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Paladin 1 [1/2]

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your

Paladin

Paladin 1 [2/2]

pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Paladin

Paladin 2

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Fighting Style - Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Paladin

Channel Divinity (1/rest) [1/2]

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

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).

Preserve Life

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature

Cleric/Paladin

Channel Divinity (1/rest) [2/2]

can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Cleric/Paladin

hållare



Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Cleric

ᛖ ᚾ ᛟ ᛚ   Enol Vittfarne


+ Front Line
- The Beat Down
+ Utility
+ Support
- Investigator
- Negotiator
- Infiltrator / Explorer

Cleric

ᚨ ᚱ ᛟ ᚾ   Aron   Unseen Servant   Unaligned

Medium Celestial Spirit
AC: 10, HP: 1 (dissapears on 0)
STR 2 (-4)

Invisible, Mindless, Shapeless, Medium force that performs simple tasks at your command until the spell ends and it can't attack.

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.

Cleric

Cleric

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
//0 //0

ᚨ ᚱ ᚷ ᚢ ᛋ   Argus   Sparvuggla   Unaligned [1/2]

Tiny beast
AC: 11, HP: 1 HD1d4 (CON -1)  Speed 5 ft., fly 60 ft.
STR 3 (-4) DEX 13 (+1) CON 8 (-1)
INT 2 (-4) WIS 12 (+1) CHA 7 (-2)

Skills: Perception +3, Stealth +3
Senses: darkvision 120 ft., passive Perception 13
Languages —

Flyby
The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Talons
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

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

Cleric

ᚨ ᚱ ᚷ ᚢ ᛋ   Argus   Sparvuggla   Unaligned [2/2]

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.

Cleric

ᛖ ᚾ ᛟ ᛚ   Enol Vittfarne   Human ♂  NeutralGood [1/2]

eh horse nyd need œthel heritage lagu lakeProficiency Bonus +3
Lvl5 Cleric of Frey ᚠᚱᛖᛃ, Greater God of Fertility and the Sun. Neutral Good.
Age 19, 6f8i 205cm, 245lbs 111kg, isblåa ögon, blekt långt hår och skägg.

Pratar Common som är mitt modersmål med nordisk accent. Pratar och skriver Dwarwish flytande tack vare min tid där. Jag föredrar att rista runor framför att skriva common.

STR 14 +2DEX 14 +2CON 16 +3INT 13 +1WIS 18 +4CHA 13 +1

Saves/Skills: ○⌾=Unskilled, •⦿=Proficiency, ⋆⍟=Expertise (◯=Advantage)

STR ○ +2, Athletics • +5,  DEX ○ +2, Acrobatics ○ +2, Sleight of Hand ○ +2,
Stealth ○ +2,  CON • +6,  INT ○ +1, Arcana ○ +1, History • +4, Religion ○ +1, Investigation ○ +1, Nature ○ +1,  WIS • +7, Animal Handling ○ +4, Insight ○ +4, Medicine • +7, Perception ○ +4, Survival • +7,  CHA • +4, Deception ○ +1, Intimidation ○ +1, Performance ○ +1, Persuasion

Cleric

ᛖ ᚾ ᛟ ᛚ   Enol Vittfarne   Human ♂  NeutralGood [2/2]

○ +1

Initiative +2 Passive Investigation 16 Passive Perception 19
Proficiency: all armor, shield, simple weapons, whip, greatsword and longsword
Known tools: Longboat (basic), Trumma till historieberättande, Mejsel för runristning, Smide

AC 18 (Med Scale Mail 14, DEX +2, Spiritual Shield +2)
Cleric Spell DC 15Cleric Spell Attack +7
Greatsword Attack +4Greatsword Damage 2d6+2

Mormor  ?
Morfar  ?
Farmor  ?
Farfar  FrodeHumanChampion Fighter följer Oden  rödhårig, blåa ögon
Mor  SagaHumanNature Cleric of Frey  blond, gröna ögon
Far  ElmeHumanRune Knight Fighter följer Oden  rödhårig, blåa ögon

Fostermor  GullOng-OngExpert  följer Mya
Fosterfar  DainOng-OngArmorer Artificer  följer Ulaa

Sköldsvein  CarryonGnomeWizard
 - Falk  Rea
Sköldsvein  RontHalf-OrcFighter

Cleric

⚪   ⚪   ⚪     Death Saves     ⚫   ⚫   ⚫ [1/3]


HD 5d8+2d10 frosted red + frosted pink        HP 67 5/red, 1/orange







────────────────────────────────────────────────

Exhaustion frosted black         ⭕   ⭕   ⭕   ⭕   ⭕   ⭕

────────────────────────────────────────────────

Inspiration frosted clear                                  ☄

────────────────────────────────────────────────

Channel Divinity frosted lilac                             ֍

────────────────────────────────────────────────

Level 1 spells pink                            ⬨   ⬨   ⬨  

Cleric

⚪   ⚪   ⚪     Death Saves     ⚫   ⚫   ⚫ [2/3]



