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O. H. M. Arment d. 8 in Dungeons & Dragons 5e

O. H. M. Arment d. 8

3 Level (0/2700 XP for level-up) Background Manikin: Custodian Race / Species / Heritage Lawful Neutral Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR 18

+4

DEX 10

+0

CON 14

+2

INT 6

-2

WIS 8

-1

CHA 14

+2

31
Hit Points
+0
Initiative (DEX)
20
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
15 / 15
Lay on hands
1 / 1
Channel Divinty
3 / 3
IQ Points
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+0 Dexterity
+4 Constitution
-2 Intelligence
-1 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
-1 Animal Handling WIS
-2 Arcana INT
+6 Athletics STR
+2 Deception CHA
-2 History INT
-1 Insight WIS
+4 Intimidation CHA
-2 Investigation INT
skills
-1 Medicine WIS
-2 Nature INT
-1 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
-2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +6 STR 1d6/1d8+4
 Versatile and Throwing
Glaive +6 STR 1d10+4
Greatsword +6 STR 2d6+4

SGttEH

Sanctified Partisan

Weapon (Shield)

Uncommon

Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the sanctified partisan is a spear and a shield. In its transformed state, the spear is sheathed by the shield, which retracts into a massive blade; the weapon becomes a glaive. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +2 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction. Transformed. This glaive doesn’t have the heavy property. When you hit with an attack using this weapon, as part of the attack, you can pierce the target, transform the weapon, and only pull out the spear. The shield remains in the target's body, impaling it. An impaled creature takes 1d4 slashing damage at the start of each of its turns, and its speed is reduced by 15 feet. To remove the shield, the impaled target can use its action to make a DC 12 Strength check. On a success, the shield is removed and falls at the target’s feet. If you are within 5 feet of the shield, you can use a bonus action to retrieve and don it.

Type Damage Damage Range
Martial Melee 1d10 None 10 feet


+6 STR
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire
Spectral Slash +4 1d8
Divine Smite] Touch Instantaneous 2d8 Verbal
 Notes:When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage.

Player's Handbook

Compelled Duel

1-level Enchantment

Casting Time: Bonus Action
Range/Area: 30 Feet
Components: Verbal
Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Available for: Paladin

Equipment Copper: 5, Silver: 9, Electrum: 0, Gold: 387, Platinum: 0 Money


™ & © 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

https://roll20.net/compendium/dnd5e/Items:Spear?expansion=33335

Spear

Weapon

Common

Properties

Thrown, Versatile

Mastery

Sap

Description


A spear is one of humanity’s oldest, most effective weapons, consisting of a long shaft (usually wood) with a sharp, pointed tip (stone, metal, or tempered steel) designed for thrusting or throwing. Used for hunting and war, spears provide superior range and armor penetration, with specialized types including lances, javelins, harpoons, and pikes.



Type Damage Damage Range
Simple Melee 1d6 / 1d8 Piercing 20/60 ft

Cost: 1 GP
Weight: 3 lb

Player's Handbook

Shield

Armor (Shield)

Common

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Type AC STR Req. Stealth Dis.
Shield 2 - No

Cost: 10 gp
Weight: 6 lbs

https://roll20.net/compendium/dnd5e/Items:Glaive?expansion=33335

Glaive

Weapon

Common

Properties

Heavy, Reach, Two-Handed

Mastery

Graze

Description


A glaive is a polearm consisting of a long shaft with a single-edged, cleaver-like blade on top, historically used by foot soldiers. It is also used to describe a broadsword or a thrown, bladed weapon. Synonyms include blade, saber, broadsword, or polearm.




Type Damage Damage Range
Martial Melee 1d10 Slashing

Cost: 20 GP
Weight: 6 lb

SGttEH

Sanctified Partisan

Weapon (Shield)

Uncommon

Trick Weapon. As a bonus action, you can switch between the transformed and untransformed states of this weapon. In its untransformed state, the sanctified partisan is a spear and a shield. In its transformed state, the spear is sheathed by the shield, which retracts into a massive blade; the weapon becomes a glaive. Untransformed. Using this pair of weapons together requires the spear to be held in one hand and the shield in the other. When you are targeted by a melee weapon attack, you can use your reaction to deflect with the shield, gaining a +2 bonus to AC against that attack. If the attack misses, you can immediately make a single melee weapon attack with the spear as part of the same reaction. Transformed. This glaive doesn’t have the heavy property. When you hit with an attack using this weapon, as part of the attack, you can pierce the target, transform the weapon, and only pull out the spear. The shield remains in the target's body, impaling it. An impaled creature takes 1d4 slashing damage at the start of each of its turns, and its speed is reduced by 15 feet. To remove the shield, the impaled target can use its action to make a DC 12 Strength check. On a success, the shield is removed and falls at the target’s feet. If you are within 5 feet of the shield, you can use a bonus action to retrieve and don it.

