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Wyn

12 Level (0/120000 XP for level-up) Soldier Background Human Race / Species / Heritage Miserable Alignment
Bard
Level 10
Hit Dice: 10/10
1d8+2 Class 1
Paladin
Level 2
Hit Dice: 2/2
1d10+2 Class 2

STR
13
+1
DEX
18
+4
CON
14
+2
INT
7
-2
WIS
12
+1
CHA
20
+5
89
Hit Points
+4
Initiative (DEX)
20
Armor Class (AC)
+4
Prof. Bonus
30/60/ (40 Swim)
Speed (walk/run/fly)
11
Passive Perception
5 / 5
Bardic Inspiration(1d8)
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+1 Strength
+8 Dexterity
+2 Constitution
-2 Intelligence
+1 Wisdom
+9 Charisma
saving throws
+8 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+7 Deception CHA
+0 History INT
+3 Insight WIS
+7 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+9 Performance CHA
+9 Persuasion CHA
+0 Religion INT
+6 Sleight of Hand DEX
+8 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Singing Rapier +9 DEX 1d8+4 piercing
 Finesse
Dagger +8 DEX 1d4+4 piercing
 Finesse, Light, Thrown (range 20/60)
Divine Smite +5 STR 2d8+1 Radiant
 plus 1d8 for each spell level higher than 1st, to a maximum of 5d8
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Vicious mockery +9 1 action 60ft Instant 1d4
 Notes:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Presdigination +9 1 action 10ft Concentration up to 1 hour
 Notes:This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Silvery barbs +9 1 reaction 60ft instant
 Notes:You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Command +9 1 action 60ft 1 round
 Notes: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. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. 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 falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Tasha's Hideous laughter +9 1 action 30ft Concentration up to a minute
 Notes:A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Healing Word +9 1 bonus action 60 ft 1d4+5 V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Command +9 1 action 60ft 1 round
 Notes: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. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. 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 falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Healing Word +9 1 bonus action 60 ft 1d4+5 + V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Command +9 1 action 60ft 1 round
 Notes: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. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. 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 falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Healing Word +9 1 bonus action 60 ft 1d4+5 + V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Military Rank
You have a military rank from your career as a soldier




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

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

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

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

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Shield Master
  • http://dnd5e.wikidot.com/feat:shield-master


  • Divine Sense
    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay on Hands
    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.

    Fighting Style
    Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

    • Defense. While you are wearing armor, you gain a +1 bonus to AC.


    Divine Smite
    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.


    College of Swords Featurs:
    Style: Dueling
    Blade flourish

    Bardic Inspiration (d8) Upgrade

    Font of Inspiration
    Regain all Inspiration at short rest.

    Countercharm

    Extra Attack

    Features & Traits
    an entertainer's pack, Harmonica, Leather armor,
    An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or a deck of cards, a set of common clothes, and a pouch

    150 Feet Hempen Rope, 50 Feet Silken Rope

    Mysterious Key (Sun)
    Mysterious Key (Moon)

    Singing Blade
    Weapon (rapier), uncommon
    A beautifully crafted elven rapier, this ceremonial weapon is traditionally used for special bardic performances involving dramatized fencing matches. The blade whistles melodically as it is swung, and its point makes a low ringing tone when scratched against hard surfaces.
    You gain a +1 bonus to attack and damage rolls made with this magic weapon.
    While swinging this weapon, you have advantage on Charisma (Performance) rolls.
    While scratching this weapon against a hard surface, you have advantage on Charisma (Intimidation) rolls.


    Laughing Tome
    Very Rare; Spellbook (Attuned)
    +1 to Spell Attack Roll
    While attuned to this spellbook; “Vicious Mockery” casted by this creature has a +3 to their Spell DC and deals an additional d4 of psychic damage
    Bonus Action vicious mockery

    Gauntlets of Ogre Power (UnAttuned):
    Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
    (Strenth before these was 13)

    Cloak of Protection (Attuned):
    AC + 1
    Saving throws + 1


    While wearing a Sage’s Signet, you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn.

