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Hashimoto Youka

6 Level (21175/23000 XP for level-up) Spirit Medium Background Kitsune (Zenko) Race / Species / Heritage Neutral Alignment
Onmyouji
Level 5
Hit Dice: 5/5
1d8+3 Class 1
Cleric (Trickster Domain)
Level 1
Hit Dice: 1/1
1d8+3 Class 2

STR
14
+2
DEX
20
+5
CON
16
+3
INT
20
+5
WIS
20
+5
CHA
20
+5
54
Hit Points
+5
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
18
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+5 Dexterity
+3 Constitution
+5 Intelligence
+8 Wisdom
+8 Charisma
saving throws
+8 Acrobatics DEX
+5 Animal Handling WIS
+5 Arcana INT
+2 Athletics STR
+8 Deception CHA
+5 History INT
+5 Insight WIS
+5 Intimidation CHA
+5 Investigation INT
skills
+8 Medicine WIS
+5 Nature INT
+8 Perception WIS
+5 Performance CHA
+8 Persuasion CHA
+8 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
White fox with a black "mask" and black accents in fur. Gold colour eyes, often dressed in a silk robe.

Bureau of Spiritualism

Magical Tails Feat:


Starting at level four, you gain an extra tail and another tail every four levels after. With each new tail, you gain one new spell that can be cast once, a long rest being required to cast again. When you gain a new tail, you gain a spell of that level as shown on the Kitsune tail table above.
While this feat will only gain you magic for five tails through leveling, as with the Faerie tails trait your DM may award you extra tails at their discretion. Such as through Enlightening, uplifting, incredible or even distressing/traumatic events. As said earlier, upon gaining a new tail you may choose a spell of corresponding level, it must be either from the Illusion, enchantment or transmutation schools.

Tail Count: 1 tails

1st level: Feather Fall
2nd level: Invisibility (gone)

Feature: Spirit Sense


You can detect a trace left on an area from undead creatures. This does not tell you what kind of undead, CR, or any other details aside from the fact that they have been through or in that area recently (within the day). Additionally, you can tell if someone you’ve spoken or seen the face of has a history of dealing with undead or experienced a recent death in their social circle or family.

Kitsune Divinity


At level 1 you are able to use the dancing lights cantrip. Once you reach 3rd level, you can cast the Color spray spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Calm Emotions spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Master Archer


Prerequisites: Dexterity 13 or higher
You have honed your skills with the bow to a point of perfection.
You gain 5 archery points, which allow you to improve your ranged attack in a variety of ways. These points are regained when you finish a long rest.

Aimed Shot
When you would have disadvantage on a attack roll with a ranged weapon against a creature, you may spend 1 archery point to cancel the disadvantage for that roll.

Piercing Shot
When you hit a creature with a ranged weapon, you may spend 1 archery point to make the attack deal 1d8 additional damage.

Quick Shot
When you take the Attack action, you may spend 2 archery points to make an additional ranged weapon attack as a bonus action.

Soul Sight


I can now see souls, and bring Hitodama with me where I go.

Features & Traits
A holy symbol, a flask of holy water, a silver mirror,10 candles, a matchbox, a ritual ceremonial accessory, An inkwell that makes one a little nauseous when staring at it

Weapons:

  • Quarterstaff

  • Dagger

  • Longbow


Scholar's Pack:

  • Backpack

  • Book of lore

  • Bottle of ink

  • Ink Pen

  • 10 sheets of Parchment

  • Little bag of sand

  • Small knife


Set of Ofuda (Spellcasting Focus)
Stone that grants +2 to intelligence
Paper Scrolls: Glyph of Warding, Darkness
600GP worth of Diamonds

Bolt of Paper
Ink and Yatate (Caligraphy Pen)
Blank Journal
Mortar and Pestle

Wind Fan, Wondeous Item
-While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Equipment Copper: 299, Silver: 1000, Electrum: 0, Gold: 485, Platinum: 30 Money

Languages:



  • Common

  • Celestial

  • Sylvan

  • Vulpine

  • Braile (rw)



Proficiencies:



Weapons:

  • Quarterstaffs

  • Daggers

  • Darts

  • Slings

  • Long Bows

  • Light Armour

  • Medium Armour

  • Shields


Tools:

  • Calligrapher's Tools

  • Herbalism Kit



Languages & Proficiencies
If I ever get a gut feeling about someone, I trust it wholeheartedly

Personality Traits
Society at large is too close minded to try and understand what I do, but I’ll make them see. (Chaotic)
My job is to help keep a cosmic peace and resolve any supernatural dangers. (Lawful)

Ideals
I’m an unusually sympathetic person, I feel the emotions of others keenly.

Bonds
I refuse to accept that someone could ever just be gone for good.

Flaws
Kitsune Trickery- Red tiefling form

Default form is now fox form.

