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# Farming It is one of the hardest jobs that anybody has to deal with considering they help society run. Kings, rulers and even militaries rely on the farmer's ability to produce and cultivate livestock and produce to keep societies functioning. Enemies of warring Kingdoms would regularly attack the farms of their rivals, crippling their economy and power. Sometimes the attacks on the farmers are successful and sometimes the King has his Mages and Knights teach the farmer how to fight back. These farmers that fight back are called Dread Farmers. ### Harnessing a Powerful Ability Dread Farmers are unlike other farmers that roam the lands. They have learned to harness the power of Fear to instill fear into others and to use magic and weaponry to ward off threats. It is not uncommon to see a Dread Farmer roaming the lands to ward off potential threats to their livestock and produce. ### Multiclassing into and out of Dread Farmer Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already an Dread Farmer. Proficiencies Gained. If Dread Farmer isn’t your initial class, here are the proficiencies you gain when you take your first level as an Dread Farmer: * Proficiency with Axes, Hammers and Polearms * Proficiency with Shields * Proficiency with Light Armor Spellcasting. Add half of your levels (rounded down) in the Dread Farmer class to the appropriate levels from other classes to determine your available spell slots. ### Arcane Focus The arcane focus of a Dread Farmer is their lucky item from a Corn Cob Pipe, Four Leaf Clover, Rabbit's Foot, Black Cat's Bone, or a Lucky Horseshoe hanging from their belt, worn as a necklace or tucked inside their hair. As long as it is visible they do not need to ready it to cast spells. \pagebreak
##### Dread Farmer | Level | Proficiency Bonus | Features | Cantrips| 1st | 2nd | 3rd | 4th | 5th| Fear Aura Teleport |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 |Spell Casting, Spell Casting Ability, Spell Save DC|2| 2 | | — | — | — | | | — | | | 2nd | +2 | Fear Aura, Fighting Style, Superstitious Blessing | 2 | 2 | - | — | — | | 5ft | — | | | | | 3rd | +2 | Dread Farmer Archetype | 2 | 3 | — | — | — | — | 5ft | — | — | — | — | | 4th | +2 | Ability Score Improvement| 3 | 3 | — | — | — | — | 5ft| - | - | - | - | - | |5th | +3 |Extra Attack| 3 | 4 | 2 | - | - | - | 10ft | | | | | - | |6th | +3 | Improved Fear Aura | 3 | 4 | 2 | - | - | - | 10ft| -| - | - | - | - | | 7th | +3 |Dread Farmer Archetype Feature| 3 | 4| 3 | -| - | | 10ft | - | - | - | - | | 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | - | - | - | 15ft | - | - | - | - | | 9th | +4 | | 3 | 4 | 3 | 2 | - | - | 15ft| - | - | - | - | | 10th | +4 |Dreadful Strike| 3 | 4 | 3 | 2 | - | -| 15ft| | - | | - | | 11th | +4 | Dread Farmer Archetype Feature | 3 | 4 | 3 | 3 | -| -| 15ft| - | - | - | - | | 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | - | - | 20ft |- | - | - | - | | 13th | +5 | | 4 |4 | 3 | 3 | 1| - | 20ft| | | | | | 14th | +5 |Dread Boon | 4 | 4 | 3 | 3 | 1 | - |20ft | - | - | - | - | | 15th | +5 | Dread Farmer Archetype Feature | 4 | 4 | 3 | 3 | 2 | | 25ft | - | - | - | - | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | - | 25ft | - | - | - | - | | 17th | +6 | | 5 | 5 | 3 | 3 | 3 | 1 | 25ft | - | - | - | - | | 18th | +6 | Fearless Dread | 5 | 5| 3 | 3 | 3 | 1 | 30ft |- | - | - | - | | 19th | +6 | Ability Score Improvement | 6 | 6 | 3 | 3 | 3 | 2 | 30ft | - | - | - | - | 20th | +6 | Ultimate Dread| 6 |6 | 3 | 3 | 3 | 2 | 30ft | - | - |- | -|
As you create your character imagine what drew them to adventure. Was a nearby Kingdom planning to attack your farmland? Was a loose Werewolf causing havoc amongst your neighbors and needs to be dealt with? #### Quick Build To build a Dread Farmer quickly, first make Wisdom your highest stat followed by Strength and Constitution. Choose the Produce Flame and Mending Cantrips and the Healing Word and Guiding Bolt Spells. Lastly choose the Hermit Background. #### Hit Points As a Dread Farmer you gain the following features. Hit Dice: 1d8 per Dread Farmer level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dread Farmer level after 1st #### **Proficiencies** Armor: Light, Medium, Shields Weapons: Simple