====== Teo's Mechanics & Stats D&D 5th ======
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**Feats**
^ Background:| Tavern Brawler |
^ Lv4 Fighter:| Embers of the Giant |
^ Lv6 Fighter:| - |
^ Lv8 Fighter:| - |
^ Lv12 Fighter:| - |
^ Lv4 Druid:| - |
**Vision**
^ Common Sight:((Standard eye sight))| Yes |
^ Passive Perception:| 16 |
^ Dark Vision:| 60ft |
^ True Sight:| - |
^ Tremor Sense:| - |
^ Blind Sight:| - |
[[character:teo|{{:wiki:media:back.png?65|}}]]
**Attunment**
^ Slot 1:| [[item:belt_of_giants|Mark of Giant's Strength]] |
^ Slot 2:| [[item:protections| Mark of Protection]] |
^ Slot 3:| |
**Movement**
| Walking | 35ft |
| Swimming | 00ft |
| Climbing | 00ft |
| Flying | 00ft |
**Currency**
^ Platinum ^ Gold ^ Silver ^ Copper ^
| 0 | 149 | 30 | 50 |
-1G from Bun Hag
^ Occupation | Occupation |
^ Income ^ Lifestyle ^
| +0 GpD | -0GpD |
^Other Expences/Income ^
| |
//GpD = Gold per Day//
====Teo's Equipment ====
^ Location ^ Item ^ Stats ^
^ Head | - | |
^ Amulet | Choker | //A special choker signifying Teo's engagement to [[character:chaos|Chaos]]. With Teo's line of work a simple ring was going to get lost or broken so this alternative was thought up. its simple in design a solid black band but is very important to Teo.// |
^ Cloak | - | |
^ Clothes | Dark Shorts | //Simple Sturdy shorts made tough to handle both travel and combat. Famously one of the only thigs Teo wears in common practice, leaving very little to the imagination for Onlookers.// |
^ Armor | Scale mail | AC = 14 //Sturdy mail made with flexibility in mind. The armor covers mostly arms and waist while leaving the torso almost bare. Perhaps the smith or the wearer believed a tone physique was important to show.// |
^ Arms/Hands | - | |
^ Ring/s | - | |
^ Belt | Monk's Wrappings | //Basic Coverings common among martial artists such as monks and fighters, offers flexibility and decency as well as a show of status.// |
^ Boots | - | |
^ Weapon | Unarmed | |
^ Shield/Ammo/Offhand | - | |
^ Sub-Weapon | - | |
^ Mark (Arms) | [[item:belt_of_giants|Giant's Strength (Hill)]] | Strength score = 21 //A Detailed work of art and magic, derived from the giant's magic increasing the wearers strength dramatically, has room for improvement.// |
^ Mark (Back) | [[item:protections|Protection (Lesser)]] | AC +1 //A simple work of art and magic, gives the wearer more flexibility and tougher skin increasing its resistance to attack, Has room for improvement// |
====Consumabels====
**Carrying Capacity** \\
STR (23) x 15 x 2 = Carry Capacity \\ STR (23) x 30 x 2 = Lift,Push,Pull Capacity \\ //Powerful Build Doubles Total//
^ Carry Capacity ^ Lift,Push,Pull Capacity ^ Equipped Load ^
| 690ibs/313Kg | 1380Ibs/626Kg | 000Ibs |
**Consumables & Useful Items**
^ Item Name ^ Details ^
| Crossbow bolt | x20 |
| Bag of Ball bearings | x5 |
| Steel Rod | x5 |
| Bag of Buns | x10 |
| Item | |
| Item | |
**Special Items**
^ Name ^ Detail ^
| Long sword | x2 |
| Hand axe | x2 |
| Light Crossbow | |
| Explorers pack | |
| Magic Ink | |
| Potion of Healing | x2 |
| Item | |
| Item | |
**Misc / Junk Items**
^ Item ^ Detail ^
| Small guitar | |
| Pit Fiend Amulet | |
| [[item:boots_of_elvenkind|Boots of Elvenkind]] | |
| [[item:ring_of_water_walking|Ring of Water Walking]] | |
| [[item:assassins_crossbow|Assassin's Crossbow]] | |
| [[item:protections|Cloak of protection]] | |
| Bag of Platinum | Contains 4000 Platinum |
| Item | |
==== Teo the Leonin ====
**[[culture:aasimar|Leonin]]:** \\
description
**Physical Appearance** \\
Leonin are not native to any land within Felwind, their homeland resides in [[planes:arcadia|Arcadia]] Or perhaps the fabled land of [[planes:arborea|Arborea]] nobody is exactly sure, All Leonin seen within the material plane are several generations down the line. History of their homeland has faded to old war stories or fairy tales passed down from parent to parent. There are said to be no pure blood Leonin living outside of their homeland, their dominant Genes keeping the heritage alive.
