| +0 |
Str
Modifier
|
Strength
Score
|
10 |
---|---|---|---|---|
| +0 |
Dex
Modifier
|
Dexterity
Score
|
10 |
| +2 |
Con
Modifier
|
Constitution
Score
|
14 |
| +4 |
Int
Modifier
|
Intelligence
Score
|
18 |
| +2 |
Wis
Modifier
|
Wisdom
Score
|
14 |
| +4 |
Cha
Modifier
|
Charisma
Score
|
19 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+2 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
Save | Total | Mod | Prof | Item | Prof. Bonus | |
---|---|---|---|---|---|---|
Fortitude (CON) | 2 | 2 | 0 | 0 | 0 | |
Reflex (DEX) | 0 | 0 | 0 | 0 | 0 | |
Will (WIS) | 2 | 2 | 0 | 0 | 0 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
U | T | E | M | L |
---|---|---|---|---|
+0 |
Total | Prof. Mod | Ability Mod | Item Mod | Armor Mod | ||
---|---|---|---|---|---|---|
+8 | Acrobatics (dex) | 8 | 0 | 0 | ||
+14 | Arcana (int) | 10 | 4 | 0 | ||
+8 | Athlethics (str) | 8 | 0 | 0 | ||
+4 | Crafting (int) | 4 | 0 | |||
+4 | Deception (cha) | 4 | 0 | |||
+14 | Diplomacy (cha) | 10 | 4 | 0 | ||
+12 | Intimidation (cha) | 8 | 4 | 0 | ||
+12 | Lore: academia | 0 | 12 | 0 | ||
+2 | Medicine (wis) | 2 | 0 | |||
+2 | Nature (wis) | 2 | 0 | |||
+4 | Occultism (int) | 4 | 0 | |||
+4 | Performance (cha) | 4 | 0 | |||
+12 | Religion (wis) | 8 | 2 | 2 | ||
+12 | Society (int) | 8 | 4 | 0 | ||
+0 | Stealth (dex) | 0 | 0 | |||
+2 | Survival (wis) | 2 | 0 | |||
+0 | Thievery (dex) | 0 | 0 |
Total | Key | Prof | |
---|---|---|---|
0 | 0 | 0 |
Total | Base | Key | Prof |
---|---|---|---|
10 | 10 | 0 | 0 |
Per Day | 4 | 4 | 3 | |||||||
---|---|---|---|---|---|---|---|---|---|---|
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Current |
Statblocks for your Feats and Ability.
Statblocks for your spells.
Traditions | Components | |||
---|---|---|---|---|
somatic | ||||
Cast | Range | Target | Duration | Saving Throw |
1 action | touch | 1 living creature touched | 1 minute | Will |
Description | You instill within a creature the touch of the grave. For the duration, harm spells treat the creature as undead and heal spells treat the creature as living. In addition, harm spells gain a +2 status bonus to the Hit Points restored to the target. If the target wishes to avoid the spell, it can attempt a Will save to reduce the effects. Critical Success The target is unaffected. Success The target heals half as much from heal and takes half as much damage from harm for 1 round. Failure Effects as described in the text. Heightened (+1) The status bonus to the Hit Points restored increases by 2. |
Traditions | Components | |||
---|---|---|---|---|
divine primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
- | 30 feet | 1 dying creature | - | - |
Description | Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | 10 feet | 1 object (cook, lift or tidy only) | Sustained | - |
Description | The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult | verbal | |||
Cast | Range | Target | Duration | Saving Throw |
1 action | - | - | until the start of your next turn | - |
Description | You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell. SHIELD ACTIONS The shield spell works like a raised shield, and it also gives you the ability to use the Shield Block reaction. SHIELD BLOCK (Reaction) Trigger While you have your shield raised, you take damage from a physical attack. You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Heightened (3rd) The shield has Hardness 10. Heightened (5th) The shield has Hardness 15. Heightened (7th) The shield has Hardness 20. Heightened (9th) The shield has Hardness 25. |
Traditions | Components | |||
---|---|---|---|---|
arcane divine occult primal | somatic verbal | |||
Cast | Range | Target | Duration | Saving Throw |
2 actions | Area 30 foot emanation | - | - | - |
Description | You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the school of magic for the highestlevel effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). |