Weapons, Warhammer, Great Axe, Longbow, Halberd, Glaive, Battle Axe Tools: Land Vehicles Saving Throws: Strength and Wisdom Skills: Choose two from Animal Handling, Athletics, Medicine, Nature, Perception, Sleight of Hand and Survival #### **Equipment** You start with the following equipment, in addition to the equipment granted by your background: * (a) Battle Axe and Shield or (b) Glaive (c) Longbow and 20 arrows * (a) 2 Hand Axes (b) 2 daggers * (a) Scale Mail Armor (b) Studded Leather Armor * (a) a dungeoneer's pack or (b) an explorer's pack * Arcane focus for your spells ### **Spells known of first level and higher** At 1st level, you know two 1st-level spells of your choice from the Dread Farmer spell list. The Spells Known column of the Dread Farmer table shows when you learn more Dread Farmer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. \pagebreak Additionally, when you gain a level in this class, you can choose one of the Dread Farmer spells you know and replace it with another spell from the Dread Farmer spell list, which also must be of a level for which you have spell slots. ### **Spellcasting Ability** Wisdom is your spellcasting ability for your Dread Farmer spells, since your experience with magic is through the Superstition and consistent use. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Dread Farmer spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier ### Fear Aura At 2nd Level, your connection to the Superstition empowers you to evoke a creature's deepest fears. Once per long rest, you can choose a target within a range of 30 feet to make a Wisdom saving throw against your Spell Save DC. On a failed save, the target is frightened until the end of your next turn and must use its remaining movement to flee from you as far as possible. At the end of each of its turns, the feared creature may continue making Wisdom saving throws to break free from your Fear Aura. On a success nothing happens. In addition to your blessings, you can tap into the powers of superstition to teleport short distances. Once per short rest, as a reaction, you can choose a location that you see, within distance, specified in the Fear Aura Teleport in the Dread Farmer's Table and instantly transport yourself to that spot. ### **Fighting Style** Starting at 2nd level, 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. * **Archery**. You gain a +2 bonus to attack rolls you make with ranged weapons. * **Defense**. While you are wearing armor, you gain a +1 bonus to AC. * **Dueling**. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. * **Great Weapon Fighting**. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. * **Thrown Weapon Fighting**. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. ### Superstitious Blessing Your connection to the super natural has blessed you with an increase in protection. You add your Wisdom modifier (rounded down) to your current Armor Class. ##### **Dread Farmer Archetype** Dread Farmers have four different types of magic farming. These types are called Cultivators. Cultivators come in four different types: Arborist, Beekeeper, Herder and Vintern ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. ### Imrpoved Fear Aura At 6th level, when you activate your Aura Fear feature, you gain enhanced control over its effects. Instead of only affecting creatures in your vicinity, you may now choose to place the aura onto an inanimate object or a creature within 30 feet of you. The aura emanates from the chosen target, instilling fear in all creatures within range as if they were affected by your original Fear Aura effect. ### Dreadful Strike At 10th level, you harness the power of fear to turn every moment of vulnerability into an opportunity for attack. Whenever a creature within your reach fails a saving throw against a spell or your fear aura you may make opportunity attacks against that target with advantage until the end of your next turn. ### Dread Boon At 14th level, as an action, you can grant yourself and any friendly creatures within 15 feet of you 15 temporary hit points and advantage on Wisdom Saving Throws. These effects last for 1 minute. ### Fearless Dread \pagebreak At 18th level, your resolve has become unyielding, and you have mastered the art of confronting fear