Special connection between Braile and Wax, in regards to clerical spells at least (fml for being too tired to remember the specifics already)

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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

DnD 5e PHB

Longbow

Weapon

Common

Ammunition, Heavy, Two-Handed

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600 ft

Cost: 50gp
Weight: 2 lb

DnD 5e PHB

Quarterstaff

Weapon

Common

Versatile

Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Bludgeoning 5 ft

Cost: 2sp
Weight: 4 lb

DnD 5e PHB

Dagger

Weapon

Common

Finesse, light, thrown

Finesse
When making an attack with a finesse weapon, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft

Cost: 2gp
Weight: 1 lb

The statblocks of your class features

https://www.gmbinder.com/share/-LeDwmEjrfIHcfmSyAlU

Onmyoji

Clad in ornate silk robes, a dignified Tiefling woman strides about the center of a meeting room. Her passionate oration carries powerfully far into the back rows of the assembled diplomats. Each word cuts with fine logic, yet far more powerful is the movement of the hearts of those assembled. These nations WILL know peace, and through her words they shall find it. Arrows and spells fly back and forth across the sanctified grounds of the shrine, and a dwarven male remains still. An arrow sent arcing towards his form is rebounded and shattered as it passes over the thin boundry of paper seals planted around him in a small circle. The shrine's guardians begin to fall around him, but it is not too late. His eyes open, golden light pouring forth in ribbons of light. He has beseeched the kami of the shrine for aid, and these intruders have earned its wrath.   A Tabaxi is beset by a pair of assassins, with a single motion of her wrist a paper sheet is launched, adhering to the chest of one of her unfortunate assailants. He hardly has time to consider his actions before the ofuda erupts in a massive conflagration, reducing the assassin to blackened ash, the second assassin being thrown from their feet by the blast. He reaches for his blade, yet his arm is stomped to the ground by an ogre shikigami. The Tabaxi approaches the pinned assassin, the corners of her mouth lifting in a subtle grin. "Before we continue, I've an offer to give..."
hit dice: 1d8 per Onmyoji level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Onmyoji level after 1st
armor proficiencies: None
weapon proficiencies: Quarterstaffs, Daggers, Darts, Slings, Long Bows
tools: Calligrapher's tools
saving throws: Charisma, Wisdom
skills: Choose three from the following: Deception, Intimidation, Performance, Persuasion, Arcana, Sleight of Hand, History, Religion, Insight, Medicine, Perception
starting equipment:
You start with the following equipment, in addition to the equipment granted to you by your background

  • (a) a quarterstaff and a dagger

  • (a) A longbow and a quiver of 20 arrows

  • (a) a scholar's pack or (b) a diplomat's Pack

  • (a) a set of ofuda to use as a spell focus


spellcasting:
Level Proficiency Bonus Features Cantrips known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Spiritual Defense 3 2
2 +2 Arcane Bureau, Bureau Feature 4 3
3 +2 Kami's Tongue, Shikigami 4 4 2
4 +2 Ability Score Improvement, Force of Personality 5 4 3
5 +3 Paper Spell 5 4 3 2
6 +3 Bureau Feature 5 4 4 3
7 +3 5 4 3 3 1
8 +3 Ability Score Improvement 5 4 3 3 2
9 +4 5 4 3 3 3 1
10 +4 Bureau Feature 6 4 3 3 3 2
11 +4 Barrier Master 6 4 3 3 3 2 1
12 +4 Ability Score Improvement 6 4 3 3 3 2 1
13 +5 Arcana Expert 6 4 3 3 3 2 1 1
14 +5 Bureau Feature 6 4 3 3 3 2 1 1
15 +5 6 4 3 3 3 2 1 1 1
16 +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17 +6 Bureau Feature 6 4 3 3 3 2 1 1 1 1
18 +6 Seemless Scrying 6 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20 +6 Paper Spell Mastery 6 4 3 3 3 3 2 2 1 1

Cantrips

You know three cantrips of your choice from the onmyoji spell list. You learn additional onmyoi cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Onmyoji table.  

Preparing and casting Spells

The Onmyoji table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 onmyoji spells that are available for you to cast, choosing from the onmyoji spell list. When you do so, choose a number of spells equal to your Charisma modifier + your onmyoji level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest   For example, if you're a 3rd-level onmyoji, you have four 1st-level and two 2nd-level spell slots. With an Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, 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.  

