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Heiro Eldowrin

13 Level (0/140000 XP for level-up) The Roundtable Syndicate Background Kalashtar Race / Species / Heritage Alignment
Cleric
Level 10
Hit Dice: 10/10
1d8+5 Class 1
Druid
Level 3
Hit Dice: 3/3
1d8+5 Class 2

STR
12
+1
DEX
15
+2
CON
20
+5
INT
14
+2
WIS
20
+5
CHA
11
+0
133
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
2 / 2
Channel Divinity
Spellcasting ...
+12 Attack mod
WIS Ability
+5 Abi Mod
20 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+1 Strength
+2 Dexterity
+5 Constitution
+2 Intelligence
+10 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+0 Deception CHA
+2 History INT
+10 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+10 Medicine WIS
+2 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+7 Stealth DEX
+10 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Spare the Dying Action 15 ft Instantaneous
 Notes:Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Eye Of Anubis +12 Action 60 ft Instantaneous 1d8
 Notes:A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can't take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Eye Of Ra +12 Action 60 ft Instantaneous 1d8
 Notes:A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Starry Wisp +12 Action 60 ft Instantaneous 1d8+7
 Notes:You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Frostbite +12 Action 60 ft Instantaneous 1d6+7
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mold Earth Action 30 feet Instantaneous or 1 hour
 Notes:You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Gust Action 30 feet Instantaneous
 Notes:You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Thorn Whip +12 Action 30 feet Instantaneous 1d6+7
 Notes:You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

Level 1 Spells 6 slots

NAME AB CAST RNG DUR DMG CMP #
Eye Of Anubis +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can't take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Eye Of Ra +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Cure Wounds +12 Action Touch Instantaneous 2d8+7
 Notes: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.
Healing Word +12 Bonus Action 60 ft Instantaneous 2d4+7
 Notes: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.
Shield of Faith +12 Bonus Action 60 ft Concentration/10 Minutes
 Notes:A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Guiding Bolt +12 Action 120 ft 1 round 4d6+7
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Starry Wisp +12 Action 60 ft Instantaneous 1d8+7 +
 Notes:You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Frostbite +12 Action 60 ft Instantaneous 1d6+7 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thorn Whip +12 Action 30 feet Instantaneous 1d6+7 +
 Notes:You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Psychedelics Action Self (60-foot radius) 1 round
 Notes:For a moment, the colors around you shift in a rainbow swirl, before coming to rest far from their original hues. Each creature you choose within range must make a Dexterity saving throw. On a failed save, a creature has disadvantage on attack rolls until the end of its next turn. Additionally, the colors of all creatures and objects you choose within range change randomly and remain brightly and unnaturally colored for 1 hour.
Thunderwave +12 Action Self Instantaneous 2d8+7
 Notes:You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
Entangle Action 90 feet Concentration, up to 1 minute
 Notes:Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Earth Tremor

