Dsdaasdada
Dsdaasdada
INSPIRATION
STRENGTH
15 +4 30
+1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
12 PERSONALITY TRAITS
+4 0 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS
18 ●
+5 Wisdom
●
+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
-1 +4 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
9 ●
+5 Insight (Wis)
Crossbow, light +7 1d8+4 piercing
Amulet
WISDOM ●
+4 Intimidation (Cha)
+2 Investigation (Int)
Warhammer +1 1d8+1 bludgeoning
Backpack
+5 Medicine (Wis) Bedroll
+2
●
-1 Nature (Int)
+2 Perception (Wis) Number of Crossbow bolt
14 ●
+7 Performance (Cha)
Attacks: 1 x20
CHARISMA
●
+7 Persuasion (Cha)
+2 Religion (Int)
Emblem
Leather
●
18
+4 Stealth (Dex) Mess kit
+2 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6
Light Animate Dead
Mending Beacon of Hope (Domain)
Sacred Flame Bestow Curse
Spare the Dying Clairvoyance
Glyph of Warding
SPELL
Magic Circle
LEVEL
SLOTS TOTAL SLOTS EXPENDED Mass Healing Word
Bane
Bless (Domain)
4
Command
2 3
Aid
Augury
Blindness/Deafness
5
Calm Emotions
Continual Flame
9
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Locate Object
Prayer of Healing
Protection from Poison
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6
Revivify (Domain)
Sending
Speak with Dead
Spirit Guardians
Tongues
Water Walk
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Sanctuary
4
Shield of Faith
SPELLS KNOWN
2 3
Silence
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
---------------Actions--------------
Channel Divinity: Preserve Life. Distribute 25 HPs healing
among any creatures within 30 ft., each can be restored to at
most 1/2 their HP max.
-----------Other Traits------------
Channel Divinity. Channel divine power using Turn Undead or
one of your domain Channel Divinity options. (use once/rest).
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1
You touch one object that is no larger than 10 This spell repairs a single break or tear in an Flame-like radiance descends on a creature
feet in any dimension. Until the spell ends, the object you touch, such as a broken chain link, that you can see within range. The target must
object sheds bright light in a 20-foot radius two halves of a broken key, a torn cloak, or a succeed on a Dexterity saving throw or take
and dim light for an additional 20 feet. The leaking wineskin. As long as the break or tear 1d8 radiant damage. The target gains no
light can be colored as you like. Completely is no larger than 1 foot in any dimension, you benefit from cover for this saving throw. The
covering the object with something opaque mend it, leaving no trace of the former spell's damage increases by 1d8 when you
blocks the light. The spell ends if you cast it damage. This spell can physically repair a reach 5th level (2d8), 11th level (3d8), and 17th
again or dismiss it as an action. If you target magic item or construct, but the spell can't level (4d8).
an object held or worn by a hostile creature, restore magic to such an object.
that creature must succeed on a Dexterity
saving throw to avoid the spell.
You touch a living creature that has 0 hit Up to three creatures of your choice that you You bless up to three creatures of your choice
points. The creature becomes stable. This spell can see within range must make Charisma within range. Whenever a target makes an
has no effect on undead or constructs. saving throws. Whenever a target that fails attack roll or a saving throw before the spell
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the
saving throw before the spell ends, the target number rolled to the attack roll or saving
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher,
Levels. When you cast this spell using a spell you can target one additional creature for each
slot of 2nd level or higher, you can target one slot level above 1st.
additional creature for each slot level above
1st.
You speak a one-word command to a creature You either create or destroy water. Create A creature you touch regains a number of hit
you can see within range. The target must Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability
succeed on a Wisdom saving throw or follow water within range in an open container. modifier. This spell has no effect on undead or
the command on its next turn. The spell has no Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast
effect if the target is undead, if it doesn't 30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or
understand your language, or if your exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each
command is directly harmful to it. Some You destroy up to 10 gallons of water in an slot level above 1st.
typical commands and their effects follow. open container within range. Alternatively,
You might issue a command other than one you destroy fog in a 30-foot cube within range.
described here. If you do so, the GM At Higher Levels. When you cast this spell
determines how the target behaves. If the using a spell slot of 2nd level or higher, you
target can't follow your command, the spell create or destroy 10 additional gallons of
ends. Approach. The target moves toward you water, or the size of the cube increases by 5
by the shortest and most direct route, ending feet, for each slot level above 1st.