Type Damage Damage Range
Martial Melee 1d10 None 10 feet


The statblocks of your class features

Eldritch Hunt

Paladin: Oath of the Eldritch hunt

The Oath of the Eldritch Hunt is sworn to the eradication of the unnatural, the aberrant, and the alien. These hunters tread a fine line, enhancing themselves with their prey’s powers whilst trying to maintain their own sanity. Unfortunately, this frenzied hunger drives many to madness, and it is no rare occurrence for these paladins to have to hunt their own. This oath is found most frequently among paladins of the Radiant Order. Erroneously nicknamed grey templars, witch hunters, and knights aberrant, these oftdeformed warriors devote themselves to obliterating the scourge and its creations.

Tenets of the Eldritch Hunt:

  1. Resolve. Through willpower and tenacity, the strain of the hunt is endured; aching limbs and ailing minds are no reason to fall short.
  2. Respect. Take life only when doing so protects others. Kill only when necessary, lest the bloodshed enamour your soul and hunter becomes beast.
  3. Responsibility. Many rely on your talent to survive the
  4. moonlit nights. No matter the circumstances, do not fail them. Sacrifice your own body so that others can retain the sanctity of their own, untainted forms.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:

Oath Spells

You gain oath spells at the paladin levels listed:
Level 3: faerie fire, spectral slash
Level 5: moonbeam, hold person
Level 9: displacing maw spectral fury
Level 13: black tentacles, maiden of bones
Level 17: contact other plane, hold monster
class features:

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  

Hunt the Prey.

As a bonus action, you can call upon the sanctified hunt. You designate a creature within 60 feet of you as your prey, marking the target for 1 minute. As part of casting this channel divinity, and as a bonus action on subsequent turns, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the marked target. To teleport in this way, you must be able to see the marked target.  

Stolen Eldritch Gift.

As a bonus action, you use your channel divinity to enhance your body beyond your mortal limits. For 10 minutes, you can add your Charisma modifier to any Athletics, Acrobatics, and Perception checks that you make. Sharpened Senses   At 7th level, you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, within that range, no creature can hide from you.   At 18th level, this range increases to 30 feet. Find Weakness   At 15th level, you have learned to read your prey to find any flaws they might possess. When you deal damage to a creature, you learn any damage resistances, immunities, or vulnerabilities that it has. In addition, whenever you use your Hunt the Prey channel divinity, you can make a single weapon attack against the marked target when you reappear, as part of the same bonus action.   Perfect Hunter At 20th level, you are the embodiment of the eldritch hunt. None can get in the way of your kill. As a bonus action, you activate the power of the true hunter. For the next minute, you gain the following benefits:  
  • You become invisible.
  • You cannot be grappled, restrained, or paralyzed.
  • Your weapon attacks deal an extra 1d8 necrotic damage, which bypasses resistance.
  Once you use this feature, you can't use it again until you finish a long rest.
subclass options:

Paladin

hit dice: 10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail and a holy symbol
spellcasting:
Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.   Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier   Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.
class features:
Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.   Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Fighting Style Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.       . Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. I     Thrown Weapon Fighting (UA). You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.   Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   This feature has no effect on undead and constructs.   Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.   Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Martial Versatility (Optional) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.   Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.   Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.   Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
subclass options:
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.   Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.   If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.   Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.   When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.   Harness Divine Power (Optional) Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Arceiron Campaign Setting / Homebrew

Manikin

ability score increase:
age: As they are not alive, a Manikin does not age. However, their materials slowly lose their magic essence over time, meaning they will ultimately lose control over their entire body and turn back into inanimate objects.
alignment: Manikins are born from an outpouring of extreme emotion, into an inanimate doll. Most Manikins are "born" out of love, compassion and empathy, and are of good alignment. But there are occasions where they can be born from hostility, greed and lust, and will reflect those values.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages:
race features:

Size

Manikins can be small puppets or imposing armors. You are Medium or Small. You choose the size when you select this race.  