Level 2 Spells 5 slots

NAME AB CAST RNG DUR DMG CMP #
Eye Of Anubis +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can't take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Eye Of Ra +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Cure Wounds +12 Action Touch Instantaneous 2d8+7 +
 Notes: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.
Healing Word +12 Bonus Action 60 ft Instantaneous 2d4+7 +
 Notes: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.
Guiding Bolt +12 Action 120 ft 1 round 4d6+7 +
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Warding Bond Action Touch 1 hour
 Notes:You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
Repulsor Ring Action 5 ft Concentration, up to 1 minute
 Notes:You outline a 5-foot diameter circle on the ground, which is warded against intruders. Only creatures you choose can step within the circle. Any ranged attack roll made against a target within the circle has disadvantage. If a hostile creature makes a melee attack against a target within the circle, the attacker is pushed back 10 feet immediately after the attack.
Starry Wisp +12 Action 60 ft Instantaneous 1d8+7 +
 Notes:You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Frostbite +12 Action 60 ft Instantaneous 1d6+7 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thorn Whip +12 Action 30 feet Instantaneous 1d6+7 +
 Notes:You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Thunderwave +12 Action Self Instantaneous 2d8+7 +
 Notes:You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Eye Of Anubis +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can't take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Eye Of Ra +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Cure Wounds +12 Action Touch Instantaneous 2d8+7 +
 Notes: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.
Healing Word +12 Bonus Action 60 ft Instantaneous 2d4+7 +
 Notes: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.
Guiding Bolt +12 Action 120 ft 1 round 4d6+7 +
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Starry Wisp +12 Action 60 ft Instantaneous 1d8+7 +
 Notes:You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Frostbite +12 Action 60 ft Instantaneous 1d6+7 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thorn Whip +12 Action 30 feet Instantaneous 1d6+7 +
 Notes:You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Thunderwave +12 Action Self Instantaneous 2d8+7 +
 Notes:You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Eye Of Anubis +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can't take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Eye Of Ra +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Cure Wounds +12 Action Touch Instantaneous 2d8+7 +
 Notes: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.
Healing Word +12 Bonus Action 60 ft Instantaneous 2d4+7 +
 Notes: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.
Guiding Bolt +12 Action 120 ft 1 round 4d6+7 +
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Starry Wisp +12 Action 60 ft Instantaneous 1d8+7 +
 Notes:You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Frostbite +12 Action 60 ft Instantaneous 1d6+7 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thorn Whip +12 Action 30 feet Instantaneous 1d6+7 +
 Notes:You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Thunderwave +12 Action Self Instantaneous 2d8+7 +
 Notes:You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Eye Of Anubis +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can't take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Eye Of Ra +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Cure Wounds +12 Action Touch Instantaneous 2d8+7 +
 Notes: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.
Healing Word +12 Bonus Action 60 ft Instantaneous 2d4+7 +
 Notes: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.
Guiding Bolt +12 Action 120 ft 1 round 4d6+7 +
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Starry Wisp +12 Action 60 ft Instantaneous 1d8+7 +
 Notes:You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Frostbite +12 Action 60 ft Instantaneous 1d6+7 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thorn Whip +12 Action 30 feet Instantaneous 1d6+7 +
 Notes:You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Thunderwave +12 Action Self Instantaneous 2d8+7 +
 Notes:You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Eye Of Anubis +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can't take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Eye Of Ra +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Cure Wounds +12 Action Touch Instantaneous 2d8+7 +
 Notes: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.
Healing Word +12 Bonus Action 60 ft Instantaneous 2d4+7 +
 Notes: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.
Guiding Bolt +12 Action 120 ft 1 round 4d6+7 +
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Starry Wisp +12 Action 60 ft Instantaneous 1d8+7 +
 Notes:You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Frostbite +12 Action 60 ft Instantaneous 1d6+7 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thorn Whip +12 Action 30 feet Instantaneous 1d6+7 +
 Notes:You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Thunderwave +12 Action Self Instantaneous 2d8+7 +
 Notes:You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Eye Of Anubis +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can't take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Eye Of Ra +12 Action 60 ft Instantaneous 1d8 +
 Notes:A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam's damage increases by 1d8 (2d8) when you reach 11th level, and your second beam's damage increases by 1d8 (2d8) when you reach 17th level.
Cure Wounds +12 Action Touch Instantaneous 2d8+7 +
 Notes: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.
Healing Word +12 Bonus Action 60 ft Instantaneous 2d4+7 +
 Notes: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.
Guiding Bolt +12 Action 120 ft 1 round 4d6+7 +
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Starry Wisp +12 Action 60 ft Instantaneous 1d8+7 +
 Notes:You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Frostbite +12 Action 60 ft Instantaneous 1d6+7 +
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thorn Whip +12 Action 30 feet Instantaneous 1d6+7 +
 Notes:You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Thunderwave +12 Action Self Instantaneous 2d8+7 +
 Notes:You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
Kalashtar

Dual Mind. You have advantage on all Wisdom saving throws.
Mental Discipline. You have resistance to psychic damage.

Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Severed from Dreams. Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.


