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Level 1 Abilities & Spells

Level 1 Abilities

At level 1, gain the following abilities:  

Circle of Mortality

1st-level ability   At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   For you, Spare the Dying has a range of 30 feet, and you can cast it as a bonus action.  

Eyes of the Grave

1st-level ability   At 1st level, you gain the ability to occasionally sense the presence of undead (including undead race). As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Level 1 Spells

As your harbinger character levels up, you will gain a total of 5 level 1 spells that can be cast at the cost of 1 spell slot, provided you have the required consumable items. Once level 1 spells are selected, they cannot be changed. At level 1, gain 2 level 1 spell slots.   At level 1, select 2 spells from the list. At level 3, select 1 spell from the list. At level 5, select 1 spell from the list. At level 10, select 1 spell from the list. At level 16, select 1 spell from the list.  

Bane

1st-level enchantment   Casting Time: 1 Action Range: 30 feet Components: V, S, M (a drop of blood) Duration: 1 Minute   Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a D4 and subtract the number rolled from the attack roll or saving throw.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.  

Command

1st-level enchantment   Casting Time: 1 Action Range: 60 feet Components: V 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 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.  

Cure Wounds

1st-level evocation   Casting Time: 1 Action Range: Touch Components: V, S Duration: Instantaneous   A creature you touch regains a number of hit points equal to 1D8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1D8 for each slot level above 1st.  

Detect Evil and Good

1st-level divination   Casting Time: 1 Action Range: Self (30 feet, sphere) Components: V, S Duration: 10 Minutes   For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.   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.  

Entangle

1st-level conjuration   Casting Time: 1 Action Range: 90 feet (cube) Components: V, S Duration: 1 Minute   Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.  

False Life

1st-level necromancy   Casting Time: 1 Action Range: Self Components: V, S, M (a small amount of alcohol or distilled spirits) Duration: 1 Hour   Bolstering yourself with a necromantic facsimile of life, you gain 1D4 + 4 temporary hit points for the duration.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.  

Fog Cloud

1st-level conjuration   Casting Time: 1 Action Range: 120 feet (20 feet, sphere) Components: V, S Duration: 1 Hour   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.  

Guiding Bolt

1st-level evocation   Casting Time: 1 Action Range: 120 feet Components: V, S Duration: 1 Round   A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4D6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1D6 for each slot level above 1st.  

Heroism

1st-level enchantment   Casting Time: 1 Action Range: Touch Components: V, S Duration: 1 Minute   A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.  

Inflict Wounds

1st-level necromancy   Casting Time: 1 Action Range: Touch Components: V, S Duration: Instantaneous   Make a melee spell attack against a creature you can reach. On a hit, the target takes 3D10 necrotic damage.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1D10 for each slot level above 1st.  

Shield of Faith

1st-level abjuration   Casting Time: 1 Bonus Action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: 10 Minutes   Make a melee spell attack against a creature you can reach. On a hit, the target takes 3D10 necrotic damage.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1D10 for each slot level above 1st.  

Thunderwave

1st-level evocation   Casting Time: 1 Action Range: Self (15 feet, cube) Components: V, S Duration: Instantaneous   A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2D8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1D8 for each slot level above 1st.

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