────────────────────────────────────────────────

Level 2 spells yellow                             🞠   🞠   🞠

────────────────────────────────────────────────

Level 3 spells light blue                            🟃   🟃   🟃

────────────────────────────────────────────────

Level 4 spells

────────────────────────────────────────────────

Cleric spells Prepared:
Cantrips: Light, Mending, Sacred Flame, Thaumaturgy
Divine Domain: Bless, Cure Wounds, Lesser Restoration, Spiritual Weapon, Beacon of Hope, Revivify
Prepared (+9): Detect Magic, Heat Metal, Locate Object, Silence, Daylight, Dispel Magic, Remove Curse, Spirit

Cleric

⚪   ⚪   ⚪     Death Saves     ⚫   ⚫   ⚫ [3/3]

Guardians, Water Walk

Paladin spells Prepared:
Divine Domain: -
Prepared (+2): Guiding bolt, Shield of Faith

Cleric

Outlander


⭕⯂☼☀☽☾☄⚭♂♞♘🛡🔥♀
🕮🗪🖸⯎⯏⭖⭗🙨🙪◉●◎○◍◌◯⚬⬤⭘○🞅🞅
🞄🖸🞄🖸⭘⭘🞄🞅🞵🞶⮚🟃🟇✯🟍

⭗⭘⬚⬜⬟⬠⬡⬢⬣⬤⭓⭔⦾⦿⚫⚪⬛⬜★☆

⊚◦⦾○⌾○⦾⭘⭗⭘○
●⦿•⦿○○
[ᚠ]ᚢᚦᚨᚱᚲᚷ[ᚹ]ᚺᚾᛁᛃᛈᛇᛉᛊᛏᛒᛖᛗᛚᛜᛞᛟᛋ
⭑⊛✶⊛⭑✶✱⊛⋆⍟




○⭗⋆⍟⭘⭘
⦾⌾•⦿⭑⊛✶
○⌾•⦿⋆⍟◯

⭗⭘
⦾⦿



det var enspace
det var emspace




Cleric

Equipment [1/2]

Med backpack: 128 lb. - encumbered, speed 20.
Utan backpack: 53 lb. - unencumbered, full speed 30.
Scholar's Pack - 40 gp 10 lb.
Bedroll - 1 gp 7 lb.
Blanket - 5 sp 3 lb.
20 lb.

Waterskin - 2 sp 5 lb. (full)

Pouch - 5 sp 1 lb. - inrullad i filt och ligger i backpack innehåller 627gp
12,5lb.

Fishing Tackle - 1 gp 4 lb.
Grappling Hook - 2 gp 4 lb. - sitter fast på rep på sidan av ryggsäck
Silk Rope (100 feet) - 20 gp 10 lb.
Hammer - 1 gp 3 lb.
Tång
Mejsel
23 lb.

Steel Mirror - 5 gp ½ lb.
Tinderbox - 5 sp 1 lb.
Sack - 1 cp ½ lb.
Map or Scroll Case - 1 gp 1 lb.
Merchant's Scale - 5 gp 3 lb.
Healer's Kit - 5 gp 3 lb.
Holy Water (flask) - 25 gp 1 lb.
Jug - 2 cp 4 lb.
Whetstone - 1 cp 1 lb.
15 lb.

Candle - 1 cp —
Chalk (1 piece) - 1 cp —
Ink (1-ounce bottle) - 10 gp —
Ink Pen - 2 cp —
Magnifying Glass - 100 gp —
Paper (one sheet) - 2 sp —
Parchment (one sheet) - 1 sp —
Sealing Wax - 5 sp —
Soap - 2 cp —
Vial - 1 gp —

Traveler's Clothes - 2 gp 4 lb.
Ljusblå slängkappa med huva
Bra vaxade stövlar med tjocka sulor
Läderhosor
Bälte med penningpung med

Equipment

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Equipment [2/2]

12gp varav R6 och C3 samt all växel
Läderhandskar

Scale Mail
Hjälm som ser ut som en mössa
Stålhandskar (gauntlets) + 2 cp i vänstra att använda till Gentle Repose
Armskydd och benskydd (bracers and greaves)
45 lb.

Storsvärd med silverinlägg
4 lb.

Equipment

Equipment 2

Traveler's Clothes - 2 gp 4 lb.
Ljusblå slängkappa med huva
Bra vaxade stövlar med tjocka sulor
Läderhosor
Bälte med penningpung med 12gp varav R6 och C3 samt all växel
Läderhandskar

Scale Mail
Hjälm som ser ut som en mössa
Stålhandskar (gauntlets) + 2 cp i vänstra att använda till Gentle Repose
Armskydd och benskydd (bracers and greaves)
45 lb.

Storsvärd med silverinlägg
4 lb.

Equipment

Mål

fråga: har någon försökt hjälpa till?
fråga: vad har hänt i närområdet
fråga: Udomaya?
hitta fru
köpa adamantit
förbereda operation
anlita sejdare
återuppbygga Askliden
locka tre Treants: Ask, Bok och Ek
locka tre Entwives: Asp, Björk och Lönn
locka Unicorn och Sprites
Sparvuggla

Mål

Shove

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.