Favorite Spell x 3 [Healing Word, Cure Wounds, Mass Healing Word]
VSS
Prerequisite: The ability to cast at least one spell, spellcasting ability of 15 or higher
You are so familiar with a mastered spell that you can cast it effortlessly and with aplomb. Choose a spell you can cast of 5th level or lower to be your favorite spell. You can take this feat multiple times, choosing a different favorite spell each time. You gain the following benefits:

When you cast your favorite spell, you can imbue it with a harmless but impressive visual effect of your choice, such as a shower of sparks or a flurry of illusory doves.
When you cast your favorite spell using a spell slot, you can treat it as if you cast it using a spell slot of one level higher, up to a maximum of 9th level.
Your favorite spell can't be counterspelled.
You can cast your favorite spell once at its lowest level without using a spell slot. Once you use this ability, you can't do so again until you finish a long rest.


Life Cleric [10 LVL]
Level 1: Divine Order
PHB'24 p70
You have dedicated yourself to one of the following sacred roles of your choice.

Protector
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Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.

Level 2: Channel Divinity
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You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

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 additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
Life Domain
PHB'24 p73
Soothe the Hurts of the World

The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.

Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.

Level 3: Life Domain Spells
PHB'24 p73
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Prepared Spells
3rd Aid, Bless, Cure Wounds, Lesser Restoration
5th Mass Healing Word, Revivify
7th Aura of Life, Death Ward
9th Greater Restoration, Mass Cure Wounds

Level 3: Disciple of Life
PHB'24 p73
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.

Level 3: Preserve Life
PHB'24 p73
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.


Shepherd Druid [3 LVL]
Level 1: Druidic
PHB'24 p80
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.

Level 1: Primal Order
PHB'24 p80
You have dedicated yourself to one of the following sacred roles of your choice.

Magician
PHB'24 p80
You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).


Level 3: Druid Subclass
PHB'24 p81
You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.

Features & Traits
Chain Mail
+2 Shield


Platinum Scarf
Wondrous item, legendary (requires attunement)
This scarf is made of sturdy cloth and covered in platinum-colored scales.

As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:

Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.

Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.

Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.

Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.


+2 Fate Dealer's Deck
Wondrous item, very rare (requires attunement by a cleric or paladin)
The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +2 bonus to spell attack rolls and to your spell save DC.

In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Quori, +1 langugae

Languages & Proficiencies
Round Table Syndicate
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Faction Boons
1st Level Boon; The Law of Equivalent Exchange
Your journey into the discipline of alchemy begins with its first and most immutable truth: to gain something, something of equal value must be lost. This is the world’s one true law, binding all things in balance. As your understanding deepens, you begin to perceive the fabric of the world not as fixed, but as something that—through sacrifice—can be reshaped. You gain proficiency in Alchemy Supplies.

In addition, you learn about your factions specialty: Fairy Tale Mutagens. These augment both spiritual and physical aspects of your being. Starting out, you can concoct an amount Fairy Tale Mutagens equal to your proficiency bonus each short or long rest. And you know the formulas of Fairy Tale Mutagens equal to double your proficiency bonus. However you only start out with knowing the Lesser Fairy Tale Mutagens, as your body needs to build up a tolerance to the whimsy nature of these Mutagens.

The list of Fairy Tale Mutagens can be found here: https://docs.google.com/document/d/155jN89qmOq5NfPdd5HhSlc89sW6xsQmkCVqFVFnxFiw/edit?usp=sharing

As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.

Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.

3rd Level Boon; Coal to Gold
Your body has begun to adapt to the strange and whimsical nature of fairy tale alchemy. The constant exposure to mutagenic compounds has refined your tolerance, allowing you to harness more potent concoctions. You may now craft and consume Moderate Fairy Tale Mutagens in addition to your existing options. In addition, you gain immunity to poison damage and the poisoned condition.

6th Level Boon; Becoming an Alchemical Knight
Your blood has grown accustomed to the chaos of your mutagens, no longer rejecting their adverse effects but bending them to your will. As a bonus action, you can suppress the negative side effect of one Fairy Tale Mutagen currently affecting you for 1 minute. Once you use this feature, you can’t do so again until you finish a long rest.

Alternatively, you may use this feature again before finishing a long rest, but doing so causes you to gain one level of exhaustion each time you do.

