Spellcasting Stats | Spellcasting Ability: | |
|---|---|---|
+4 | Spellcasting Modifier | Dex |
+16 | Spell Save DC | |
+8 | Spell Attack Bonus | |
Cantrips | |||||||
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Lvl | Name | Cast. Time | Range | Notes | Mat. | ||
0 | Light | 1A | Touch | Hit/DC: DEX 12 | C | R | M |
C | R | M | |||||
1st Level | Total Slots: 4 | 0/4 | ||||||
|---|---|---|---|---|---|---|---|---|
Name | Cast. Time | Range | DC | Duration | Notes | Mat. | ||
Hunter's Mark | 1BA | 90ft | --- | 1 Hour (C) | You choose a creature you can see within range and mystically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. | C 1 hour | R | M |
Protection from Good and Evil | 1A | Touch | --- | 10 Mins (C) | Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. | C 10 min | R | M |
Zephyr Strike | 1BA | Self | --- | 1 Min (C) | You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. | C 1 min | R | M |
2nd Level | Total Slots: 3 | 0/3 | |||||||
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Lvl | Name | Cast. Time | Range | DC | Duration | Notes | Mat. | ||
2 | Healing Spirit | 1BA | 60ft | --- | 1 min (C) | You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (5 times). After healing that number of times, the spirit disappears. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. | |||
2 | Hunter's Mark | 1BA | Touch | --- | 1 Hour (C) | You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. | C | R | M |
2 | Magic Weapon | 1BA | Touch | --- | 1 Hour | You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. | C | R | M |
2 | Pass Without Trace | 1A | Self | --- | 1 Hour (C) | You radiate a concealing aura in a 30-foot Emanation for the duration (1hr). While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. | C | R | M |
2 | Protection from Good and Evil | 1A | Touch | --- | 10 Mins (C) | (C) For 1 hour, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. | |||
2 | Zone of Truth | 1A | 60ft | CHR 16 | 10 Mins | You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends (10 mins), a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw (DC 16). On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. | |||
3rd Level | Total Slots: 2 | 0/2 | |||||||
|---|---|---|---|---|---|---|---|---|---|
Lvl | Name | Cast. Time | Range | DC | Duration | Notes | Mat. | ||
3 | Daylight | 1A | 60ft | --- | 1 Hour | For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled. | C | R | M |
3 | Magic Circle | 1A | 10ft | CHA 16 | 1 Hour | You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
| C | R | M |
3 | Healing Spirit | 1BA | 60ft | --- | 1 Min (C) | Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 2d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (5 times). After healing that number of times, the spirit disappears. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. | C | R | M |
3 | Hunter's Mark | 1BA | 90ft | --- | 8 hours (C) | C | R | M | |
3 | Magic Weapon | 1BA | Touch | --- | 1 Hour | You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +2 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. | |||
3 | Protection from Evil and Good | 1A | Touch | --- | 10 Mins (C) | ||||
3 | Zone of Truth | 1A | 60ft | CHA 16 | 10 Mins | ||||
4th Level | Total Slots: 3 | 3/3 | |||||
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Lvl | Name | Cast. Time | Range | Notes | Mat. | ||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
5th Level | Total Slots: 3 | 3/3 | |||||
|---|---|---|---|---|---|---|---|
Lvl | Name | Cast. Time | Range | Notes | Mat. | ||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
6th Level | Total Slots: 2 | 2/2 | |||||
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Lvl | Name | Cast. Time | Range | Notes | Mat. | ||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
7th Level | Total Slots: 2 | 2/2 | |||||
|---|---|---|---|---|---|---|---|
Lvl | Name | Cast. Time | Range | Notes | Mat. | ||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
8th Level | Total Slots: 1 | 1/1 | |||||
|---|---|---|---|---|---|---|---|
Lvl | Name | Cast. Time | Range | Notes | Mat. | ||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
9th Level | Total Slots: 1 | 1/1 | |||||
|---|---|---|---|---|---|---|---|
Lvl | Name | Cast. Time | Range | Notes | Mat. | ||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
C | R | M | |||||