Spellcasting Ability

Charisma is your spellcasting ability for your onmyoji Spells, as your magic comes from the projection of your innate divinity. 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 an onmyoji spell you cast and when making an attack roll with one.   Ritual Casting You may cast any onmyoji spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.   Spellcasting Focus You can use talismans made of folded paper called Ofuda as a Spellcasting Focus for your Onmyoji Spells. If lost you may craft a set of replacement Ofuda for 5gp during a long rest, .   ___ Spell Save DC = 8 + your proficiency bonus + your Charisma modifier   Spell Attack Modifier = your proficiency bonus + your Charisma modifier
class features:
Spiritual Defense Your bonds with the Kami of the land have allowed you to become more sensitive to the world around you by shedding all unnecessary vestments; at 1st level, while you are not wearing armor or wielding a shield, your AC becomes 10 + your Charisma Modifier.   Beginning at 8th level, your worldly experiences have coalesced and allow you to make more effecient use of your understandings. While not wearing armor AC becomes 10 + your Charisma Modifier + your Wisdom Modifier.   Arcane Bureau When you reach 2nd level, you choose an Arcane Bureau from which you receive specialized tutelage. Choose between the Bureau of Exorcism, Bureau of Spiritualism, and Bureau of Divinities. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 17th levels.   Shikigami Beginning at 3rd level, you learn to bind and summon the Soul of creatures that are subdued. To do so, you must use an action to intimidate or persuade a creature to give you its true name. You can only bind creatures with a challenge rating equal to or lower than 1.   When you attempt to bind a creature, the target makes Wisdom (Insight) skill check to contest your Charisma (Persuasion) or Charisma (Intimidation) skill check. If they succeed, the creature does not reveal its true name and remains unbound, gaining advantage against this ability for the next 24 hours. If they fail, the creature is forced to tell you its true name.   Once per long rest, you may create up to three paper dolls know as Shiki Totems. You cannot have more than three Shiki Totems at once. When you say you the true name of a creature you or your allies have defeated in combat with a CR equal to or lower than one-third your Onmyoji level, you may bind its soul into an empty Shiki Totem. You may attempt to bind a creature this way once per short or long rest.   You may summon a creature bound to a Shiki Totem as an action, the creature appears within 30 ft of you within an unoccupied location, you may only summon one Shikigami at a time. Your Shikigami are loyal to you, and follow your verbal commands. Additionally, Shikigami can speak and understand any language you know. Your Shikigami returns to its Shiki Totem after 10 minutes, or if you spend an action to recall it. If your Shikigami dies, its soul dissipates and does not return to a Shiki Totem.   Kami's Tongue Beginning at 3rd level, you learn to speak and write two additional languages, furthermore you become able to understand and speak any language which your Shikigami know.   Ability Score Increase 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. Alternatively, you can choose to gain a single feat of your choice. Ask the DM for more details.   Force of Personality Starting at 4th level, add your Charisma modifier to the damage you deal with any onmyoji cantrip.   Paper Spell At 5th level, you can the ability to craft a limited number of personalized spell scrolls. When you finish a long rest, you may craft these scrolls to contain Onmyoji spells you have prepared. Your scrolls must have a combined level equal to or less than your Charisma modifier, and must be a level of spell you can cast. You may only have a number of spell scrolls made this way with a combined level equal to or lower than your Charisma modifier.   You must have any material components required for the spells, and if the spells consumes them, so does the creation of the scroll. These spell scrolls act as magical items that require an Omnyoji to use. You may cast a spell contained using that spell's normal casting time. Spells cast through these spell scrolls have verbal and somatic components, but no material component.   When you craft Onmyoji spell scrolls, you may choose to destroy any scrolls your currently have, even if they are not present.   Barrier Master By 11th level, you have mastered the art of Kekkaijutsu and as such can project a field of defense around yourself and allies near you. Whenever allies within 15 feet of you must make a saving throw, the creature may use their reaction to gain 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.   Arcana Expert At 13th level, You gain advantage to Arcana Skill Checks made to Craft Magical Items and both learn and become able to cast the Identify spell at will without the use of a Spell Slot.   Seemless Scrying At 18th level, your mastery in the art of Divination Magic has advanced to the point where you leave no traces that can be tracked back to your person. When you cast a Divination spell targeting one or more creatures, the targets of your spell are unable to recognize the origin of the spell unless you purposefully allow them to.   Paper Spell Mastery Upon reaching 20th level, You have reached the Pinnacle of Spell Scroll craftsmanship and as such have learned to vastly decrease the time needed to create Spell Scrolls. You may now craft spell scrolls over the course of a short or long rest. Additionally, you no longer require vocal components to activate your spell scrolls.
subclass options:

Bureau of Exorcism

Bureau of Exorcism Spells   Onmyoji Level Spells   1st Witch Bolt, Protection from Evil and Good   3rd Cloud of Daggers, Misty Step   5th Fireball, Fear   7th Vitriolic Sphere, Banishment   9th Flame Strike, Immolation    

Refined Fundamentals

At 2nd level, choose 1 cantrip that you know. On a hit, you can choose to replace the damage with half of the maximum. You may choose to do this before or after rolling the damage dice.   Upon reaching 12th level, you can choose a second cantrip to add this effect to.  

Binding Chains

Starting at 6th level, when you hit an enemy with a Ranged Spell Attack you may choose to forego damage and instead create a set of Ethereal Chains to bind and fetter the target(s), leaving them Restrained. To break free of these chains, the enemy must make a Strength saving throw against your spell save DC using their Action. You may use this feature a number of times equal to your Charisma Modifier per long rest.  

Ofuda Casting

At 10th level, your control over the arcane arts has grown such that you have become accustomed to the strain of casting magic from multiple sources at once, you are now able to use Spell Scrolls that you have created as a bonus action. After you use this feature, your spell attack action for the turn can only be used to cast cantrips.  

Ofuda Sacrifice

At 14th level, When you cast a 1st level or higher spell that would use a spell slot, you may instead sacrifice a spell scroll that you have made whose level is equal to or greater than that of the original spell's level. The spell is always cast at the level of the scroll that was sacrificed. You may use this feature a number of times equal to your Charisma Modifier per Long Rest.  