Additionally, your alchemical expertise deepens. You gain expertise with Alchemist’s Supplies, and you may now craft and consume Greater Fairy Tale Mutagens in addition to your existing options. When you prepare your Fairy Tale Mutagens, you may choose to forgo crafting one or more of them (up to half your proficiency bonus, rounded down) to instead brew potions of up to Rare rarity. These potions can be consumed by other creatures but become inert if not used by the end of your next short or long rest. However your craft is still not perfected, and any creature who drinks one of your crafted potions will gain one level of exhaustion after a minute.

10th Level Boon; To Gain Is To Sacrifice
Through relentless study and countless experiments, you’ve uncovered truths buried deep within alchemical lore—tales so ingrained, you speak them as though they were your own. You can now craft and consume Major Fairy Tale Mutagens, expanding your arsenal of transformation. Additionally, you can brew potions of up to Very Rare rarity.
-
Known Mutagens
=
Lesser Fairy Tale Mutagens
=
The Blind Prince [Prepared]
You gain resistance to bludgeoning, piercing, and slashing damage, as your body endures pain like a fabled monarch who ruled without sight.

However, your vision dims to a foggy blur. You can only see up to 5 feet around you, and anything beyond that is considered heavily obscured.
-
Moderate Fairy Tale Mutagens
=
The Sorcerers Apprentice
Flickering sparks of borrowed genius ignite within you. Your hands tremble with untamed potential, and the air dances with static when you move. Once per turn when you cast a cantrip, you can cast it twice (targeting the same or a different creature), using the same action.

However, the chaotic forces you’ve tapped into are volatile. At the start of each of your turns, you will trigger a Wild Magic Surge and you are unable to concentrate on spells.
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The Green Knight [Prepared]
Your flesh takes on the hue and resilience of verdant steel, echoing the chivalric endurance of the fabled knight who could not be felled. Your Armor Class increases by +4.

However, your body becomes unnaturally heavy, burdened by your newfound durability. Your carrying capacity is halved, and your movement speed is reduced by half, regardless of encumbrance or other effects.
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Greater Fairy Tale Mutagens
=
Alice In Wonderland
Your mind slips down the rabbit hole, spiraling through realms of impossibility and wonder. Logic bends, time folds, and your perception fractures into something terrifyingly brilliant. As an action, you can force one creature you can see within 30 feet to make a DC 16 Wisdom saving throw. On a failed save, they suffer from Short-Term Madness (roll from the table in the Dungeon Master's Guide) for 1 minute. You can use this feature a number of times equal to your proficiency bonus per long rest. In addition, you get 10ft of True Sight.

The journey never ends. While under this mutagens effects, you suffer from Long-Term Madness (roll from the table in the Dungeon Master's Guide) which persists until cured by greater restoration, wish, or similar magic, or flushing the mutagen out.
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King Arthur
The original king of all kings, the divine heir of nobility, and all knights follow you at your word. As a bonus action, you may choose a number of creatures within 30 feet of you equal to your proficiency bonus. Until the start of your next turn, each chosen creature adds 1d4 to one attack roll or saving throw of their choice. In addition, once per turn when you hit with a melee weapon attack, you gain advantage on your attack roll and can channel Divine Smite, dealing an additional 2d8 radiant damage, or 3d8 if the target is a fiend or undead. This does not require spell slots and counts as magical.

The crown is a beacon—and a burden. Hostile creatures prioritize you in combat if they can see or perceive you, and they gain advantage on their first attack roll against you. You cannot be hidden or invisible. In addition, you cannot benefit from the effects of the Sanctuary spell or similar effects that prevent you from being targeted.
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Lady of the Lake [Prepared]
You feel your body slowly submerge into a lake of mana, becoming one with ancient waters. You gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells. When you deal damage or restore hit points with a spell or spell-like effect, your magic becomes a surging tsunami. Roll a d6, on a 6 the die for the effect is doubled from that effect.

