Prepared spells: 5

Spell save DC: 14

Spell Attack modifier: 6

1st Level

  • Max uses: 3

  • Uses left: 3

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to 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. M (a sprinkling of holy water).


A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. M (a small parchment with a bit of holy text written on it)


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.


The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.


The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.



1d4 on attack rolls & saving throws.


+2 to AC


  • a one-word command

  • No effect on Undead

  • No harmful commands


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2nd Level

  • Max uses:

  • Uses left:
















3th Level

  • Max uses:

  • Uses left:

















Hitpoints: 29

Current HP: 29

Temp HP: 0

AC: 17

Hit Dice: 3 / 3d10

Hit Dice Left: 1d10 / 1d10 / 1d10

Initiative: 1d20

Alignment: Lawfull Neutral

Alcohol score: 2


Movement

Walking Speed: 30 ft

Climbing speed: 15 ft

Swimming speed: 15 ft

Crawling speed: 15 ft


Jumping

Long jump: 16 ft.

High jump: 6 ft.

Languages: Common,
Undercommon,
Halfling

Armor: All armor, Shields

Weapons: Simple Weapons,
Martial Weapons

Tools:

Other: Dice set

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