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Zoey Lovejoy

5 Level (0/14000 XP for level-up) Criminal Background Tiefling Race / Species / Heritage Chaotic Neutral Alignment
Cleric
Level 5
Hit Dice: 2/5
1d8+1 Class 1

STR 10

+0

DEX 14

+2

CON 12

+1

INT 10

+0

WIS 16

+3

CHA 14

+2

29
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+1 Constitution
+0 Intelligence
+6 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+5 Deception CHA
+3 History INT
+3 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Push Dagger +5 DEX 1d4+2 piercing
 Finesse (use strength or dex mod for rolls), Thrown, 20/60
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Thaumaturgy Action 30 ft up to 1 minute V
 Notes: You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Guidance 1 Action Touch Concentration, up to 1 minute V, S
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Toll the Dead 1 Action 60 ft Instant 1d8 V, S
 Notes:You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Sacred Flame 1 Action 60 ft Instant 1d8 V, S
 Notes:Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Curse of Confusion 1 Action Touch Instant S
 Notes:The target develops amnesia, potentially forgetting short-term or long-term memories and becoming vulnerable to persuasion or deception attempts. (Victim needs to make con saving throw) (Once per long rest)
Curse of Hallucination 1 Action Touch Instant
 Notes:The target becomes trapped in their own mind, creating a twisted, warped reality of terror. This renders the target incapable of fighting and vulnerable to all attacks.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person 1 Action 30 ft 1 Hour V,S
 Notes:You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. 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. The creatures must be within 30 feet of each other when you target them.
Disguise Self 1 Action Self 1 Hour V,S
 Notes:You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Cure Wounds 1 Action Instant 1d8 + 3 V, S
 Notes: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.
Guiding Bolt +6 1 Action 120 ft 1 round 4d6 V, S
 Notes: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 the 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.
Inflict Wounds +6 1 Action Touch Instant 3d10 V, S
 Notes: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 1 Bonus Action 60 ft Concentration, up to 10 minutes V, S, M
 Notes:A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds 1 Action Instant 1d8 + 3 + V, S
 Notes: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.
Guiding Bolt +6 1 Action 120 ft 1 round 4d6 + V, S
 Notes: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 the 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.
Inflict Wounds +6 1 Action Touch Instant 3d10 + V, S
 Notes: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.
Pass Without Trace 1 Action Self Concentration, up to 1 hour V,S,M
 Notes:A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Hold Person 1 Action 60 ft Concentration, 1 minute V,S,M
 Notes:Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Aid 1 Action 30 ft 8 Hours V,S,M
 Notes:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Blindness/Deafness 1 Action 30 ft 1 Minute V
 Notes: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Prayer of Healing 10 minutes 30 ft Instanteous V
 Notes:Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Mirror Image 1 Action Self 1 Minute VS
 Notes:Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Hellish Rebuke (Tiefling racial ability) 1 Reaction 60 ft Instant VS
 Notes:You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds 1 Action Instant 1d8 + 3 + V, S
 Notes: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.
Guiding Bolt +6 1 Action 120 ft 1 round 4d6 + V, S
 Notes: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 the 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.
Inflict Wounds +6 1 Action Touch Instant 3d10 + V, S
 Notes: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.
Beacon of Hope 1 Action 30 ft Cocentration, up to 1 minute VS
 Notes:This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Sending 1 Action Unlimited 1 round VSM
 Notes:You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Blink 1 Action Self 1 minute VS
 Notes:Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
Dispel Magic 1 Action 120 ft Instataneous VS
 Notes: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At higher levels: You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

Cleric Feats


Hit Point Die: D8 per Cleric level

Hit Points at Level 1: 8 + Con. modifier

Hit Points per additional Cleric Level: D8 + your Con. modifier, or, 5 + your Con. modifier

Saving Throw Proficiencies: Wisdom, Charisma

Skill Proficiencies: Choose 2: History, Insight, Medicine, Persuasion, or Religion.

Weapon Proficiencies: Simple weapons

Armor Training: Light and Medium armor and Shields

Tiefling Feats


Darkvision - Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance - You have resistance to fire damage.

Infernal Legacy - You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Skill Proficiencies - Proficient in sleight of hand and deception.