Action

Ritual Caster

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock

Wisdom for cleric or druid

Observant

Quick to notice details of your environment, you gain the following benefits:

• Increase your Intelligence or Wisdom by 1, to a maximum of 20.
• If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Feat

Resilient

Choose one ability score (CON). You gain the following benefits:

• Increase the chosen ability score (CON) by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability (CON).

Feat

Beacon of Hope

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

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

Cleric (*)(Life) 3rd level Abjuration

Create Food and Water

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Cleric 3rd level Conjuration

0 0
0 0
0 0
0 0
0 0
0 0
0 0
3 3
3 3

Daylight

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Cleric (*)(Light) 3rd level Evocation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Cleric (*)(Trickery)(Arcana) 3rd level Abjuration

Feign Death (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Cleric 3rd level Necromancy

Glyph of Warding [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an

Cleric 3rd level Abjuration

Glyph of Warding [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Cleric 3rd level Abjuration

Glyph of Warding [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Cleric 3rd level Abjuration

Life Transference

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Cleric (XGE) 3rd level Necromancy

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell

Cleric 3rd level Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Cleric 3rd level Abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Mass Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Cleric 3rd level Evocation

Meld into Stone (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Cleric 3rd level Transmutation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Cleric (*)(Forge) 3rd level Abjuration

Remove Curse

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Cleric 3rd level Abjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, which the spell consumes

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.

Cleric (*)(Life)(Grave) 3rd level Necromancy

Sending

  • casting time1 action
  • rangeUnlimited

  • componentsV, S, M
  • duration1 round

A short piece of fine copper wire

You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Cleric 3rd level Evocation

Speak with Dead

  • casting time1 action
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Cleric (*)(Knowledge) 3rd level Necromancy

Spirit Guardians

  • casting time1 action
  • rangeSelf (15-foot-radius)

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a holy symbol

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Cleric (*)(War) 3rd level Conjuration

Spirit Shroud

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth spirits of the dead, which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Cleric (TCE) 3rd-level necromancy

3 3
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Tongues

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

a small clay model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Cleric 3rd level Divination

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

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 your 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.

Cleric 3rd level Transmutation

Cleric

Önskelista

Uncommon
M Blissful Cast-Off Unbreakable Adamantine Half Plate (or Breastplate) Armor of Gleaming
m Decanter of Endless Water
m Goggles of Night
m Immovable Rod
m (Lantern of Revealing) - till tempel
M Ring of Water Walking
m Saddle of the Cavalier
-
1 Amulet of the Devout
M Cloak of Protection
M Gauntlets of Ogre Power
M Greatsword of Warning
M Headband of Intellect
M Pearl of Power
M Ring of Mind Shielding
M Stone of Good Luck

Rare
m Bead of Force
M Daern's Instant Fortress
M Figurine of Wondrous Power, Bronze Griffon
m Folding Boat
M Giant Slayer Greatsword
1 m Heward's Handy Haversack
M Periapt of Proof against Poison
-
M Amulet of Health
M Belt of Giant Strength
M Bracers of Defense
M Cloak of Charisma
M Cloak of Displacement
M Cube of Force
M Gem of Seeing
M Gloves of Dexterity
M Periapt of Wisdom
M Ring of Protection
M Ring of Spell Storing
M Sun Blade

Önskelista

Önskelista

Common
m Boots of False Tracks
m Cloak of Billowing
1 m Enduring Spellbook

Very rare
M Carpet of Flying, 6 ft. × 9 ft.
1 m Horseshoes of a Zephyr
M Manual of
m Oil of Sharpness
M Tome of
-
M Animated Shield
M Candle of Invocation, Neutral good
M Dancing Greatsword
M Frost Brand Greatsword
M Rod of Alertness

Legendary
M Deck of Many Things
-
M Armor of Invulnerability
M Crystal Ball of True Seeing
M Defender Greatsword
M Holy Avenger Greatsword
M Rod of Lordly Might
M Rod of Resurrection
M Scarab of Protection
M Sunblade
M Vorpal Greatsword
M Sword of Answering (Rebutter)

Artifact
Book of Exalted Deeds
-
Dawnbringer

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Önskelista

Operation Frösklint! [1/2]

Inte riktigt ett quest men nästan!

Ett viktigt närliggande mål för mig är att hitta en erkänd präst av Frej eller Oden som kan ge mig information genom en Commune (prästen måste vara lägst lvl 9). För att återgälda det kan jag utföra ett kort uppdrag eller betala, vilket som - min förhoppning är att i och med att det handlar om en attack av otyg och Frösklint som kultplats är involerad så ser prästen med blida ögon på att hjälpa till. I samspråk med prästen formulerar vi frågorna tillsammans. Målet är att få så relevant information som möjligt gällande attacken som gjorde mig hemlös. Prästen behöver gå med på att jag använder Zone of Truth för att ta del av svaren. Jag kommer att fråga: 'Frågade du med den exakta ordalydelsen: frågan' och sedan 'Vad blev svaret?'