Empowering Domain

At 17th level, you can use your action to infuse an overwhelming amount of arcane energy within your ofuda, causing your paper talismans to glow with an oppressive, golden light and emit a ring of arcane power that enhances your mystical abilities. All enemies within 30ft of you take maximum damage from your spells up to 5th level. This domain lasts for a number of turns equal to your Charisma Modifier and can be deactivated early with a bonus action. If the domain is kept active for the full amount of time then the user takes a level of exhaustion.   If you use this feature a second time before finishing a long rest, you take 2d12 radiant damage per spell level immediately after one is cast. Each time you use this feature again before finishing a long rest, the radiant damage per spell level increases by 1d12. This damage ignores resistance and immunity.  

Bureau of Spiritualism

Bureau of Spiritualism Spells   Onmyoji Level Spells   1st Command, Unseen Servant   3rd Enlarge/Reduce, Enhance Ability   5th Haste, Enemies Abound   7th Dominate Beast, Dimension Door   9th Hold Monster, Planar Binding    

Shikigami Bond

At 2nd level, an onmyoji takes a shikigami as familiar, making powerful connections with their chosen creature and is treated as if summoned by the find familiar spell (except that a Shikigami retains its ability to attack others) which is added to the Onmyoji's spell list but does not count against the maximum number of spells that they may learn. If the shikigami is slain, the onmyoji may use a specialized ritual that costs 100gp per CR level of the Shikigami. The ritual takes 8 hours to complete.   Additionally, the Onmyoji can now bind Shikigami with a Challenge Rating up to one-third of their Onmyoji level.  

Never Alone

By 6th level, your study into the Arcane has born fruit and you have strengthened the connection between yourself and your Shikigami such that you and your Shikigami are able to teleport to one another. This functions as if the onmyoji were using Dimension Door.   When used, the shikigami appears adjacent to the onmyoji (or as close as possible if all adjacent spaces are occupied). If the onmyoji is out of range, the ability is wasted. The onmyoji can use this ability once per long rest at 6th level, plus one additional time per long rest at 12th level.  

Enhanced Shikigami

Beginning at 10th level, your Shikigami adds your proficiency bonus to its attack rolls, damage rolls, and any saving throws and skills rolls it's proficient in.  

Life Bond

At 14th level, an onmyoji's life becomes linked to her Shikigami's. Whenever either the Shikigami or Onmyoji takes damage, one of them may use their reaction to magically take that damage from the other instead, of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.  

Flawless Bonds

Starting at 17th level, an onmyoji's strength has matured to the point where they are able to recall and replace their Shikigami in a matter of moments. With a single action, you can recall your active Shikigami and replace it with one of your inactive ones.   You can use this feature a number of times equal to your Wisdom modifier per long rest.    

Bureau of Divinities

Bureau of Divinities Spells   Onmyoji Level Spells   1st Cure Wounds, Heroism   3rd Aid, Warding Wind   5th Beacon of Hope, Glyph of Warding   7th Grasping Vine, Death Ward   9th Bigby's Hand, Rary's Telepathic Bond    

Talisman of Resolve

Beginning 2nd level, allies within 5 feet of you can’t be charmed or frightened while you are conscious.   At 10th level, this range increases to 15ft.  

Talisman of Ferocity

At 6th level, you can use your action to mark up to 6 allies within 10ft of you. Everyone marked by this feature has advantage on attack rolls directed on a single target of your choosing that you can see. Once a marked ally makes an attack, the talisman's effect on them expires.   Upon reaching 10th level, the range at which you can mark allies increases to 15ft. Additionally, marked allies deal an extra 1d4 of damage. At 14th level the range increases to 20ft and the additional damage dice increases to 2d4. Finally, at 20th level the range increases to 30ft and the additional damage dice increase to 3d4.   This feature can be used a number of times equal to your Charisma modifier, and regain all uses upon completing a long rest.  

Talisman of Preparation

At 10th level, allies within 10ft of you cannot be surprised, and do not have disadvantage on Wisdom (Perception) check to see through lightly obscured areas.   At 16th level, this range increases to 20ft.   Talisman of Warding At 14th level, When a friendly creature within 10 feet of you takes damage, you can use your reaction to reduce the damage they take by 1d8. You can use this feature a number of times equal to your Wisdom modifier, and regain all uses upon completing a short rest.   Upon reaching 18th level, this range increases to 20ft.  

Talisman of Cooperation

Beginning 17th level, you can use your action to infuse a prodigious amount of arcane energy into your ofuda, causing your paper talismans to glow with a soothing, green light and emit a ring of arcane power that enhances your magical abilities, super charging the effects of your Talisman of Ferocity and Talisman of Warding Features. When you do so, the effects of the stated Features are increased by 2d8 for all allies within 25ft of you. This domain lasts for a number of turns equal to one-half of your Charisma Modifier rounded up and can be deactivated early with a bonus action. If the domain is kept active for the full amount of time then the user takes a level of exhaustion.   You can only use this Feature once per long rest, gaining a second use per long rest at 20th level.