Fear/Lust Tactic - Gain advantage in any skill check meant to instill fear or desire (straight men, gay women)

Negotiator - Gain advantage when negotiating payments.

Criminal Feats


Skill Proficiencies - Deception, Stealth
Tool Proficiencies - One type of gaming set (dice or card set), thieves kit

Features & Traits
Thieves Kit - This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
  • Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

  • Components- Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

  • History- Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

  • Investigation and Perception- You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

  • Set a Trap- Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

Crowbar - Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Dark common clothes and a hood
Belt pouch - 15 cp
Shield - AC +2 if used in equipment
Leather armor - AC 11 + Dex
Holy Symbol - Amulet
Explorer's Pack - a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope, 10 copper bits

Equipment Copper: 10025, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spell save DC - 8 + 2(prof bonus) + 3 (wisdom mod) = 13
Spell attack modifier - 2 (prof bonus)+3 (wisdom mod) = 5
4 prepared spells
Spellcasting
Common

Infernal
Sleight of hand and Deception
Light and Medium armor and Shields
History & Persuasion
Simple weapons
Deception and Stealth
Thieves Kit
Gaming kit (deck of cards)

Languages & Proficiencies
Confident -Zoey has gone through her life without many handouts and little guidance from others. It had given her confidence to be able to move on her own and act with a purpose. She is very self assured in her decision making and doesn’t hesitate in many scenarios.
Sociable - Even though Zoey can come off as a bit stuck up, she’d rather everyone just have fun with one another and get along. She doesn’t enjoy people who can’t take time to smell the roses and take a load off. Zoey isn’t afraid to talk for others for hours, it usually has to be something of interest. She will make it clear when she isn’t interested.

Conceited - Zoey will always make sure to tell others of her good looks and talents. She isn’t afraid to rub it in and use it as leverage against somebody else. She carries an aura of smugness to herself that can definitely turn people away from her. She sees it as confidence, but it is clearly her just being conceited. She will put others down for characteristics she frowns upon and usually has to be pushed to bend her ways.

Punctual - Zoey had learned that time slows for no one and being on time saves a lot of headaches. From this, Zoey is a very prepared person and rarely is ever late. Even for matters she has little interest in. She always wants to make a good impression whenever she can, it makes it easier for her to manipulate and take advantage of scenarios she may find herself in.

Impatient - With being a punctual person, she is also rather impatient. She will be quick to rush and urge others to hurry up or finish something. She is very persistent about this and has a hard time letting off. She expects everyone to be at her standards and it annoys her when they aren’t.

Greedy - Zoey had to share many things in her life and cause of this, she holds things very close to her and doesn’t enjoy sharing. She keeps a watchful eye over her possessions and goes ballistic if something is missing. When she does share things, she hovers the person borrowing it and is very persistent on it being given back to her in the same state it was originally.

Sleazy - The Tiefling isn't afraid to get down and dirty with who she wants and doesn't take much into consideration when doing so. She will get what she wants in whatever way she sees fit, even if it means getting her hands dirty. Thinking Zoey is above theft and other criminal activities is foolish. Zoey wants to be as slippery as possible so she can keep doing things her way.

Personality Traits
- David Pierce's wallet - had 10k copper bits and bank cards
-Copper Bits Satchel (25k copper bits)
Total currency: 10,025 copper bits
----------------------
35,025 copper bits
<span class="line-spacer d-block"> </span>

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Trickery Domain


Hit Points

Hit Dice: d8 per Trickery Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric

Proficiences

Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric

Subclass Options

Trickery Domain Spells

Cleric Level Spells
1stCharm Person, Disguise Self
3rdMirror Image, Pass Without Trace
5thBlink, Dispel Magic
7thDimension Door, Polymorph
9thDominate Person, Modify Memory
 

Blessing of the Trickster

At 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.  

Channel Divinity: Invoke Duplicity

Starting at 2nd level, as an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.   For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.  

Channel Divinity: Cloak of Shadows

Starting at 6th level, as an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.  