Först och främst innan vi ens sätter igång behöver jag veta om det räcker med de namn jag har på personer och platser samt referenser till tider för att entydigt peka ut dem i Commune?

Första riktiga frågan har att göra med meningen med allt. Varför just vi? Var skall vi börja? En känsla av vilsenhet infinner sig när jag tänker på formuleringen. Bäst är nog

Operation Frösklint!

Operation Frösklint! [2/2]

att först fråga:

Var det slumpen som avgjorde att det var just Askliden vid Frösklint på Weysevainskusten som först ut attackerades av en Eldturse och dennes följe på hösten för fyra år sedan och inte någon av de andra bosättningarna mellan Troubled Run och floden Fairknot?

En oro gnager att alla svar leder till någonting tragiskt.

Om svaret är nej känner jag mig chockad. Vi var utpekade! Om högre makter än slumpen är inblandade så övergår det från att vara en räddnings-/vedergällningsaktion till att bli ett livsmål. Nu måste jag använda frågorna för att få reda på så mycket som möjligt och helt säkert formas min framtid av detta! Andra frågan blir då:

Är det en gud som visade sitt missnöje genom attacken på Askliden vid Frösklint?

Operation Frösklint!

Operation Frösklint! [1/2]

Om svaret på andra frågan är ja så får jag en sjunkande känsla i magen. Jag kan inte tänka mig vad som hänt på Frösklint som föranlett ett gudaingripande. Frågan är om det är en husgud eller någon av de otaliga övriga vi har förargat? I diskussion med prästen kom vi överens om att tredje frågan blir:

Är Enol Vittfarne från Askliden vid Frösklint välsignad att motarbeta guden som gjort honom hemlös?

Om svaret är ja blir resultatet att:
1. Återta Frösklint - med en gud involverad behövs goda förberedelser
2. Ta reda på vem av oss som gjort vad för att reta upp vilken gud
3. Svära en ed att söka vedergällning

Om svaret å andra sidan är nej så tolkar jag det som att något i vår historia är fel. Resultatet blir då:
1. Återta Frösklint snarast
2. Återställ kultplatsen på Frösklint
3. Försök komma fram till vad vi gjort fel och sök botgöring

Om svaret på andra frågan däremot är nej så grips jag av ett ursinne, det spelar ingen roll om det är en rese i Utgård eller till och med en drake som ligger bakom - jag vill hämnas! Även i detta scenario hjälper prästen mig att hålla huvudet kallt - djup

Operation Frösklint!

Operation Frösklint! [2/2]

respekt för detta! Frågan nu blir att lista ut om vi var ett huvudmål eller bara en pjäs i spelet. Samtidigt kan jag få strategisk information som kan vara till nytta. Tredje frågan blir:

Vid tiden för anfallet mot Askliden vid Frösklint på Weysevainskusten för fyra år sedan var då eldtursen en utstött?

Om svaret är nej antar jag att vi var huvudmålet för anfallet och resultatet blir att:
1. Återta Frösklint - Eldtursen är nog en agent och det behövs goda förberedelser och eventuellt allierade för att säkerställa att inte jättarna får fotfäste på Weysevainskusten!
2. Ta reda på vem som ligger bakom anfallet
3. Svära en ed att söka vedergällning

Om svaret å andra sidan är ja så blir jag ännu mörkare i sinnet. Någon med makt kan bara på ett infall förstöra våra liv. Resultatet blir då:
1. Återta Frösklint snarast
2. Återställ kultplatsen på Frösklint och återuppbygg Askliden till att överträffa vad vi en gång var!
3. Störta dockmästaren som försökte ruinera våra liv!

Operation Frösklint!

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Operation Frösklint! [1/3]

Om svaret på första frågan är ja grips jag av en känsla av brådska - nu är goda råd dyra. Det behövs räddas det som räddas kan! Andra frågan blir helt enkelt:

Är det fortfarande någon av Frode, Elme eller Saga från Askliden vid Frösklint på Weysevainskusten som lever i fångenskap?

Om svaret på andra frågan är nej så visas min naivitet då jag tvärtemot logiken antar att minst två av föräldrarna är döda eftersom de annars skulle gjort processen kort med jätten och hans följe. På grund av detta sköljer en känsla av sorg över mig när jag tänker på detta scenario. Tredje frågan blir:

Är Frode och Elme och Saga från Askliden vid Frösklint på Weysevainskusten döda alla tre?

Om svaret är ja kommer jag att vara otröstlig ett tag. Det sista jag hörde innan jag lämnade Dains hallar var att några Ogres (småtroll) hade anslutit Eldtursens följe och att stortrollen turades om att tillsammans med Helveteshundarna skövla och härja. Småtrollen fick hjälpa till med att dra tillbaka mängder av träd till smedjan som bolmade under Frösklint. En salig blandning kor, hästar och getter sköttes av någon av fångarna sist jag hörde

Operation Frösklint!

Operation Frösklint! [2/3]

men de var konstant fjättrade. Känslan av brådska dämpas något i och med att alla är döda men mina fosterföräldrar är fortfarande i farozonen.
1. Återta Frösklint så småningom
2. Återställ kultplatsen på Frösklint och återuppbygg Askliden med ett röse till minne av Frode, Elme och Saga.

