|
| +0 |
Strength
Modifier
|
|---|---|---|
|
| +2 |
Dexterity
Modifier
|
|
| +0 |
Constitution
Modifier
|
|
| +0 |
Intelligence
Modifier
|
|
| +4 |
Wisdom
Modifier
|
|
| +3 |
Charisma
Modifier
|
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| Save | Total | Mod | Prof | Item | Prof. Bonus | |
|---|---|---|---|---|---|---|
| Fortitude (CON) | 4 | 0 | 4 | 0 | 2 | |
| Reflex (DEX) | 6 | 2 | 4 | 0 | 2 | |
| Will (WIS) | 10 | 4 | 6 | 0 | 4 |
| U | T | E | M | L |
|---|---|---|---|---|
| +2 |
| U | T | E | M | L |
|---|---|---|---|---|
| +0 |
| Unarmed | Trained |
|---|---|
| Glaive | Trained |
| Dagger | 1d20+6 | 1d4 | Piercing |
|---|---|---|---|
| Light Mace | 1d20+5 | 1d4 | Blunt |
| Glaive | 1d20+3 | 1d8 | Slashing |
| Total | Prof. Mod | Att. Mod | Item Mod | Armor Mod | ||
|---|---|---|---|---|---|---|
| +2 | Acrobatics (dex) | 2 | 0 | 0 | ||
| +0 | Arcana (int) | 0 | 0 | |||
| +0 | Athlethics (str) | 0 | 0 | 0 | ||
| +0 | Crafting (int) | 0 | 0 | |||
| +3 | Deception (cha) | 3 | 0 | |||
| +7 | Diplomacy (cha) | 4 | 3 | 0 | ||
| +3 | Intimidation (cha) | 3 | 0 | |||
| +4 | Lore: scribing | 4 | +0 | 0 | ||
| +4 | Lore: shelyn | 4 | +0 | 0 | ||
| +8 | Medicine (wis) | 4 | 4 | 0 | ||
| +4 | Nature (wis) | 4 | 0 | |||
| +0 | Occultism (int) | 0 | 0 | |||
| +7 | Performance (cha) | 4 | 3 | 0 | ||
| +8 | Religion (wis) | 4 | 4 | 0 | ||
| +0 | Society (int) | 0 | 0 | |||
| +2 | Stealth (dex) | 2 | 0 | 0 | ||
| +4 | Survival (wis) | 4 | 0 | |||
| +2 | Thievery (dex) | 2 | 0 | 0 |
| Total | Key | Prof | |
|---|---|---|---|
| 8 | 4 | 4 |
| Total | Base | Key | Prof |
|---|---|---|---|
| 18 | 10 | 4 | 4 |
| Per Day | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
|---|---|---|---|---|---|---|---|---|---|---|
| Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Current |
Statblocks for your Feats and Ability.
Statblocks for your spells.
| Traditions | Components | |||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| divine | somatic verbal | |||||||||||||||||||||||
| Cast | Range | Target | Duration | Saving Throw | ||||||||||||||||||||
|
30 feet | 5-foot burst | Varies | Will | ||||||||||||||||||||
| Description | A deluge of paint or colorful illusions descend on the area, reflecting your personal creative specialty. Roll 1d4 to determine the color of the illusion. Each creature in the area must succeed at a Will save or take the effect listed on the table for the color.
|
|||||||||||||||||||||||
| Traditions | Components | |||
|---|---|---|---|---|
| divine | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
60 feet | 1 creature | Instant | - |
| Description | You unleash a beam of divine energy. Make a ranged spell attack against the target’s AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit). Heightened (+1) The damage increases by 1d4. |
|||
| Traditions | Components | |||
|---|---|---|---|---|
| divine occult primal | verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
30 feet | 1 creature | Until the start of your next turn | - |
| Description | You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. |
|||
| Traditions | Components | |||
|---|---|---|---|---|
| arcane divine occult primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
120 feet | - | Until your next daily preparations | - |
| Description | You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end. Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet). |
|||
| Traditions | Components | |||
|---|---|---|---|---|
| divine primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
30 feet | 1 dying creature | - | - |
| Description | Life energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points. |
|||
| Traditions | Components | |||
|---|---|---|---|---|
| arcane divine occult | material somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
- | - | 1 hour | - |
| Description | You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays for only you. It vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears. Heightened (5th) The instrument is instead a virtuoso handheld instrument. |
|||
| Traditions | Components | |||
|---|---|---|---|---|
| divine | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
30 feet | 1 creature that is undead or otherwise has void healing | - | basic Fortitude |
| Description | You demolish the target’s corrupted essence with energy from Creation’s Forge. You deal 2d6 vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d6. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage. |
|||
| Traditions | Components | |||
|---|---|---|---|---|
| divine occult | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
15 foot emanation | - | 1 minute | - |
| Description | Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation’s radius by 10 feet. Bless can counteract bane. |
|||
| Traditions | Components | |||
|---|---|---|---|---|
| arcane occult | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
15 foot cone | - | 1 or more rounds (see below) | Will |
| Description | You unleash a swirling multitude of colors that overwhelms creatures based on their Will saves. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute. Critical Failure The creature is stunned for 1 round and blinded for 1 minute. |
|||
| Traditions | Components | |||
|---|---|---|---|---|
| divine primal | ||||
| Cast | Range | Target | Duration | Saving Throw |
to |
Varies | 1 willing living creature or 1 undead creature | - | - |
| Description | You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. I ActionThe spell has a range of touch. 2 Actions The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8. 3 Actions You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. |
|||
| Traditions | Components | |||
|---|---|---|---|---|
| arcane divine occult primal | somatic verbal | |||
| Cast | Range | Target | Duration | Saving Throw |
|
Touch | 1 weapon that is unattended or wielded by a willing creature | 1 minute | - |
| Description | The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Heightened (6th) The weapon is +2 greater striking. Heightened (9th) The weapon is +3 major striking. |
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