not Prepared • Action • Touch • 1 hour • V • S • Concentration
Spell Description:
A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the &Reference[prone apply=false] condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Last Synced: 09/04/2026, 11:36:48
World: Lands of Arda (Into the Spider's Web) Wednesday