Constructed Life

You are made of inanimate material but have been given life and a soul, making you a living being for the purpose of all effects that require it. You are a Humanoid. You are also considered a Construct for any prerequisite or effect that requires you to be a Construct.  

Living Material

Manikins don’t need to eat, drink, or breathe. In addition their metallic mind is incorruptible, they have advantage on saving throws against madness.  

Lightning Heart

You have resistance to lightning damage.  

Born to Serve

Manikins are made to be unable to hate or resent their creators. This lapse in judgment affects you in all circumstances. You have disadvantage on Wisdom (Insight) checks.  

Mendable Body

Either by performing 2 hours of work with appropriate Artisan's tools or by using the mending cantrip, you can re-attach your lost limbs, as long as they have not been destroyed. If your limbs get permanently lost or destroyed, they can be replaced by spending 1 workweek of work with appropriate Artisan's tools as well as 50 sp of appropriate materials. Alternatively they can be replaced through the Regenerate spell, as normal. If your head or heart get permanently destroyed, they can not be replaced by any means short of a Wish or True Resurrection spell, as they contain the essence of your soul.  

Modular Plating

Your body can be upgraded with built-in defense layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.   Through 8 hours of work in a specialized workshop, you can alter your defensive layers to any armor type or back into your Unarmored state. To do so you require an undamaged armor of the type you want to upgrade your body with, with which you need to be proficient. By doing so, you gain the effects of wearing the armor (e.g. Armor Class, magical benefits or Disadvantage on Stealth checks), but the armor itself and therefore its weight becomes part of your body.   Unarmored. Your AC equals 11 + your Dexterity modifier.  

Subraces

Manikins can be created for a variety of purposes, but they are mostly divided into three subraces: Custodian, Handler and Thespian. Choose one of the available subraces.

Manikin: Custodian

ability score increase: Ability Score Increase. Your Constitution score increases by 2. Ability Score Increase. Your Strength score increases by 1.
age: As they are not alive, Manikins do not age. However, their materials slowly lose their magic essence over time, meaning they will ultimately lose control over their entire body and turn back into inanimate objects
Size: Medium
speed: 30ft
Languages: You can speak, read and write Common.
parent race:
sub races:

race features:
Careful Defender.Ā  Designed to protect, you are adept at throwing yourself in the way of harm to shield others. When a creature within 5 feet of you is targeted by an attack, you can use your reaction to jump in front of it. If the creature is willing, you switch places with it, becoming the target of the attack instead. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Powerful Build.Ā  You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Virtue

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V

You touch one creature, imbuing it with vitality. If the target has at least 1 hp, it gains a number of temp hp equal to 1d4+ your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Class(es): Cleric

Level 1 Spells

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid, Artificer

Eldritch Hunt

Spectral Slash

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 20ft
Components: Verbal, Somatic, Material
Materials: a melee weapon worth at least 1 sp
Duration: Instantaneous
Attack/Save: Spell Attack
Damage/Effect: Weapons Damage Type
You send forth a spectral copy of yourself to strike down your foe. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 1d8 damage of your weapon’s damage type. You can then use an action to move up to 20 feet in a straight line towards the target, streaking through a spectral trail, and take the Attack action against it. To use this action, you must attack with a melee weapon.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the range and distance you can move increase by 10 feet for each slot level above 1st.
Available for: Paladin, Ranger

Player's Handbook

Hunter's Mark

1-level Divination

Casting Time: Bonus Action
Range/Area: 90 Feet
Components: Somatic
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark 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.

Available for: Ranger

Player's Handbook (5.5e) 2024

Shield of Faith

1-level Abjuration

Casting Time: Bonus Action
Range/Area: 60'
Components: VSM
Materials: a prayer scroll
Duration: Up to 10 minutes (Concentration)

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

Available for: Cleric, Paladin

PHB'24 p.316

Shield of Faith

1-level Abjuration

Casting Time: Bonus Action
Range/Area: 60 feet
Components: Verbal, Somatic, Material
Materials: a small parchment with a bit of holy text written on it
Duration: Concentration, up to 10 minute
Damage/Effect: buff AC
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin, Tamer

Player's Handbook

Compelled Duel

1-level Enchantment

Casting Time: Bonus Action
Range/Area: 30 Feet
Components: Verbal
Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Available for: Paladin

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


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