    Mithral Chain Mail (16 AC) (Medium)

    Normal Shield (2 AC), un-equiped
    Boomerang Shield ( 2 AC), equipped

    Las-Pistol
    (Electricty-based gun)
    3d6 radiant damage
    After each attack roll, roll a d6, if you roll a 1, the gun explodes, being unusable and you take 2d10 radiant damage


    Grateful Friend
    Artifact Ring (Attuned)
    Creatures you use the “Help” action on gains an additional 1d6 to their next attack or ability roll
    After each turn, when a “Help” action was used, the wielder gains 20 tHP.


    Ring of Swimming
    Set swim speed to 40.

    Obsidian Carminica
    Rare; cutlass
    finesse
    2d6 slashing damage
    When you score a critical hit with this weapon, you heal half the damage rolled with that attack.

    Blutspitze (Rare)
    Weapon; rapier, firearm

    1d8 piercing damage 5 feet Trick; Finesse

    If you are proficient with a rapier, you are also proficient with this weapon in either form.
    As a bonus action, you can transform this weapon back and forth from a musket rifle:
    Loading; 1d10 piercing damage (30/110 ft reload 6
    Blooddrop Bullets: This weapon does not reload from normal bullets; the creature currently holding the weapon must bleed into the chamber of the rifle to regenerate it (Lose 10 Health, this cannot be reduced in anyway)

    Bone Ash Guantlets
    Rare, Desiccated, attunable, metal gloves (Attuned)
    Once per round, as a reaction to a melee attack made by a beast, the hunter can attempt to shoot the beast point-blank. The user can make an attack roll with a firearm they wield at a disadvantage. If they successfully hit the creature, that creature is stunned until the end of its turn and it cannot use reactions of the rest of the round.

    Bleeding Enmity
    Very rare wondrous item, attunable, desiccated (Attuned)
    A heart that seems to float around the attuned player. It weeps.
    The player gains two additional attunement slots. All creatures that do not have advanced magical sight or enough loss of sanity will see the wondrous item as an ioun stone.
    One of the attunement slots is to refund, and the other slot must be a wondrous item that can be placed on Bleeding Enmity

    Befouled Greatsword
    Very Rare, Greatsword, Attunable, Desiccated

    2d6 slashing damage
    Properties:Two-Handed

    Creatures attuned to this may instead use their [DEX] stat to use this weapon, and if their Strength or Dexterity (whichever they use to calculate attack/damage) is higher than 16, they become proficient in this weapon.

    Once per turn, a creature attuned to this may utilize two attack actions or the ability to perform an extra attack to make a single attack roll:
    If they successfully attack, they instead 4d6 slashing damage calculated using either DEX or STR, whichever is higher, and 2d6 slashing damage calculated using either DEX or STR, whichever is lesser.


    Bloodshield Armor
    Armor (Heavy) - Chainmail (16 AC), Uncommon

    The bloodstains on this armor are so thick they seem to reinforce it.

    Whenever you successfuly hit a creature within 5 feet of you with a melee attack, you gain a +1 bonus to your Armor Class until the start of your next turn. You can only benefit from this property once per round.


    Basilisk Goggles
    Wondrous Item (Head), Rare, Requires Attunement

    These stone goggles have a thick leather strap and quartz lenses.

    Once per day,you can cast the flesh to stone spell (save DC 12). Additionally, while wearing these goggles you’re immune to the gaze attacks of creatures such as medusas and basilisks.

    1 Alchemist’s Soul
    Wondrous Item, Legendary
    A small glass vial with a murky gas within it
    Consuming it increases your amount of attunable items by 2 (after calculating any attunement slot increase). The wearable limit is still a thing
    Consuming further than one of these will not have any effect.

    Aqua Mirror Shield
    Shield, Very Rare, Attunable

    +2 to your AC

    If a spell projectile that is 4th level or lower attempts to target you (must be able to target a creature), as a reaction, you can attempt to make a DEX saving throw with a -5 to “catch” the spell, countering it. If you fail at your DEX saving throw, the spell will continue as normal.
    As an action, you can re-release that spell as if you are the creature casting it. After releasing the spell, that spell disappears from the shield.