Om svaret istället är nej antar jag naivt att endast en överlevt och om jag känner dem rätt är det bara en tidsfråga innan den anfaller. Det är bråttom att ansluta! Om prästen vill att jag utför ett uppdrag så ber jag om anstånd till efter vi hämnats!

Om svaret på andra frågan däremot är ja så blir tredje frågan genast:

Lever någon av Frode eller Elme eller Saga från Askliden vid Frösklint på Weysevainskusten i frihet?

Om svaret är ja är läget akut! Det finns någon både i frihet och i fångenskap! Jag drar slutsatsen att två är fågna och en är fri eftersom det är det enda som är logiskt samtidigt som jag känner brådska över att situationen när som helst kan flamma upp! Om prästen vill att jag utför ett uppdrag så ber jag om anstånd till efter jag försöker rädda familjen!

Om svaret istället är nej antar jag

Operation Frösklint!

Operation Frösklint! [3/3]

naivt att två eller tre är i livet för annars skulle inget hindra ett desperat försök. Jag känner ångest över att inte veta om någon gått bort! Det har gått fyra år sedan anfallet och planen är att snarast fara via båt till Skiout och sedan vidare till Frösklint. Om prästen vill att jag utför ett uppdrag så ber jag om anstånd till efter jag försöker frita familjen!

Operation Frösklint!

Operation Frösklint!

  Livsmål
  ⮙
  Ja
  ⮙
  Bless ⮚ Nej ⮚ Botgörelse
  ⮙
  ⮙
  Ja
  ⮙
  Gud ⮚ ⮚ Nej ⮚ ⮚ Utstött ⮚ Nej ⮚ Krig
  ⮙               ⮛
  ⮙               Ja
  ⮙               ⮛
  Nej           Fiendskap
  ⮙
⮚ Slump
  ⮛
  Ja             Vedergällning
  ⮛                 ⮙
  ⮛                 Ja
  ⮛                 ⮙
  1fånge ⮚ ⮚ Nej ⮚ ⮚ 3döda ⮚ Nej ⮚ Kraftsamling
  ⮛
  Ja
  ⮛
  ⮛
  Ngn fri ⮚ Ja ⮚ Akut Räddningsaktion
  ⮛
  Nej
  ⮛
  Fritagning

Operation Frösklint!

ᚠ ᚱ ᛖ ᛃ   Frej [1/2]

Frey ᚠᚱᛖᛃ - Greater God of Fertility and the Sun. Neutral Good.

Frej av Vanerna bor i Alvhem (Alfheim) i utkanten av Asgård med vackra jätten Gerda.
Efter kriget mellan Vanerna och Asarna blev Njord och hans två barn Frej och Freja fredsgisslan i Asgård.

Frej (skördens gud) är även känd som Ull (jakt och vinter) och Ynglingafrej och Gerda (jordens och linberedningens gudinna) som Nerthus, Njärd, Härn eller Frigg (moder jord).
Frej sägs vara Ynglingaättens anfader samtidigt som han är trälarnas gud. Ibland tillbes han även av dvärgar och rangers.
Associeras med Frej: Fertilitet, Jordbruk, Skörd, Solen (vädret i allmänhet), Guld, Rikedom, Vänskap, Mod, Eftertanke, Strategi, Godhet, Heder, Kunglighet.

En gång satte sig Frej på Hlidskjalf (Odens högsäte) och fick syn på Gymers dotter Gerda. Frej skickade sin sköldman Skirnir (eller skiner - d.v.s. solen) längst upp i norr för att fria - det gick sådär. Trots att brudgåvorna inkluderade ringen Draupnir och Ungdomens Äpplen samt hästen Blodhov ville inte Gerda veta av Frej då hon

Diety

ᚠ ᚱ ᛖ ᛃ   Frej [2/2]

trodde att han var hennes brors bane. Skirnir gav till och med bort det självsvingande Fröjdesvärdet (också känt som Livssvärdet) men förgäves. Då hotade Skirnir med förbannelser och till slut gick hon med på att träffa Frej i lunden på Barrö. Det var först när hon fick se Frej naken hon föll för honom och nu firar vi midsommar till minnet av deras bröllop.

Frej är fredlig men går alltid först i strid. Den enda som är modigare är Tyr. Hans snabbhet är legendarisk och både alver och människor dyrkar honom. Fertilitet, ljus och humor är hans domäner och ett isblått storsvärd är hans symbol. Vildsvinet Gyllenborste och skeppet Skidbladnir skapades av dvärgarna åt honom.

Frejs pacifism och min våldsamma tendens krockar och är min största brist.

Diety

Flanking [1/2]

If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.

A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.

Flanking on Squares.

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.

When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.

Flanking on Hexes.

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2

Combat

Flanking [2/2]

hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them.