Cleric

"Clerics are wildcards, and tend to live on their own paths. Their sacred pledges to their God of choice allow them to enter a specific domain."

The Cleric Spell Slots Per Level
level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2 +2 Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional) 3 3 - - - - - - - -
3 +2 - 3 4 2 - - - - - - -
4 +2 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 - - - - - - -
5 +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6 +3 Channel Divinity (x2), Divine Domain feature 4 4 3 3 - - - - - -
7 +3 - 4 4 3 3 1 - - - - -
8 +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional) 4 4 3 3 2 - - - - -
9 +4 - 4 4 3 3 3 1 - - - -
10 +4 Divine Intervention 5 4 3 3 3 2 - - - -
11 +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 2 1 - - -
13 +5 - 5 4 3 3 3 2 1 1 - -
14 +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15 +5 - 5 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 2 1 1 1 -
17 +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18 +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement, Cantrip Versatility (Optional) 5 4 3 3 3 3 2 1 1 1
20 +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier per level
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: All simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)

  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a priest's pack or (b) an explorer's pack

  • A shield and a holy symbol


spellcasting:
As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Cleric table shows how many spell slots you have. To cast one of these spells, 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 cleric spells, when you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.
class features:

Divine Domain

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. 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 cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Harness Divine Power (Optional)

At 2nd 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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

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.

Cantrip Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.

Blessed Strikes (Optional)

Replaces the Divine Strike or Potent Spellcasting feature
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
subclass options:

Divine Domains

  Elemental Domain

Elemental Domain

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Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.  

Oath Spells

You gain oath spells at the paladin levels listed.   Oath of Devotion Spells
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For I minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feel beyond that. 1fthe weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. 1fyou are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. 1fthe creature fails its saving throw, it is turned for I minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For I minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.
  Celestial Domain

Divine Domain

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Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.  

Oath Spells

You gain oath spells at the paladin levels listed.   Oath of Devotion Spells
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For I minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feel beyond that. 1fthe weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. 1fyou are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. 1fthe creature fails its saving throw, it is turned for I minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For I minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.

Player's Handbook p62

Cleric (Trickery Domain)

Level Feature
1st Blessing of the Trickster, Trickery Domain Spells: Charm Person, Disguise Self
2nd Channel Divinity: Invoke Duplicity
3rd Trickery Domain Spells: Mirror Image, Pass Without Trace
5th Trickery Domain Spells: Blink, Dispel Magic
6th Channel Divinity: Cloak of Shadows
7th Trickery Domain Spells: Dimension Door, Polymorph
8th Divine Strike
9th Trickery Domain Spells: Dominate Person, Modify Memory
14th Improved Divine Strike
17th Improved Duplicity
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: No additional armor proficiencies.
weapon proficiencies: No additional weapon proficiencies.
tools: No additional tool proficiencies.
saving throws: No additional saving throws.
skills: No additional skill proficiencies.
starting equipment:
No additional equipment.
spellcasting:
Trickery Domain Spells
Level Spells
1st Charm Person, Disguise Self
3rd Mirror Image, Pass Without Trace
5th Blink, Dispel Magic
7th Dimension Door, Polymorph
9th Dominate Person, Modify Memory
class features:
Blessing of the Trickster
Starting when you choose this domain 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, you can use your Channel Divinity to create an illusory duplicate of yourself.
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, you can use your Channel Divinity to vanish.
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, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. 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.
subclass options:
This is one of the subclasses available to Clerics. For other subclasses, see Cleric.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Kitsune

Physical Description

Kitsune have a size that's near same to that of an elf, being slightly shorter, and lithe than a typical human of the same stature. In their natural form they are much like anthropomorphic foxes. They usually have light coloured fur, Orange, reddish brown, golden brown, though it isn't completely unheard of for them to posses black, white, silver or golden fur covering their entire body. Some may have multiple colors in their fur such as being mostly reddish brown with white gloves and socks. Their eyes range in colour as well, though most have blue, green, or brown eyes. Albeit uncommon they may also have orange, purple, yellow, or even red eyes. They have mostly human-like hands though they do possess dark black claws at the ends of their fingers. A kitsune is born with a single tail, but gain more tails as they grow older. A Kitsune's age is very difficult to tell since they appear to stop aging in their early twenties and commonly live to be a few years past nine-hundred, some for a full millenium.  