Teo knows little of his supposed home land, Born and bread in Reton his home is with his family and that's all he cares for.
Bigger, bulkier and overall beefy looking Tabaxi as describe by most. more narrowminded folk confuse Tabaxi and Leonin as the same race just male and female variations, but this is stereotyping and assumption and is looked down upon by any decent mortal.
Teo Stands over 7ft tall (2 Meters) Buff and Brawny, Long blue hair and Ash black fur. //[[culture:languages|Giant]]// Markings cover his arms and back, dying the skin and fur off-white. The blue of his hair extends to various patches on his body (inside of ears, chest floof, goatee). \\ The hair is referred to as a mane by most Leonin and is well kept as a sign of status and proper grooming.
Hands and feet are pawed, with retractable claws like most normal big cats. But unique to Teo is his tail, Far longer and bulkier than normal Leonin tails. Perhaps something genetic or a simple mutation. \\
His head is also Different from typical Leonin, being similar shape to a Wolf or somewhere in-between wolf and lion, another genetic mutation from crossbreeding most likely.
***Ability Score Increase** \\ Your Constitution score increases by 2, and your Strength score increases by 1.
***Lifespan:** \\
***Creature Type:** \\ Your classified as a Humanoid.
***Age** \\ Leonin mature and age at about the same rate as humans.
***Alignment** \\ Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
***Size** \\ Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
***Speed** \\ Your base walking speed is 35 feet.
***Languages** \\ You can speak, read, and write Common and Leonin.
***Powerful Build** \\ You count as one size larger when calculating strength checks/saves against other creatures, determining your carrying capacity and the weight you can push, drag, or lift.
***Darkvision** \\ You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Claws** \\ Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.
***Hunter's Instincts** \\ You have proficiency in one of the following skills of your choice: **Perception**
***Daunting Roar** \\ As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
===== Teo's Class =====
==== Rune Fighter Class Introduction ====
//Teostra was once an adept Rogue during his younger years but after an event that left him alone he promised to change his ways. Leaving behind the ways of a thief and trading up to something more 'heroic' in appearance. Bulking up and studying the Old rune magic left by the Giants Teo became a strong and capable fighter. Learning new lost culture of the Giants has given him a new world view.// \\
**Hit Points**
*Hit Dice: 1d10 per fighter level
*Hit Points at 1st Level: 10 + your Constitution modifier
*Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
**Proficiencies**
*Armor: All armor, shields
*Weapons: Simple weapons, martial weapons
*Tools: None
*Saving Throws: Strength, Constitution
*Skills: Choose two skills from **Animal Handling, Athletics**
**Equipment**
===Background: Feature & Details===
//Laborers are everywhere in the city and countryside, from the dockworker unloading goods, to the cart driver delivering them, to the miner deep underground. Choose which type of laborer with which you have the longest history or roll on the table below. This list is not exhaustive so you can make up your job with the DM’s permission.//
===Feature: Tavern Brawler===
++[7] | //Unearthed Arcana: DnD One// ++ \\
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
*Increase your Strength or Constitution score by 1, to a maximum of 20.
*You are proficient with improvised weapons relating to furniture.
*Tiny: 1D6 + Strength (Chair leg, Cub, Plate)
*Medium, 1D8 + Strength (Chair, Table)
*Large, 1d10 + Strength (Piano, Horse, Cart)
*Your unarmed strike add a d4 for damage, you can re-roll and D4 that results in a 1.