Combat

Resting [1/2]

Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.
Short Rest
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
Long Rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at

Reference

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Resting [2/2]

least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.
For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Reference

Background - Outlander

Skill Proficiencies Athletics, Survival
Tool Proficiencies One type of musical instrument
Languages One of your choice
Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Origin Viking Homesteader
Personality Trait
Ideal Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
Bond I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaw Violence is my answer to almost any challenge.

Background

Herbalism Kit

Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
DC Herbalism Kit Activity
15 Find plants
20 Identify poison

Tools

Land and Water Vehicles

Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.

In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.
Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.
Investigation, Perception. When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.
Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.
DC Vehicles Activity
10 Navigate rough terrain or waters
15 Assess a vehicle's condition
20 Take a tight corner at high speed

Tools

Light

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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.

Cleric Evocation cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot 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.

Cleric Transmutation cantrip

Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cleric Evocation cantrip

Thaumaturgy

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cleric Transmutation cantrip

Word of Radiance

  • casting time1 action
  • range5 feet

  • componentsV, M
  • durationInstantaneous

a holy symbol

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Cleric (XGE) Evocation cantrip

0 0
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Bless

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Cleric (*)(Life) 1st level Enchantment

Ceremony (ritual) [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

25 gp worth of powdered silver, which the spell consumes

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one

Cleric (XGE) 1st level Abjuration

Ceremony (ritual) [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

25 gp worth of powdered silver, which the spell consumes

corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Cleric (XGE) 1st level Abjuration

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Cleric 1st level Transmutation

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Cleric (*)(Life) 1st level Evocation

Detect Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, 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 of 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.

Cleric 1st level Divination

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cleric (*)(Arcana) 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cleric 1st level Divination

Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Cleric 1st level Evocation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Cleric (Knowledge)(Forge) 1st level Divination

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Cleric 1st level Abjuration

Purify Food and Drink (ritual)

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Cleric 1st level Transmutation

Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small parchment with a bit of holy text written on it

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

Cleric (*)(War) 1st level Abjuration

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny strip of white cloth

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

Cleric 2nd level Abjuration

Augury (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

specially marked sticks, bones, or similar tokens worth at least 25 gp

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Cleric (*)(Knowledge) 2nd level Divination

Find Traps

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Cleric 2nd level Divination

Gentle Repose (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration10 days

a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Cleric (*)(Grave) 2nd level Necromancy

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Cleric (*)(Life) 2nd level Abjuration

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2 2
2 2

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Cleric 2nd level Divination

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Cleric (War)(Forge)(Arcana) 2nd level Transmutation

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Cleric 2nd level Abjuration

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Cleric 2nd level Illusion

Spiritual Weapon

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • duration1 minute

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

Cleric (*)(War)(Life) 2nd level Evocation

Zone of Truth

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • duration10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Cleric 2nd level Enchantment

Mark

When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

Free Action

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Action

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in the appendix) or if your speed drops to 0.

Action

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Identify a Spell

Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.

If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.

This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells.

Action

War Caster

Prerequisites: The ability to cast at least one spell

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

Feat

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Feat

Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

From Sage Advice:

With the Great Weapon Master feat, do you have to take the bonus action immediately, or could you move and then use it on the same turn?

You take the bonus action on your turn, anytime after you hit with the attack that grants the bonus action. So yes, you can move before taking the bonus action (if you have movement remaining)

Feat

Den Höges sång 1 [1/3]

1. Alla dörrar, innan in man går, skarpt skådas skola, skarpt granskas skola, ty ovisst är att veta, var ovänner sitta borta på salens bänkar.

4. Vatten tarvar vandrarn, som kommer till måltid, handduk och vänlig välkomst: välvilligt sinne, om han sådant kan vinna, samspråk och bjudning tillbaka.

7. Den varsamme gästen, som till gille kommer, tiger under lyssnande tystnad: med öronen hör efter, med ögonen skådar, så spanar var klok och spejar.

10. Bättre börda man bär ej på vägen än mycket mannavett. På främmande ort går det framför guld. Slikt är den torftiges tillflykt.

12. Ej är så gott, som gott man säger, öl för människors ätt: ty mindre en man, ju mera han dricker, vet till sig, vad tankar han har.

15. Tyst och klok vare konungason, och djärv, när strid står: munter och glad, bland män envar, tills han av döden drabbas!

16. Ovis man tror sig alltid skola leva, om för vapenskifte han sig vaktar, men ålderdomen giver honom ingen frid, fast honom spjuten spara.

18. Blott den vet, som vida reser och fjärran farit har, vad lynnesart leder envar. Han vet, vad vett är.

23. Ovis man alla nätter vakar, grubblar och

Cleric

Den Höges sång 1 [2/3]

grämer sig för allt: matt är han, när morgonen kommer: vedermödan är, som den var.

25. Ovis man tror alla vara vänner, som vänligt le: när på tinget han kommer, det ter sig klart, att få hans talan föra.

33. På morgonen en man, sig måltid rikligt skaffe, om han till bekanta ej kommer: annars sitter han och snappar, som svulten han vore, och kan föga fråga.

35. Gå skall man, ej är gott, att gäst är ständigt på samma ställe. Ljuv bliver led, om länge kvar på en annans bänk han bliver.