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
Page 1 (reverse)
Command (reverse)
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2
Detect Evil and Good Detect Magic (ritual) Detect Poison and Disease (ritual)
Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf
For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.
A flash of light streaks toward a creature of A creature of your choice that you can see Make a melee spell attack against a creature
your choice within range. Make a ranged spell within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10
attack against the target. On a hit, the target your spellcasting ability modifier. This spell necrotic damage. At Higher Levels. When you
takes 4d6 radiant damage, and the next attack has no effect on undead or constructs. At cast this spell using a spell slot of 2nd level or
roll made against this target before the end of Higher Levels. When you cast this spell using a higher, the damage increases by 1d10 for each
your next turn has advantage, thanks to the spell slot of 2nd level or higher, the healing slot level above 1st.
mystical dim light glittering on the target until increases by 1d4 for each slot level above 1st.
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.
Protection from Evil and Good Purify Food and Drink (ritual) Sanctuary
Cleric Level 1 Abjuration DC 13 Spell Mod +5 Cleric Level 1 Transmutation DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min
Holy water or powdered silver and iron, which the A small silver mirror
spell consumes
Until the spell ends, one willing creature you All nonmagical food and drink within a You ward a creature within range against
touch is protected against certain types of 5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who
creatures: aberrations, celestials, elementals, your choice within range is purified and targets the warded creature with an attack or a
fey, fiends, and undead. The protection grants rendered free of poison and disease. harmful spell must first make a Wisdom
several benefits. Creatures of those types have saving throw. On a failed save, the creature
disadvantage on attack rolls against the target. must choose a new target or lose the attack or
The target also can't be charmed, frightened, spell. This spell doesn't protect the warded
or possessed by them. If the target is already creature from area effects, such as the
charmed, frightened, or possessed by such a explosion of a fireball. If the warded creature
creature, the target has advantage on any new makes an attack or casts a spell that affects an
saving throw against the relevant effect. enemy creature, this spell ends.
Page 2 (reverse)
Page 3
A shimmering field appears and surrounds a Your spell bolsters your allies with toughness By casting gem-inlaid sticks, rolling dragon
creature of your choice within range, granting and resolve. Choose up to three creatures bones, laying out ornate cards, or employing
it a +2 bonus to AC for the duration. within range. Each target's hit point some other divining tool, you receive an omen
maximum and current hit points increase by 5 from an otherworldly entity about the results
for the duration. At Higher Levels. When you of a specific course of action that you plan to
cast this spell using a spell slot of 3rd level or take within the next 30 minutes. The GM
higher, a target's hit points increase by an chooses from the following possible omens: •
additional 5 for each slot level above 2nd. 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 GM makes this roll in secret.
You can blind or deafen a foe. Choose one You attempt to suppress strong emotions in a A flame, equivalent in brightness to a torch,
creature that you can see within range to make group of people. Each humanoid in a springs forth from an object that you touch.
a Constitution saving throw. If it fails, the 20-foot-radius sphere centered on a point you The effect looks like a regular flame, but it
target is either blinded or deafened (your choose within range must make a Charisma creates no heat and doesn't use oxygen. A
choice) for the duration. At the end of each of saving throw; a creature can choose to fail this continual flame can be covered or hidden but
its turns, the target can make a Constitution saving throw if it wishes. If a creature fails its not smothered or quenched.
saving throw. On a success, the spell ends. At saving throw, choose one of the following two
Higher Levels. When you cast this spell using a effects. You can suppress any effect causing a
spell slot of 3rd level or higher, you can target target to be charmed or frightened. When this
one additional creature for each slot level spell ends, any suppressed effect resumes,
above 2nd. provided that its duration has not expired in
the meantime. Alternatively, you can make a
target indifferent about creatures of your
choice that it is hostile toward. This
indifference ends if the target is attacked or
harmed by a spell or if it witnesses any of its
friends being harmed. When the spell ends,
the creature becomes hostile again, unless the
GM rules otherwise.