*When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
**Type of Laborer**
*Farmhand
*Logger
**Skill Proficiencies**
*Insight
*Medicen
**Languages And Tools**
*Draconic
*One type of Artisan's Tools
**Equipment (If Any)**
*A set of artisan's tools (one of your choice)
*a shovel
*an iron pot
*a set of common clothes
*a pouch containing 10gp
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===== Rune Fighter =====
==== 1st Level Rune Fighter ====
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**Fighting Style** ++[1] | //Player's Handbook// ++ \\
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
***Unarmed Fighting** ++[3] | //Tasha's Cauldron of Everything// ++ \\ Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
**Second Wind** ++[1] | //Player's Handbook// ++ \\
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. \\
Once you use this feature, you must finish a short or long rest before you can use it again.
==== 2nd Level Rune Fighter ====
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**Action Surge** ++[1] | //Player's Handbook// ++ \\
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
==== 3rd Level Rune Fighter ====
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**Rune Carver** ++[3] | //Tasha's Cauldron of Everything// ++ \\
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
^ Runes Known ^
^ Fighter Level ^ Number of Runes ^
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
***Fire Rune** \\ This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
*In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
***Frost Rune** \\ This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
*In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
**Giant Might** ++[3] | //Tasha's Cauldron of Everything// ++ \\
At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
*If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
*You have advantage on Strength checks and Strength saving throws.
*Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
==== 4th Level Rune Fighter ====
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**Feat: Ember of the Fire Giant** ++[4] | //Unearthed Arcana 85 - Wonders of the Multiverse// ++ \\
You’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits:
*Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
*Born of Flame. You have resistance to fire damage.
*Searing Ignition.
*When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice within 15 feet of you that can see you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. You can use your Searing Ignition a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
==== 5th Level Rune Fighter ====
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**Extra Attack** ++[1] | //Player's Handbook// ++ \\
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
==== 6th Level Rune Fighter ====
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**Ability Score or Feat**
==== 7th Level Rune Fighter ====
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**Runic Shield** ++[3] | //Tasha's Cauldron of Everything// ++ \\
At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. \\
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
==== 8th Level Rune Fighter ====
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**Ability Score or Feat**
==== 9th Level Rune Fighter ====
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**Indomitable** ++[1] | //Player's Handbook// ++ \\
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. \\
You can use this feature twice between long rests starting at 13th level
==== 10th Level Rune Fighter ====
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**Great Stature** ++[3] | //Tasha's Cauldron of Everything// ++ \\
By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. \\
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
==== 11th Level Rune Fighter ====
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==== 12th Level Rune Fighter ====
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==== 13th Level Rune Fighter ====
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==== 14th Level Rune Fighter ====
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===== Wild-Fire Druid =====
==== Wild-Fire Druid Introduction====
//Through his study of Giant lore lead him on various journeys to relatively un-marked parts of Mor-Thir it was here in Covania. on the North-West edge of Fiery-Borderlands he found a Druid unlike any he had herd of before. This one wielding the flames to heal the land. Ash gave rise to seedlings, Burt bark chipped away to reveal new life. Although the land was burnt and defiled by the Demon's invasion, this Druid was ready to spend the time and effort to slowly heal the land, and a Slow process indeed. It was from this Druid Teo learned the ways of the Wildfire Circle, His training was but brief but it was enough to start his journey.// \\
**Hit Points**
***Hit Dice:** 1d8 per druid level
***Hit Points at 1st Level:** 8 + your Constitution modifier
***Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st
===== MULTI-CLASS Levels =====
==== 1st Level Wildfire Druid ====
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**Druidic** ++[1] | //Player's Handbook// ++ \\