38. Från sina vapen ej vike en man på fältet ett enda fjät, ty ovisst är att veta, när ute på vägen spjutets spets kan tarvas.

39. Ej så givmild man eller gästfri jag fann, att ej åt gåvor han gladdes, eller så litet snål på sitt gods, att led vore lön, om han finge.

40. Den som välstånd förvärvat har, skall torftighet ej tåla: ofta spars åt okär, vad åt älskling var ämnat: mycket går värre, än man väntat.

41. Med vapen och kläder glädjer vänner varandra! Själv man skönjer det bäst. Genom gengåvor vänskapen vara längst: om annars det vill sig väl.

47. Ung var jag fordom och for ensammen, då råkade jag vilse om

Cleric

Den Höges sång 1 [3/3]

vägen: jag tyckte mig rik, då jag träffade en annan: man är mans gamman.

Cleric

Den Höges sång 2 [1/3]

50. Tallen torkar, som på tomten står, och ej skyddas av bark eller barr: så är ock en, som ingen älskar. Vi skall han länge leva?

52. Mycket skall ej mannen giva, ofta får han lovord för litet: med hälften av en bulle och med bägare på lut vann jag mig en vän.

56. Medelmåttigt klok var man skall vara, aldrig vara alltför klok. Sitt öde vete ingen på förhand: då är honom sorglösast sinnet.

58. Arla stige upp, den som äga vill en annan egendom eller liv! Sällan liggande ulv ett lårstycke får eller sovande man seger. Rask är till hälften rik!

61. Tvagen och mätt ride mannen till tinget, fast klent han är klädd! Över skor och knäbyxor ej skamsen någon vare, ej heller över hästen, fast han har en dålig!

65. För de ord, som till andra man har sagt, ofta man bittert får böta.

68. Elden är bäst för barn av människor, och solens syn, och om sin hälsa man hava får och leva utan last.

71. Den halte rider häst, den handen mist, blir herde, den döve duger i strid. Blind är bättre än att bränd vara: ej av någon nytta är liket.

72. En son är bättre, fastän sent född, sedan faderns levnad är liden. Sällan bautastenar

Cleric

Den Höges sång 2 [2/3]

man ser vid vägen, om ej frände över frände dem rest.

76. Fä dör, fränder dö, även själv skiljes du hädan, men eftermälet aldrig dör för envar, som ett gott har vunnit.

77. Fä dör, fränder dö, även själv skiljes du hädan, men ett vet jag, som aldrig dör, domen över död man.

78. Fulla fårfållor såg jag hos Fitjungs söner, nu traska de med tiggarens stav. Överflöd är som en ögonblink, vankelmodigast av vänner.

81. Om kvällen skall dagen prisas, gift kvinna, då hon bränd är, svärdet, då det frestat är, flicka, då gift hon är: is, då man över kommer, öl, då det drucket är.

92. Fagert skall man tala, friarskänk bjuda, om en flickas kärlek man vill få, den ljuslätta ungmöns älsklighet prisa: då får, den som friar.

106. Borrens mun lät jag bana mig väg och gång i stenen gnaga: jag över och under omgavs av jättars väg: då gällde det hals och huvud.

115. En annans hustru du aldrig locke att förtroligt med dig tala!

116. Om på fjäll eller fjärd du fara lyster skaffa dig riklig reskost!

117. En elak man du aldrig låte höra vad otur dig hänt: ty av en elak man du aldrig får för lämnat

Cleric

0 0
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Den Höges sång 2 [3/3]

förtroende lön.

Cleric

Den Höges sång 3 [1/3]

120. En god man du locke till gamman och förtrolighet: lär dig tjusa folk att hålla dig kär!

121. När du får en vän, den förste var aldrig att våldsamt vänskapen slita: sorg fräter hjärtat, när man säga ej får för någon hela sin hug.

122. Ord skifta, aldrig du skall med dåraktig dumbom.

123. Ty av illasinnad man du aldrig skall få gott med gott lönat. Men en god man dig gagnar med sitt lov och gör dig omtyckt av andra.

124. Lik släktskap är vänskap, då man säga får en annan hela sin hug. Allt är bättre än vara brått föränderlig: den är ej vän, som blott välkommet säger.

125. Tre ord icke växla i träta med en usling: den bättre är ofta böjlig, när den sämre slår.

127. Om ont du märker, säg, att ont det är, och giv ej din fiende frid.

128. Åt ont glad aldrig var, men gläds åt det goda!

130. Om hos god kvinna du vill komma i ynnest och få fägnad av, fagert skall du lova och fast löftet hålla: den blir glad, som får något gott.

131. Varsam ber jag dig vara, dock ej alltför varsam. Var med ölet varsammast och med en annans hustru, och med det tredje, att ej dig toppride tjuvar.

132. Till hån

Cleric

Den Höges sång 3 [2/3]

och löje hav aldrig gäst eller främling, som färdas!

133. Ofta illa veta, de som inne sitta, vad slags folk, som farande komma. Ingen är så bra, att ej brist han äger, eller så dålig, att till intet han duger.