You touch a creature and bestow upon it a You sense the presence of any trap within You touch a corpse or other remains. For the
magical enhancement. Choose one of the range that is within line of sight. A trap, for duration, the target is protected from decay
following effects; the target gains that effect the purpose of this spell, includes anything and can't become undead. The spell also
until the spell ends. Bear's Endurance. The that would inflict a sudden or unexpected effectively extends the time limit on raising
target has advantage on Constitution checks. effect you consider harmful or undesirable, the target from the dead, since days spent
It also gains 2d6 temporary hit points, which which was specifically intended as such by its under the influence of this spell don't count
are lost when the spell ends. Bull's Strength. creator. Thus, the spell would sense an area against the time limit of spells such as raise
The target has advantage on Strength checks, affected by the alarm spell, a glyph of dead.
and his or her carrying capacity doubles. Cat's warding, or a mechanical pit trap, but it would
Grace. The target has advantage on Dexterity not reveal a natural weakness in the floor, an
checks. It also doesn't take damage from unstable ceiling, or a hidden sinkhole. This
falling 20 feet or less if it isn't incapacitated. spell merely reveals that a trap is present. You
Eagle's Splendor. The target has advantage on don't learn the location of each trap, but you
Charisma checks. Fox's Cunning. The target do learn the general nature of the danger
has advantage on Intelligence checks. Owl's posed by a trap you sense.
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each
Page 3 (reverse)
Choose a humanoid that you can see within You touch a creature and can end either one Describe or name an object that is familiar to
range. The target must succeed on a Wisdom disease or one condition afflicting it. The you. You sense the direction to the object's
saving throw or be paralyzed for the duration. condition can be blinded, deafened, paralyzed, location, as long as that object is within 1,000
At the end of each of its turns, the target can or poisoned. feet of you. If the object is in motion, you know
make another Wisdom saving throw. On a the direction of its movement. The spell can
success, the spell ends on the target. At Higher locate a specific object known to you, as long
Levels. When you cast this spell using a spell as you have seen it up close—within 30
slot of 3rd level or higher, you can target one feet—at least once. Alternatively, the spell can
additional humanoid for each slot level above locate the nearest object of a particular kind,
2nd. The humanoids must be within 30 feet of such as a certain kind of apparel, jewelry,
each other when you target them. 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.
Up to six creatures of your choice that you can You touch a creature. If it is poisoned, you For the duration, no sound can be created
see within range each regain hit points equal neutralize the poison. If more than one poison within or pass through a 20-foot-radius
to 2d8 + your spellcasting ability modifier. afflicts the target, you neutralize one poison sphere centered on a point you choose within
This spell has no effect on undead or that you know is present, or you neutralize range. Any creature or object entirely inside
constructs. At Higher Levels. When you cast one at random. For the duration, the target the sphere is immune to thunder damage, and
this spell using a spell slot of 3rd level or has advantage on saving throws against being creatures are deafened while entirely inside it.
higher, the healing increases by 1d8 for each poisoned, and it has resistance to poison Casting a spell that includes a verbal
slot level above 2nd. damage. component is impossible there.
You create a floating, spectral weapon within This spell wards a willing creature you touch You create a magical zone that guards against
range that lasts for the duration or until you and creates a mystic connection between you deception in a 15-foot-radius sphere centered
cast this spell again. When you cast the spell, and the target until the spell ends. While the on a point of your choice within range. Until
you can make a melee spell attack against a target is within 60 feet of you, it gains a +1 the spell ends, a creature that enters the spell's
creature within 5 feet of the weapon. On a hit, bonus to AC and saving throws, and it has area for the first time on a turn or starts its
the target takes force damage equal to 1d8 + resistance to all damage. Also, each time it turn there must make a Charisma saving
your spellcasting ability modifier. As a bonus takes damage, you take the same amount of throw. On a failed save, a creature can't speak
action on your turn, you can move the weapon damage. The spell ends if you drop to 0 hit a deliberate lie while in the radius. You know
up to 20 feet and repeat the attack against a points or if you and the target become whether each creature succeeds or fails on its
creature within 5 feet of it. The weapon can separated by more than 60 feet. It also ends if saving throw. An affected creature is aware of
take whatever form you choose. Clerics of the spell is cast again on either of the the spell and can thus avoid answering
deities who are associated with a particular connected creatures. You can also dismiss the questions to which it would normally respond
weapon (as St. Cuthbert is known for his mace spell as an action. with a lie. Such a creature can be evasive in its
and Thor for his hammer) make this spell's answers as long as it remains within the
effect resemble that weapon. At Higher Levels. boundaries of the truth.