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Abbadon's Curse Tree

Tier 1 - (Levels 2-10)

  Curse of Restoration -The target's body becomes more reciprocated to healing effects. Any type of healing has x3 multiplier.   Curse of Hallucination - The target becomes trapped in their own mind, creating a twisted, warped reality of terror. This renders the target incapable of fighting and vulnerable to all attacks.   Curse of Plague - The target's body rejects any healing, vomiting any type of medicine.   Curse of Resilience - The target becomes immune to any types of poisoning and gains advantage on constitution saving throws.   Curse of Exhaustion - The target rapidly develops stages of exhaustion if they do not give into deep sleep.   Curse of Confusion - The target develops amnesia, potentially forgetting short-term or long-term memories and becoming vulnerable to persuasion or deception attempts.     Curse of Paranoia - The target suffers from a severe drop in confidence in their surroundings, fear overtaking them. This could lead to the target becoming feared into inaction or lashing out.   Curse of Repetition - The target is forced to repeat an action (ex: laughing, hiccuping, farting, squatting, etc)   Curse of Vertigo - The target sees double of their surroundings, causing disadvantage on all attacks and applying nausea.  

Tier 2 - (Levels 12+)

  Curse of Suffering - Deal a stacking d20+30 necrotic damage per action taken without ridding the curse, up to 8d20+30 necrotic damage.   Curse of Extraction - Siphon life force from the target for a passive 2d20 health back to you and your party each turn.   Curse of the Locust - Summon insects under the skin of the target, causing them to eat away at the target's organs for 1d100 passive damage per turn.    

Notes

all of these are subject to buffs just FYI but in general:   Range: melee, your finger tips must touch the target Timing: basically instanteneous, just takes a few seconds to channel Effect: this one will depend on the effect, but most effects will last until a long-rest or cured via exorcism or other cures Usage: Each curse takes a long rest to replenish Get a new curse every 2 levels                    
 

War Caster

The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

 
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

ability score increase: Your Intelligence score increases by 1, and your Charisma score increases by 2.
age: Tieflings mature at the same rate as humans but live a few years longer.
alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size: Medium
speed: 30 ft
Languages: Common, Infernal
race features:
Darkvision - Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Hellish Resistance - You have resistance to fire damage.   Infernal Legacy - You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Proficiencies - Proficient in sleight of hand and deception.   Fear/Lust Tactic - Gain advantage in any skill check meant to instill fear or desire (straight men, gay women)   Negotiator - Gain advantage when negotiating payments.   Scavenger - Gain advantage when searching for treasures.

Zoey's Demon Form

Large demon,
Armor Class: 16 (base AC+3)
Hit Points:
Speed:

STR

10 +0

DEX

14 +2

CON

16 +3

INT

10 +0

WIS

16 +3

CHA

10 +0

Actions

Claw Swipes - Strength mod to hit, 3d8+8 slashing damage. Two swipes per action allowed.   Demonic Roar - Target must pass a wisdom saving throw against your spell dc. On failure, they become feared.

Stat Swap - All modifiers under intelligence and charisma is siphoned to strength and constitution respectively. Lose the ability to speak, only grunts and roars.   Movement Speed - Increases by 10.   AC Bonus - Gain +3 AC   No cool-down,   Can curse in Demonic Form

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Abbadon's Curse Tree

Curse of Confusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: Touch
Components: Somatic
Duration: Until long rest or cured via exoricsm or other curses
Attack/Save: Con Save
Damage/Effect: None
The target develops amnesia, potentially forgetting short-term or long-term memories and becoming vulnerable to persuasion or deception attempts.
Can use once per long rest
Available for: ZOEY

Basic Rules, pg. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 60ft
Duration Instant
Components V, S

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric

D&D 5e PHB Page 272

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Cleric

Level 1 Spells

D&D 5e PHB Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

Player's Handbook

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V,S

You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

D&D 5e PHB Page 248

Guiding Bolt

1-level Evocation

Casting Time 1 action
Range 120 feet
Duration 1 round
Components V, S

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 the 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.

Class(es): Cleric

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

PHB pg 272

Sanctuary

1-level Abjuration

Casting Time 1 bonus action
Range 30 Feet
Duration 1 Minute
Components VSM
Materials A small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a  failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack casts a spell that affects an enemy, this spell ends.

Class(es): Cleric

Player's Handbook, pg. 223

Command

1-level Enchantment

Casting Time 1 Action
Range 60 ft
Duration 1 Round
Components V

Damage Type: None   Attack/Save Throw: WIS Save   Description: 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.