History

Kitsune are a race of fox people that are quite rare. They tend to hide their heritage while dealing with those of other races as a way to keep away from the discrimination and hatred built up in the legends of some of their most powerful brethren. There are many legends floating around the world relating to powerful nine-tailed Kitsune. Powerful and wise, a nine-tailed Kitsune has white or golden fur, tending to be powerful sorcerers. It is said in legend that Kitsune are born tricksters and have nigh infinite power by the time they are fully matured. Supposedly, the only way to kill a Kitsune is to cut off all of its tails, where it's power is stored, but that is simply a tall tale to scare young children. Due to the legend stating that a Kitsune's tail contains power, the Kitsune were nearly wiped out for their tails and most of them went into hiding. Only just getting back into the world after centuries of hiding, it is still the practice of some races to sever a Kitsune's tail in hopes of obtaining power.
ability score increase: Your charisma score increases by 2
age: Kitsune reach adulthood at sixteen, cease physical aging in their early twenties and live to be over nine-hundred.
alignment: Due to their nature of being a bit mischievous, Kitsune are often chaotic. Even the most displined of Kitsune find it difficult to suppress their trickster nature, but they tend to approach the trick in a much more planned out and guided manner. Kitsune are known to be both good and evil.
Size: Medium
speed: Your base walking speed is 30 feet. While not carrying anything in your hands you can drop to all fours and increase your movement speed to 40 feet.
Languages:
race features:
DarkVision: Due to your Fox heritage, you have the ability to see normally in darkness out to 60 feet as if the area was in dim light and in dim light as if the area was bright light. Fey Ancestry: Being of fey blood means you get advantage against being charmed. and magic can't put you to sleep   Nimble Foxes: The lithe build and somewhat sleek build of the kitsune makes them quite adept at moving in some fantastical of ways and as such, kitsune are proficient in Acrobatics   Faerie Tails: Kitsune begin their lives with one tail around 3 feet long. At 4th level and every four levels afterwards, you grow an additional tail as you increase in age and worldly experience. Enlightening, uplifting or incredible events may also result in the growth of an additional tail, at the discretion of the DM, up to a maximum total of 9. Note: Kitsune are capable of hiding just how many tail they have...even appearing to have none if they so choose... (This is mainly a mechanic for gaining tails that can be used if desired and serves no other purpose unless paired with the 'Magical Tails' Optional Feat Below.)   Kitsune Trickery: You can appear as a human of the same sex indefinitely using a very simple illusion magic. However, on a DC 10 + proficiency bonus + Charisma Modifier Investigation check, a person looking directly at you can tell that you are not what you appear, though they still cannot tell your true form. This magic is detectable and dispelled in an anti-magic field or by dispel magic (your character level divided by 2 rounded down is the level of this spell for the sake of dispel magic). If your illusion is dispelled you cannot use the effect again until after a long rest. A kitsune also always assumes the appearance of a specfific humanoid (Player can choose, only 1). The abilty functioning as alter self (change of appearance only).   Kitsune Awareness: Kitsune have a Keen sense regarding magic. Upon passing either an Investigation check or Perception check (Your choice) versus an opposing magically disguised creatures performance or Deception check, Kitsune can ascertain the true nature of said creature or even other kitsune upon passing said check by over 5. As if by True Sight (Only effects the opposing creature/creatures)   Shapechanger: A kitsune takes naturally to shapeshifting and develop that gift allowing them to change themselves into a fox indefinitely using a natural transmutation magic. But, on a DC 8 + proficiency bonus + Charisma Modifier Investigation check, a person looking directly at you can tell that you are not what you appear, though they still cannot tell your true form. (I.E. They may know you have sentience/can understand them.) This magic is detectable and dispelled in an anti-magic field or by dispel magic (your character level divided by 2 rounded down is the level of this spell for the sake of dispel magic). If this Magic is dispelled or you revert to normal willingly, you cannot use the effect again until after a long rest. You lose the ability to speak in Fox form, but you still understand the languages you know. Upon casting this ability to become a fox your equipment merges with you, your AC is set to 14, Your HP becomes 6 (1d8+1) your size becomes small and your max movement speed is 35 feet You gain a +4 to stealth while in this form due to your small size You also gain a 1d4 bite attack. This abilty functioning as a druid's Wild Shape (Save the fact a kitsune may only become a fox.) If the Faerie tails trait has been taken or your kitsune has a set number of tails, you may choose to display your current number of tails in this form or just a single tail. Languages: You can speak, read, and write Common, Sylvan and Vulpine.   Vulpine Language: This language is known to foxes and consists of mainly geckering, growls, barks, yelping and howls and allows those who know it to communicate with wild foxes. Written, it looks like oddly scratched marks, made quick yet precise.   Subraces: You may choose one of the following Subraces.  

Zenko

They are the Celestial Kitsune, most are benevolent and kind. These Kitsune tend to have the lighter fur colours, white, golden brown, grey, etc. (Fur colors are merely a suggestion.)   Ability score increase: Your wisdom score increases by 1   Kitsune Divinity: At level 1 you are able to use the dancing lights cantrip. Once you reach 3rd level, you can cast the Color spray spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Calm Emotions spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

Yako

They are known as Trickster Kitsune, since they are the ones more prone to their prankster heritage. These Kitsune tend to have the darker fur colours, black, reddish brown, dark grey, etc. (Fur colors are merely a suggestion.)   Ability score increase: Your dexterity score increases by 1   Kitsune Arcana: At level 1 you are able to use the Produce Flame cantrip, with the exception that your flame is blue. Once you reach 3rd level, you can cast the Charm Person spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Phantasmal force spell once a day with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