When you cast this spell using a spell slot of
3rd level or higher, the damage increases by
1d8 for every two slot levels above 2nd.
Page 4 (reverse)
Page 5
This spell creates an undead servant. Choose a This spell bestows hope and vitality. Choose You touch a creature, and that creature must
pile of bones or a corpse of a Medium or Small any number of creatures within range. For the succeed on a Wisdom saving throw or become
humanoid within range. Your spell imbues the duration, each target has advantage on cursed for the duration of the spell. When you
target with a foul mimicry of life, raising it as Wisdom saving throws and death saving cast this spell, choose the nature of the curse
an undead creature. The target becomes a throws, and regains the maximum number of from the following options: • Choose one
skeleton if you chose bones or a zombie if you hit points possible from any healing. ability score. While cursed, the target has
chose a corpse (the GM has the creature's disadvantage on ability checks and saving
game statistics). On each of your turns, you throws made with that ability score. • While
can use a bonus action to mentally command cursed, the target has disadvantage on attack
any creature you made with this spell if the rolls against you. • While cursed, the target
creature is within 60 feet of you (if you control must make a Wisdom saving throw at the start
multiple creatures, you can command any or of each of its turns. If it fails, it wastes its
all of them at the same time, issuing the same action that turn doing nothing. • While the
command to each one). You decide what action target is cursed, your attacks and spells deal
the creature will take and where it will move an extra 1d8 necrotic damage to the target. A
during its next turn, or you can issue a general remove curse spell ends this effect. At the
command, such as to guard a particular GM's option, you may choose an alternative
chamber or corridor. If you issue no curse effect, but it should be no more powerful
commands, the creature only defends itself than those described above. The GM has final
You create an invisible sensor within range in You create 45 pounds of food and 30 gallons of A 60-foot-radius sphere of light spreads out
a location familiar to you (a place you have water on the ground or in containers within from a point you choose within range. The
visited or seen before) or in an obvious range, enough to sustain up to fifteen sphere is bright light and sheds dim light for
location that is unfamiliar to you (such as humanoids or five steeds for 24 hours. The an additional 60 feet. If you chose a point on
behind a door, around a corner, or in a grove food is bland but nourishing, and spoils if an object you are holding or one that isn't
of trees). The sensor remains in place for the uneaten after 24 hours. The water is clean and being worn or carried, the light shines from
duration, and it can't be attacked or otherwise doesn't go bad. the object and moves with it. Completely
interacted with. When you cast the spell, you covering the affected object with an opaque
choose seeing or hearing. You can use the object, such as a bowl or a helm, blocks the
chosen sense through the sensor as if you were light. If any of this spell's area overlaps with
in its space. As your action, you can switch an area of darkness created by a spell of 3rd
between seeing and hearing. A creature that level or lower, the spell that created the
can see the sensor (such as a creature darkness is dispelled.
benefiting from see invisibility or truesight)
sees a luminous, intangible orb about the size
of your fist.
Choose one creature, object, or magical effect When you cast this spell, you inscribe a glyph You create a 10-foot-radius, 20-foot-tall
within range. Any spell of 3rd level or lower that harms other creatures, either upon a cylinder of magical energy centered on a point
on the target ends. For each spell of 4th level surface (such as a table or a section of floor or on the ground that you can see within range.
or higher on the target, make an ability check wall) or within an object that can be closed Glowing runes appear wherever the cylinder
using your spellcasting ability. The DC equals (such as a book, a scroll, or a treasure chest) to intersects with the floor or other surface.