The tsunami leaves wreckage wherever you go. When you roll the d6, if it is a 1, the die amount is reduced by half instead(minimum 1, rounded down).
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Major Fairy Tale Mutagens
=
Mort, the Apprentice of Death
Your shadow resembles that of a large and glooming robe, and your touch rots life. When you hit a creature with a melee weapon attack, you may choose to reduce that creature’s hit points to 0 until the end of the current turn—as though they had truly died. This effect can only target a creature once per turn. At the end of the turn, the creature's hit points are restored to what they were before the attack. The creature must then succeed on a DC 19 Wisdom saving throw, or become stunned until the end of its next turn as it reels from its brush with death.

Death is a heavy tax. You must pay it with interest. And the taxman always gets his due. Each time you invoke this effect, you must immediately make a Death Saving Throw. These saving throws accumulate and do not reset until you finish a long rest or die.
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Baba Yaga
The Roundtable Syndicate’s attempt to capture the infamous Baba Yaga ended in failure. All they recovered from her shifting, swamp-laden domain was a single gnarled apple tree. As an action, you can produce a magical apple out of thin air. This apple can possess whatever appearance you wish, be that a ruby red coloration, a golden skin, or the appearance of crystal. On your turn, you can use your action to eat the apple, granting you the following benefits for 1 minute:
You immediately regain 50 hit points and end any conditions, diseases, or curses affecting you.
You gain resistance to all damage types for the duration.
You gain access to Witchcraft—you can cast Bestow Curse at 9th level at will, without expending a spell slot. When you do so, the target has disadvantage on the saving throw (DC 19 Wisdom).

However, the apple is suffused with your insidious magic. If a creature other than yourself eats the apple, it doesn't gain any benefits and instead must make a Wisdom saving throw with disadvantage. On a failed save, the creature becomes poisoned for up to 24 hours. For each round the creature is poisoned, it loses 4d8 hit points. This loss can't be reduced or avoided. If this reduction causes the creature to drop to 0 hit points, the creature instead drops to 1 hit point and falls into a catatonic sleep, remaining unconscious for up to 7 days. A remove curse spell or similar magic can awaken this creature early.

The apple shrivels and becomes non-magical if it isn't eaten within 24 hours. Once you produce a magical apple, you can't produce another one until you retake this mutagen.

Yet even you are not spared the tree’s curse. When the apple’s effects end, you fall into an unnatural slumber for 1 day. You cannot be awakened except by Wish or True Love’s Kiss. Additionally, while under the effects of this mutagen, your appearance shifts to resemble that of an aged crone or hag, and animals instinctively fear you—becoming hostile or avoiding you entirely.
-
Monkey's Paw [Prepared]
Your hand sprouts an extra, gnarled finger, and an unsettling compulsion overtakes you—make a Wish. The moment you inject this mutagen, your action is consumed as you involuntarily cast the Wish spell, laced with a cruel and unforeseen twist. Once the wish is made, the new finger blackens, curls, and crumbles to ash.

Spellcasting: You are able to cast any 8th level or lower spell as an action. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect. However, the finger curls and an NPC of the DMs choice also gains the ability to cast this spell. You don't know the identity of this NPC until they or someone else reveals it.

Object Creation: You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. However, the finger curls and all forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master's Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this mutagen also disappears.

Instant Health: You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell. However, the finger curls and all affected creatures, including yourself, become unable to regain hit points by any means for the next 24 hours.

Resistance: You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance lasts for 1 hour. However, the finger curls and all affected creatures gain vulnerability to one damage type that the DM chooses, this duration is 24 hours.

Sudden Learning: You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features, this swap lasts for 1 hour and then your feat reverts to what it was. However, the finger curls and you are unable to benefit from any other feat while this effect is active.

Roll Redo: You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll. However, the finger curls and an NPC of the DMs choice may either automatically succeed on a saving throw of their choice, or choose a moment when you automatically fail a saving throw. This effect can be used at any time by the NPC, even retroactively.

Reshape Reality: You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong—except that this time, it will always go wrong. The wish always comes true, and it always goes awry. The effects of the Wish are absolute and cannot be avoided, negated, undone, or countered by any means—magical or divine. The rules of the world bend for no one. Upon using Reshape Reality, you seemingly forget this part of the formula for future concoctions and are unable to use it ever again.
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The Holy Grail (Major) [Prepared]
Infused with divine golden flakes from the fabled Holy Grail, your body and spirit are momentarily perfected. One ability score of your choice increases by 8, to a maximum of 30.