Kitsune Racial Feat

 
Number of Tails Character Level Aquired Tail Spell Level
1 4 One 1st Level Spell
2 4 One 2nd Level Spell
3 8 One 3rd Level Spell
4 12 One 4th Level Spell
5 16 One 5th Level Spell
6 20 One 6th Level Spell
7 DM Awarded One 7th Level Spell
8 DM Awarded One 8th Level Spell
9 DM Awarded One 9th Level Spell
  Magical tails Prerequisite: Kitsune race This feat pairs with the Faerie Tails trait.   Starting at level four, you gain an extra tail and another tail every four levels after. With each new tail, you gain one new spell that can be cast once, a long rest being required to cast again. When you gain a new tail, you gain a spell of that level as shown on the Kitsune tail table above.   While this feat will only gain you magic for five tails through leveling, as with the Faerie tails trait your DM may award you extra tails at their discretion. Such as through Enlightening, uplifting, incredible or even distressing/traumatic events. As said earlier, upon gaining a new tail you may choose a spell of corresponding level, it must be either from the Illusion, enchantment or transmutation schools.   Charisma is your spellcasting ability for attained spells Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack Modifier = your proficiency bonus + your Charisma Modifier

Statblocks for companions, followers and other allies.

Fox'smanuh CR: 1

Small spectre, chaotic neutral
Armor Class: 12
Hit Points:
Speed: 0 ft , can hover

STR

1 -5

DEX

14 +2

CON

11 +0

INT

10 +0

WIS

10 +0

CHA

11 +0

Skills:

Incorporeal Movement.

  The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.  

Sunlight Sensitivity.

While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Understands all languages it knew in life but can't speak
Challenge Rating: 1

Life Drain.

Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Physical Description

  The fox'smanuh are creatures that resemble foxes stretched into long, serpentine bodies. They are able to stand up straight and leave a good deal of tail behind them, and still have an imposing height over any average human. Their bodies are extremely limber and can wag in intricate coils with fluid motion like snakes. Thick fur covers their bodies. This fur can be any color a normal fox has. On their face, they usually have thick whiskers, and on their tail, bushy fur. Like normal foxes, they have sharp teeth, claws, and a mischievous expression often times. Unlike a normal fox, however, they sport horns.  

History

Due to their unusual shape, fox'smanuh have often been likened to that of furry snakes or eastern dragons, like the shen long. They are incredibly long lived and have appeared in sightings about many historical manuscripts, often as conmen. As history goes, they masquerade as heralds of fortunes, and snake oil salesmen, among other things. With their handy use of trickery and illusory magic, this is no hard feat for them. Their witty speeches and regaling appearance buoys their audiences into buying into their scams, which usually collect heavy fees like indulgences or donations to prevent disaster. After they reaped their fill, they will usually quickly be off before their ruse can be discovered. No one ever sees a fox'smanuh when it does not want to be seen.  

The Tale of the Vixen

There is a particular cautionary tale of a female fox'smanuh who was guardian over a human monk. Unknowing bandits who came upon the monk murdered him. The fox'smanuh returned to the temple to find the monk she had watched with such care dead at the hands of the brigands. She thus vowed vengeance. She lavished herself, changing her form to that of an irresistibly beautiful woman. She sought the bandits, who looked upon her as a choice prize. Once she had been welcomed into their lair as a guest, she began to make merry with them all. Through all the alcohol, she placed her charming words of suggestion into their minds, goading them to kill one another in a bid for her love. The fools were roused into a drunken rabble of violence and murdered each other. By daylight, the den was filled only with the blood-soaked bodies of the bandits. The fox'smanuh reverted to her true form and strutted out from the den, unscathed amid the infighting. She returned to the temple to pay her respects.   It is said a fox'smanuh scorned is a curse born to be bore.

Statblocks for your spells.

Level 0 Spells

SRD

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: A bit of phosphorus or wychwood, or a glowworm, or focus
Duration: Concentration, up to one minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Available for: Artificer, Bard, Sorcerer, Wizard

SRD

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: a short piece of copper wire, or focus
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Available for: Artificer, Bard, Sorcerer, Wizard

SRD

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Artificer, Cleric

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

SRD

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: Concentration, up to 1 minute
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.
Available for: Artificer, Cleric, Druid

Player's Handbook 5E (WoC)

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: A firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10ft in any dimension. Until the spell ends, the object sheds bright light in a 20ft radius and dim light for an additional 20ft. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
At higher levels: At 5th Level. When you cast this spell, you can limit the radius of bright and dim light shed by the object, down to a minimum of 5 feet. As a bonus action, you can change the color and brightness of the light if you can see it and it is within 300 feet of you.
At 11th Level. You can fire a wisp of light at an object up to 120 feet away, applying the spell's effects on contact. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
At 17th Level. When you cast this spell, you can camouflage the light shed by the object, rendering it visible only to creatures within its radius.
Available for: Bard, Cleric, Sorcerer, Wizard

PHB

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
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).

Based on Player's Handbook

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Of equivalent value
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 33 centimeters in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Netrunner

Level 1 Spells

PHB p233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
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 someone 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.
Available for: Bard, Inventor, Sorcerer, Wizard

Player's Handbook p221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Hour

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 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.