Class(es): Paladin

Basic Rules, pg. 250

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Healing   Saving Throws: None   Description: A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Alchemist

PHB 253

Inflict Wounds

1-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components VS

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.

Class(es): Cleric

PHB

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60 feet
Duration Concentration, Concentration, up to 10 minutes
Components V S M
Materials (a small parchment with a bit of holy text written on it)

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Class(es): Cleric, Paladin

Bonus AC+2

PHB

Bless

1-level Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 1 minute
Components V S M
Materials (a sprinkling of holy water)

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 nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Cleric, Paladin

Attack Roll or Saving Throw+ 1d4

Basic Rules , pg. 216

Bane

1-level Enchantment

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V, S, M
Materials A drop of blood.

Damage Type: Debuff   Saving Throws: Charisma   Description: 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.

Class(es): Bard, Cleric

Level 2 Spells

SRD

Pass Without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Available for: Druid, Ranger

Player's Handbook

Hold Person

2-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (a small, straight piece of iron)

Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

PHB

Aid

2-level Abjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Class(es): Artificer, Cleric, Paladin, Sorcerer (Divine Soul)

Basic Rules , pg. 219

Blindness/Deafness

2-level Necromancy

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V

Damage Type: Blinded   Saving Throws: Constitution   Description: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At higher levels:
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Bard, Cleric, Sorcerer, Wizard

PHB

Spiritual Weapon

2-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
Duration 1 minute
Components V S

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Class(es): Cleric

Bonus ActionMelee Spell AttackRange: 20 feet
1d8 + Spellcasting Ability ModifierForce Damage

PHB

Prayer of Healing

2-level Evocation

Casting Time 10 minutes
Range 30 feet
Duration Instantaneous
Components V

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Class(es): Cleric

Basic Rules , pg. 221

Calm Emotions

2-level Enchantment

Casting Time 1 action
Range 60 ft
Duration 1 minute
Components V, S

Damage Type: Charmed   Saving Throw: Charisma   Description: You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.   Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Class(es): Bard, Cleric, Sorcerer

Strixhaven

Borrowed Knowledge

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a book worth at least 25 gp
Duration: 1 hour
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Available for: Bard, Cleric, Warlock, Wizard

Mirror Image

2-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Minute
Components V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Basic Rules , pg. 250

Hellish Rebuke (Tiefling racial ability)

2-level Evocation

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components V, S

Racial Ability, available once per long rest
Does NOT use a spell slot
Damage Type: Fire   Saving Throws: Dexterity   Description: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.

Class(es): All

Abbadon's Curse Tree

Curse of Hallucination

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: Tough
Duration: Until long rest or cured via exoricsm or other curses
The target becomes trapped in their own mind, creating a twisted, warped reality of terror. This renders the target incapable of fighting and vulnerable to all attacks.
Available for: Zoey

Level 3 Spells

Basic Rules (2014)

Beacon of Hope

3-level Abjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: 1 minute (concentration)

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Available for: Cleric, Community Domain, Keeper Domain, Life Domain, Peach Domain, Oath of Devotion, Oath of the Harvest

PHB

Water Walk

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: A piece of cork
Duration: 1 hour
This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Available for: Artificer, Cleric, Druid, Ranger, Sorcerer

PHB

Sending

3-level Abjuration

Casting Time: 1 action
Range/Area: Unlimited
Components: Verbal, Somatic, Material
Materials: A short piece of fine copper wire
Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.   You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Available for: Bard, Cleric, Wizard

Acquisitions Incorporated

Motivational Speech

3-level Enchantment

Casting Time: 1 minute
Range/Area: 60 ft.
Components: V
Duration: 1 hour

You address allies and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Available for: Bard, Cleric

Player's Handbook (2024)

Blink

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute

Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.

You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.

Available for: Artificer, Sorcerer, Wizard, Shadow Domain, Trickery Domain, Circle of Shadows, The Archfey Patron, The Hexblade, The Great Fool, The Predator, The Many

Basic Rules (2014)

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 ft.
Components: V, S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At higher levels:

You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard, Arcana Domain, Trickery Domain, Inquisition Domain, Oath of Devotion, Oath of the Spelldrinker, Architect of Ruin

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