Cantrips & Prepared Spells

Spellcasting Stats



Spellcasting Ability:

+4

Spellcasting Modifier

Dex

+16

Spell Save DC

+8

Spell Attack Bonus

Cantrips

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

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.

  • The creature has disadvantage on attack rolls against targets within the cylinder.

  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

  • When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

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

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

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


Health
49/49
Temporary Hit Points
0/10
Hit Dic
7/7
Epic Feat
1/1
Plot Point
0/1
Spell Slots
4/4
Spell Slots
3/3
Spell Slots
4/4
Spell Slots
3/3
Spell Slots
3/3
Spell Slots
2/2
Spell Slots
2/2
Spell Slots
1/1
Spell Slots
1/1