Available for: Bard, Druid, Sorcerer, Warlock, Wizard, Trickery Domain

SRD

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: a bit of string and of wood, or focus
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Available for: Bard, Warlock, Wizard

SRD

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: 1 round
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 DM 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.
Available for: Bard, Cleric, Paladin

SRD

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 feet
Components: VSM
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Available for: Wizard

SRD

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: VM
Materials: A small feather, or piece of down, or focus
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Artificer, Bard, Sorcerer, Wizard

SRD

Color Spray

1-level Illusion

Casting Time: 1 action
Range/Area: self (15 foot cone)
Components: VSM
Materials: A pinch of powder, or sand that is colored red, yellow, and blue, or focus
Duration: 1 round
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

Onmyoji Spells First Level

Absorb Elements
Alarm
Bane
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Entangle
Expeditious Retreat
Feather Fall
Identify
Grease
Guiding Bolt
Hellish Rebuke
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Shard of Kuebiko
Shard of Omoikane
Shield
Silent Image
Sleep
Tenser's Floating Disk
Thunderwave

SRD

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A piece of cured leather, or focus
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Wizard

SRD

Detect Good and Evil

1-level Divination

Casting Time: 1 action
Range/Area: self
Components: VS
Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Paladin

SRD

Magic Missle

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Available for: Sorcerer, Wizard

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Cure Wounds

1-level Evocation

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

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.

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

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

Available for: Paladins

Level 2 Spells

SRD

Crown of Madness

2-level Enchantment

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.
The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Enhance ability

2-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Fur or a feather from a beast, or focus
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.
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.
Available for: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

SRD

Enlarge Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A pinch of powdered iron, or focus
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Available for: Artificer, Bard, Druid, Sorcerer, Wizard

SRD

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
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.
Available for: Bard, Cleric

Onmyoji Spells Second Level

Aganazzar's Scorcher
Augury
Calm Emotions
Crown of Madness
Darkness
Detect Thoughts
Earthbind
Enthrall
Find Traps
Gust of Wind
Hold Person
Magic Weapon
Locate Animals and Plants
Locate Object
Protection from Poison
Pyrotechnics
Scorching Ray
Shatter
Silence
See Invisibility
Skywrite
Suggestion

SRD

Detect Thoughts

2-level Divination

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A copper piece, or focus
Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Available for: Bard, Sorcerer, Wizard

SRD

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A small, straight piece of iron, or focus
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom 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 on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, M
Materials: tbd
Duration: 24 hours
Attack/Save: Wisdom saving throw

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.

Spiritual Weapon

2-level Evocation

Casting Time: 1 minute
Range/Area: 60ft
Components: V, S
Duration: 1 minute
Attack/Save: melee spell attack
Damage/Effect: force

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.

At higher levels:

When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Available for: Followers of Peilzrit

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30ft
Components: V
Duration: Instantaneous

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.

Level 3 Spells

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: charmed, incapacitated

You create a twisting pattern of colors that weaves through the air inside a 30 foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Available for: Frejkin, Wizards

Onmyoji Spells Third Level

Bestow Curse
Clairvoyance
Counterspell
Daylight
Dispel Magic
Erupting Earth
Fireball
Fly
Gaseous Form
Glyph of Warding
Hypnotic Pattern
Leomund's Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Tongues
Wall of Sand
Wall of Water
Water Breathing
Water Walk
Wind Wall

SRD

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: S
Duration: instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used
Available for: Sorcerer, Warlock, Wizard

SRD

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: VSM
Materials: A tiny ball of bat guano and sulfur, or focus
Duration: instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Wizard

Leomund's Tiny Hut

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self (10ft radius hemisphere)
Components: V, S, M
Materials: tbd
Duration: 8 hours

A 10 foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Cleric, Druid, Inventor, Paladin, Ranger

SRD

Water Walk

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A piece of cork, or focus
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: Cleric, Druid, Inventor, Ranger, Sorcerer

Level 4 Spells

Onmyoji Spells Fourth Level

Blight
Confusion
Control Water
Divination
Elemental Bane
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Storm Sphere
Wall of Fire
Watery Sphere

Level 5 Spells

Onmyoji Spells Fifth Level

Animate Objects
Control Winds
Creation
Dispel Evil and Good
Dream
Geas
Immolation
Insect Plague
Legend Lore
Mislead
Scrying
Seeming
Telekinesis

Level 6 Spells

Onmyoji Spells Sixth Level

Arcane Gate
Disintegrate
Eyebite
Find the Path
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Programmed Illusion
Sunbeam
True Seeing

Level 7 Spells

Onmyoji Spells Seventh Level

Etherealness
Forcecage
Mirage Arcane
Plane Shift
Prismatic Spray
Project Image
Reverse Gravity
Symbol
Teleport
Whirlwind

Level 8 Spells

Onmyoji Spells Eighth Level

Abi-Dalzim's Horrid Wilting
Antimagic Field
Antipathy/Sympathy
Control Weather
Dominate Monster
Feeblemind
Glibness
Mind Blank
Sunburst
Telepathy

Level 9 Spells

Onmyoji Spells Ninth Level

Astral Projection
Foresight
Gate
Imprisonment
True Polymorph
Wish

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