134. Åt åldrig talare du aldrig må skratta: ofta gott är, vad de gamle säga. Ofta ur skrumpet skinn skarptänkta ord komma, sådant som hänger bland hudar och slänger bland småskinn och lätt dinglar bland löpmagar.

135. En gäst du skall ej skymfa eller jaga på porten: fägna den fattige väl!

136. Ej svag är den dörrtapp, som svänga skall och öppna för alla. En ring du dock giv, eller på din rygg allt ont de dig önska.

144. Vet du, hur du rista skall? Vet du, hur du reda skall? Vet du, hur du färga skall? Vet du, hur du fresta skall? Vet du, hur du bedja skall? Vet du, hur du blota skall? Vet du, hur du sända skall? Vet du, hur du slopa skall?

145. Bättre är intet bedja än att blota för mycket: gåva önskar, att gengåva gives. Bättre är intet sända än alltför mycket slopa. Så ristade Tund före tidsåldrarna, när han reste sig upp, när han återkom.

164. Nu är den Höges sång framsagd i den Höges sal, gagnrik för

Cleric

Den Höges sång 3 [3/3]

människors söner, gagnlös för jättars söner. Hell den, som framsade! Hell den, som kan! Njute gott, den som begrep! Lycklige de, som lyssnat!

Cleric

Havamals Arton Galdrar 1 [1/2]

146. (Bless?) De kraftsånger kan jag, som ej konungens maka och ingen mans ättling kan. Hjälp heter en, och hjälpa dig den skall mot processer och sorger och samtliga lidanden.

147. (Cure Wounds?) Den nästa, jag kan, är nödig för dem, som vilja som läkare leva.

148. (? Protection from weapons) Den tredje jag kan, om det tarvas mig få fjättrar åt fiender mina: eggen jag dövar på mina ovänners svärd, att deras klingor och knölpåkar ej bita.

149. (? Unlock eller Knock) Den fjärde jag kan, om fiender på mig med band ha lemmarne bundit. Galder jag sjunger, så att gå jag kan: från foten fjättern springer och från handen handkloven.

150. (? Feather Fall) Den femte jag kan, om fiendepil skjuten jag falla i flocken ser: så häftigt han ej flyger, att jag hejdar honom ej, om blott min syn honom sett.

151. (? Mirror Curse) Den sjätte jag säger, om mig sårar en man genom runor på rötter av träd, och för denne fyr, som min fiendskap kräver, det blir menligt mera än för mig.

152. (Control Flames?) Den sjunde jag kan, om själva salen jag ser brinna kring bänkat lag: lågan slår ej så högt att jag släcker den ej, slik galder, som jag säga

Cleric

Havamals Arton Galdrar 1 [2/2]

kan.

153. (Calm Emotions) Den åttonde jag kan, som för alla är lämplig att lära: när hat uppstår bland hövdings söner, jag botar det brått.

154. (Control Weather, Control Water) Den nionde jag kan, om mig nöd hotar, att bärga min båt på hav: vinden jag stillar på vågen ute och sjunger all sjö i sömn.

Cleric

Havamals Arton Galdrar 2 [1/2]

155. (? trollkvinnor vilse) Den tionde jag kan, om trollkvinnor jag ser högt i luften leka. Jag vållar det så, att de vilse fara om skepnaden, de själva äga, om själen, som de själva ha.

156. (? Spiritual Shield) Den elfte jag kan, om till örlog jag skall gå med gamla vänner. Under sköldarna jag sjunger, och de skynda med kraft utan sår till slaget, utan sår från slaget, komma helbrägda från vad som helst.

157. (Speak with Dead?) Den tolfte jag kan, om uppi träd jag ser hängda döda dingla. Så ristar jag och runor färgar, att den kroppen kommer och talar mig till.

158. (Ceremony) Den trettonde jag brukar, om ett barn jag skall genom vattenösning viga. Stupa han skall ej, fast i strid han kommer, ej segnar denne krigare för svärd.

159. (Commune) Den fjortonde jag kan, om för folkets skara jag skall tälja gudars tal: asar och alfer jag alla vet besked om: den ej kunnig är, det ej kan.

160. (Aid?) Den femtonde jag kan, som Tjodreyrer sjöng, en dvärg framför Dellings dörr: kraft han sjöng åt asar och åt alfer framgång, förstånd åt stridernas gud.

161. (Charm Person?) Den sextonde jag kan, om den sluga möns lidelse och lust jag vill

Cleric

Havamals Arton Galdrar 2 [2/2]

hava. Hågen jag vänder hos vitarmad kvinna och förändrar all hennes själ.

162. (? Revivify) Den sjuttonde jag kan, att sent skiljes från mig den ungmö, jag älskar. Dessa sånger du sakna skall länge, Loddfavner. Men de äro goda som gåva, nyttiga att nå, behövliga att hava.

163. (Endast han vet) Den adertonde jag kan, som jag aldrig lär åt mö eller mans hustru - allt är bäst, som man ensam kan: det är sångens slut - utom åt henne som med armen mig famnar eller åt mig syster är.

Cleric

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