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
==== 2nd Level Wildfire Druid ====
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**Wild Shape** ++[1] | //Player's Handbook// ++ \\
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. \\
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. \\
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. \\
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. \\
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
**Wildfire Druid Circle** ++[3] | //Tasha's Cauldron of Everything// ++ \\
**Circle Spells** \\
When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Druid Level Spells
*2nd Burning Hands, Cure Wounds
*3rd Flaming Sphere, Scorching Ray
*5th Plant Growth, Revivify
*7th Aura of Life, Fire Shield
*9th Flame Strike, Mass Cure Wounds
**Summon Wildfire Spirit** ++[3] | //Tasha's Cauldron of Everything// ++ \\
At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
**Wildfire Spirit** ++[3] | //Tasha's Cauldron of Everything// ++
*Small elemental
***Armor Class**: 13 (natural armor)
***Hit Points**: 5 + five times your druid level
***Speed**:
*30ft , fly 30 ft (hover)
| STR | DEX | CON | INT | WIS | CHA |
| 10 (+0) | 14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 11 (+0) |
***Damage Immunities:** fire
***Condition Immunities:** charmed, frightened, grappled, prone, restrained
***Senses**: darkvision 60 ft., passive Perception 12
***Languages**: understands the languages you speak
***Proficiency Bonus**: equals your bonus
**Actions** \\
*Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
*Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
==== 3rd Level Wildfire Druid ====
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==== 4th Level Wildfire Druid ====
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**Feat**
==== 5th Level Wildfire Druid ====
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==== 6th Level Wildfire Druid ====
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**Enhanced Bond** ++[3] | //Tasha's Cauldron of Everything// ++ \\
At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. \\
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
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=====Spellcasting Rules & Details=====
**Type of Spell List you can access**
**Spell Slot Recovery**
^ ^ ^ Spell ^ Slots ^ ^
| 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 |
| 4th | 0/0 | 5th | 0/0 | 6th | 0/0 |
| 7th | 0/0 | 8th | 0/0 | 9th | 0/0 |
^ Total Cantrips ||| 0 |
^ Total Spells ||| 0 |
**Spell Preparation**
**Spellcasting Scores, DC, Bonus**
**Ritual Casting** \\
**Spellcasting Focus**
=====Spell List=====
^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^
| Produce Flame | Fairei Fire | - | - |
| - | Cure Wounds| - | - |
| - | Detect Magic | - | - |
| - | GoodBerry | - | - |
| - | Fire Knife | - | - |
| - | Burning Hands | - | - |
//Bold = Prepared Spell//
====Cantrips====
++ Produce Flame | \\
//Conjuration Cantrip// \\
**Casting Time:** 1 Action \\
**Range:** Self \\
**Components:** V, S \\
**Duration:** 10 Minutes \\
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. \\
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. \\
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ++
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
====Level 1 Spells====
//Source: Player's Handbook// \\
1st-level evocation
++ Faerie Fire | \\
**Casting Time:** 1 action \\
**Range:** 60 feet \\
**Components:** V \\
**Duration:** Concentration, up to 1 minute \\
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). \\
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. \\
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. ++
++ Cure Wounds | \\ //Source: Player's Handbook// \\
1st-level evocation \\
**Casting Time:** 1 action \\
**Range:** Touch \\
**Components:** V, S \\
**Duration:** Instantaneous \\
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. ++
**Detect Magic** \\
//Source: Player's Handbook// \\
1st-level divination (ritual)
*Casting Time: 1 action
*Range: Self
*Components: V, S
*Duration: Concentration, 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.
++ GoodBerry | \\
//Source: Player's Handbook// \\
//1st-level transmutation// \\
**Casting Time:** 1 action \\
**Range:** Touch \\
**Components:** V, S, M (a sprig of mistletoe) \\
**Duration:** Instantaneous \\
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. \\
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ++
**Fire Knife** \\
//Source: Xanathar's Guide to Everything// \\
1st-level conjuration
*Casting Time: 1 action
*Range: 60 feet
*Components: S, M (a drop of water or piece of ice)
*Duration: Instantaneous \\
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
**Burning Hands** \\
//Source: Player's Handbook// \\
1st-level evocation
*Casting Time: 1 action
*Range: Self (15-foot cone)
*Components: V, S
*Duration: Instantaneous \\
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. \\
The fire ignites any 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
====Level 2 Spells====
====Level 3 Spells====
Summon Fey
Speak with Plants
Erupting Earth
Dispel Magic
Water Breathing