10 + the spell's level. On a successful check, the conceal the glyph. If you choose a surface, the Choose one or more of the following types of
spell ends. At Higher Levels. When you cast glyph can cover an area of the surface no creatures: celestials, elementals, fey, fiends, or
this spell using a spell slot of 4th level or larger than 10 feet in diameter. If you choose undead. The circle affects a creature of the
higher, you automatically end the effects of a an object, that object must remain in its place; chosen type in the following ways: • The
spell on the target if the spell's level is equal to if the object is moved more than 10 feet from creature can't willingly enter the cylinder by
or less than the level of the spell slot you used. where you cast this spell, the glyph is broken, nonmagical means. If the creature tries to use
and the spell ends without being triggered. teleportation or interplanar travel to do so, it
The glyph is nearly invisible and requires a must first succeed on a Charisma saving
successful Intelligence (Investigation) check throw. • The creature has disadvantage on
against your spell save DC to be found. You attack rolls against targets within the cylinder.
decide what triggers the glyph when you cast • Targets within the cylinder can't be charmed,
the spell. For glyphs inscribed on a surface, frightened, or possessed by the creature.
the most typical triggers include touching or When you cast this spell, you can elect to
standing on the glyph, removing another cause its magic to operate in the reverse
Page 5 (reverse)
Mass Healing Word Meld into Stone (ritual) Protection from Energy
Cleric Level 3 Evocation DC 13 Spell Mod +5 Cleric Level 3 Transmutation DC 13 Spell Mod +5 Cleric Level 3 Abjuration DC 13 Spell Mod +5
1 B.A. 60 ft V Inst 1 Act. Touch V,S 8 hrs 1 Act. Touch V,S Conc, 1 hr
As you call out words of restoration, up to six You step into a stone object or surface large For the duration, the willing creature you
creatures of your choice that you can see enough to fully contain your body, melding touch has resistance to one damage type of
within range regain hit points equal to 1d4 + yourself and all the equipment you carry with your choice: acid, cold, fire, lightning, or
your spellcasting ability modifier. This spell the stone for the duration. Using your thunder.
has no effect on undead or constructs. At movement, you step into the stone at a point
Higher Levels. When you cast this spell using a you can touch. Nothing of your presence
spell slot of 4th level or higher, the healing remains visible or otherwise detectable by
increases by 1d4 for each slot level above 3rd. 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
At your touch, all curses affecting one creature You touch a creature that has died within the You send a short message of twenty-five
or object end. If the object is a cursed magic last minute. That creature returns to life with 1 words or less to a creature with which you are
item, its curse remains, but the spell breaks its hit point. This spell can't return to life a familiar. The creature hears the message in its
owner's attunement to the object so it can be creature that has died of old age, nor can it mind, recognizes you as the sender if it knows
removed or discarded. restore any missing body parts. 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.
You grant the semblance of life and You call forth spirits to protect you. They flit This spell grants the creature you touch the
intelligence to a corpse of your choice within around you to a distance of 15 feet for the ability to understand any spoken language it
range, allowing it to answer the questions you duration. If you are good or neutral, their hears. Moreover, when the target speaks, any
pose. The corpse must still have a mouth and spectral form appears angelic or fey (your creature that knows at least one language and
can't be undead. The spell fails if the corpse choice). If you are evil, they appear fiendish. can hear the target understands what it says.
was the target of this spell within the last 10 When you cast this spell, you can designate
days. Until the spell ends, you can ask the any number of creatures you can see to be
corpse up to five questions. The corpse knows unaffected by it. An affected creature's speed is
only what it knew in life, including the halved in the area, and when the creature
languages it knew. Answers are usually brief, enters the area for the first time on a turn or
cryptic, or repetitive, and the corpse is under starts its turn there, it must make a Wisdom
no compulsion to offer a truthful answer if you saving throw. On a failed save, the creature
are hostile to it or it recognizes you as an takes 3d8 radiant damage (if you are good or
enemy. This spell doesn't return the creature's neutral) or 3d8 necrotic damage (if you are
soul to its body, only its animating spirit. evil). On a successful save, the creature takes
Thus, the corpse can't learn new information, half as much damage. At Higher Levels. When
doesn't comprehend anything that has you cast this spell using a spell slot of 4th level
happened since it died, and can't speculate or higher, the damage increases by 1d8 for
about future events. each slot level above 3rd.
Page 6 (reverse)