However, such perfection comes at a cost. The overwhelming presence of divinity muddles your connection to mortal concerns. You have disadvantage on all ability checks, and initiative rolls while under the effects of this mutagen. During the duration of this Fairy Tale Mutagen, the DM has the discretion to choose that you automatically fail one saving throw of the related Ability Score and you no longer benefit from advantage from D20 Tests to the related Ability Score.

Notes
Cards Against The Forces of Evil
*Wonderous Item*
*Legendary Item - Attunement*

*Forged from the petrified essence of magical fauna, each card is a shard of wilderness frozen into jagged stone, as though kissed by the gaze of a Basilisk. Their edges are rough, yet each face has been painstakingly carved—depicting Sovereigns, Gods, and the silent struggle between Mortality and Immortality. Every card bears a duality, a reflection of creation and undoing, of succor and ruin. They are said to have been fashioned by an Undead Frozen Dwarf, Raphael Deliro Stoneblood, whose legacy endures only in this paradoxical deck.*

__Ancient Duels From Beyond Time: __ At the start of each of your turns, you may draw one card from your deck. Roll a 1d2, this will decide if you receive an Upright(1) or Reversed(2) card. After that, roll a 1d6, as this will decide what card you are given. To maintain the cards effect, you must expend a bonus action and not draw an additional card, otherwise they end at the start of your next turn.

__King of Prosperity/Queen of the Conquered(1-2)__
Upright: You gain a regal Emanation of 15 feet. You and creatures of your choice within this emanation of you gain 2d8 stacking temporary hit points at the start of each of their turns or the first time they enter the emanation.

At the end of your turn, you can choose to end this effect early. When this effect ends, you and all creatures of your choice gain the benefits of Bless until the end of your next turn, and each creature regains hit points equal to the amount of temporary hit points they had gained by this effect.

Reversed: Creatures of your choice within 15 feet of you inside the Emanation suffer the effects of Bane.

At the end of your turn, you can choose to end this effect early. When this effect ends, all creatures suffer psychic damage equal to three times the total amount that was subtracted from their rolls by this effect.

__Jack of Dignity/Ace of the Revered(3-4)__
Upright: Choose an amount of creatures within 15 feet of yourself equal to your half of proficiency bonus(rounded down), their AC is increased by 1. This amount increases each turn you maintain this effect, to a maximum of 5 times.

At the end of your turn, you can choose to end this effect early. When this effect ends, all creatures lose this additional AC but instead gain an additional modifier to their melee attack rolls and damage rolls until the end of their next turn equal to the amount of AC they had gained from this feature.

Reversed: Choose an amount of creatures within 15 feet of yourself equal to your proficiency bonus have their AC reduced by 1. This amount increases each turn you maintain this effect, to a maximum of 5 times.

At the end of your turn, you can choose to end this effect early. When this effect ends, their AC is returned to normal, however they take a reduction to all saving throws they make until the end of your next turn, an amount equal to their reduced AC from this effect.

__Bishop of Benevolence/Joker of the Discourse(5-6)__
Upright: Choose a creature within 15 feet of yourself, as you designate them as your Knight. Whenever you would regain hit points, take damage or suffer a condition, you may instead choose to delegate those effects to your Knight.

At the end of your turn, you can choose to end this effect early. When this effect ends, your Knight is repaid and gains the effects of the Haste spell until the end of their next turn.

Reversed: Choose a creature within 15 feet of yourself, designating them as your Fool. Whenever they would regain hit points, gain a beneficial condition, or receive a similar effect, you may instead choose to delegate those benefits to yourself.

At the end of your turn, you may end this effect early. When it ends, your Fool is wracked with the cost of their service, becoming stunned until the end of their next turn as spectral chains of discourse bind them.

Cards Against The Forces of Evil


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Mystiere.

Statblock Type

Character Sheet (latest)

Link/Embed