    Elphie's Blessing (Rose)

    1 Divine Coin

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 18, Platinum: 0 Money
    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Music Instruments: Voice,Lute,Harmonica

    Language: Common/elvish

    Paladin Multiclass Proficiencies :
    Light armor, medium armor, shields, simple weapons, martial weapons

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    Homebrew

    Rapier

    Weapon

    Uncommon

    Melee, Weapon, Martial, Light, Finesse, One-Handed   A 3ft-4ft, thin, tapered sword with a wide guard and extra weight in the handle for maximum control with the tip. Rapiers are prized as the pinnacle of finesse, and the ideal duelist weapon among fencers and warriors alike. Masters with this blade are truly the masters of the duel with unmatched reach, accuracy, deflection and parrying capability.   Puncture. If you are proficient with this weapon, you can make an attack that ignores the target's resistance to piercing damage. You can use this feature in accordance with your proficiency modifier per short rest.

    Type Damage Damage Range
    Martial Melee 1d8 Piercing 1 m

    Cost: 1.000.000 Eurodollar
    Weight: 1,5 kg

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Standard Human

    ability score increase: Your ability scores each increase by 1.
    age:
    Size: Medium
    speed: 30ft
    Languages: Common and one extra language
    parent race:

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Vicious Mockery

    0-level (Cantrip) Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Instantaneous
    You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
    At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
    Available for: Bard

    PHB

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 10 feet
    Components: V, S
    Duration: 1 hour
    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    At higher levels: At 5th Level. You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can dry any willing creature that you can see within range.
    At 11th Level. The spell has a range of 30 feet. You can light or snuff out any number of candles, torches, and small campfires within range simultaneously.
    At 17th Level. You can clean or soil an object no larger than 5 cubic feet and can chill, warm or flavor up to 5 cubic feet of nonliving material. You can also create a nonmagical trinket or illusory image that can fit in a 1-foot cube. The duration of all of your non-instantaneous effects increases up to 8 hours.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Level 1 Spells

    Strixhaven: A Curriculum of Chaos

    Silvery Barbs

    1-level Enchantment

    Range/Area: 60ft
    Components: Verbal
    Materials: E
    Attack/Save: None
    Damage/Effect: None
    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
    Available for: Bard, Sorcerer, Wizard

    PHB

    Healing Word

    1-level Evocation

    Casting Time: 1BA
    Range/Area: 60ft
    Components: V
    Duration: Instantaneous
    Damage/Effect: Healing
    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
    Available for: Artificer (Alchemist), Bard, Cleric, Druid

    Command

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal
    Duration: 1 round
    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. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

    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 falls prone and then ends its turn.

    Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At higher levels: When you cast this spell 2nd level or higher, you can affect one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.
    Available for: Cleric, Paladin

    Tasha's Hideous Laughter

    1-level Enchantment

    Range/Area: 30 ft
    Components: V, S, M
    Materials: Tiny Tarts and a Feather that is waved in the air
    Attack/Save: Wisdom Saving Throw
    A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Savng throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
      At the end of each of its turn, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
    Available for: Bard, Wizard

    SRD, pg. 231

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Self (30-Foot Radius)
    Components: V, S
    Duration: Concentration, Up to 10 minutes
    Damage/Effect: Detection
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Arcana Domain, Oath of the Watchers,

    Level 2 Spells

    SRD

    Invisibility

    2-level Illusion

    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: an eyelash encased in gum arabic
    Duration: 1 hour
    Attack/Save: None
    Damage/Effect: Invisible
    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

    Silence

    2-level Illusion

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 36 mètres
    Components: Verbal, Somatique
    Duration: Concentration, jusqu'à 10 minutes
    Pendant toute la durée du sort, aucun son ne peut se créer au sein d'une sphère de 6 mètres de rayon centrée sur un point de votre choix situé à portée, ni la traverser. Une créature ou un objet entièrement contenu dans la sphère sont immunisés contre les dégâts de tonnerre, et les créatures entièrement contenues dans la sphère sont sourdes. Il est impossible de lancer un sort à composante verbale dans la sphère.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Fenguinn.

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