itself. You are immune to the frightened condition. ### Ultimate Dread As an action, you can summon a magical copy of a creature's worst nightmare. Creatures hostile to you within 30 feet of that point must make a Constitution saving throw against your Spell Save DC. On a failed save, a creature becomes petrified until the end of its next turn. A creature that is subjected to this effect a second time while already petrified in this way is permanently petrified until freed by the Greater Restoration spell or similar magic. On a success nothing happens. Once you use this feature, you cannot use it again until you finish a long rest. ### Arborist Arborists are Dread Farmers that specialize in growing trees and other foliage. They have ties to the Superstition that creates magical connections to the spirits of the living and the dead through trees. Arborists uses woodcarver's tools to whittle items out of wood. **Arbor Cultivation** At 3rd level, you gain the ability to channel your connection with nature into craftsmanship. You learn the Speak with Plants spell, which does not count against your total spells known. You also gain proficiency with woodcarver's tools, allowing you to create specific magical wooden items during your long rests. You may create one of the following objects during a long rest, and you cannot stack their effects. These crafted items can be destroyed by fire, whether magical or mundane. **Wooden Ammunition:** You create 20 pieces of wooden ammunition. This ammunition deals an additional 1d4 damage based on the type used and prevents healing for the target hit by it until the start of your next turn. **Termite Logs:** You create 5 Termite Logs. You can throw these logs up to 30 feet. A creature hit by a Termite Log must make a Constitution saving throw versus your Spell Save DC. On a failed save, it takes 1d4 damage at the start of each of its turns for 1 minute. This effect cannot stack with additional logs. On a successful save nothing happens. **Wooden Bracelet:** You create 1 Wooden Bracelet. When equipped, this bracelet grants the wearer a +1 bonus to AC. Only one Wooden Bracelet can be equipped at a time, and the effect does not stack with other similar items. Once you use this feature, you cannot craft another object until you finish a long rest. **Expendable Farm Hands** At 7th level, when you use the Decompose cantrip on a humanoid corpse, it functions as though you have cast the Animate Dead spell. You may choose to animate the corpse as either a Skeleton or a Zombie. The animated Undead gains the following benefits: **Enhanced AC:** The Undead gains a bonus to its Armor Class equal to half your Wisdom modifier (rounded down). **Connection to the Past:** The Undead retains memories of its past life, allowing it to communicate in any language you know. It can share its experiences and insights as you converse. **Wisdom Transfer:** The Undead uses your Wisdom scores in place of its own for all ability checks and saving throws. You may only have one Skeleton or Zombie animated in this way at a time. If you animate another, the previous Undead is dismissed. ### Wilderness Camouflage At 11th level, you gain the ability to blend seamlessly into natural environments when covered in foliage. While you are hidden in a space with substantial natural foliage (such as bushes, trees, or tall grass), hostile creatures must succeed on an Investigation check against a DC 15 to discern your location. \pagebreak Additionally, while hidden in this manner, you can use your bonus action to move up to half your movement speed without revealing your position, as long as you remain in the foliage. ### Barkskin Fusion At 15th level, you learn to meld your skin with the natural armor of bark, creating a powerful protective barrier. While encased in this bark armor, you gain the following benefits: **Increased AC:** Your Armor Class increases by an amount equal to half your Wisdom modifier (rounded down). **Temporary Hit Points:** You gain 15 temporary hit points. The bark armor remains active until you run out of temporary hit points. Once the temporary hit points are depleted, the bark armor disappears. You may only use this ability once per long rest. ### Beekeeper Dread Farmers that maintain control over bees and cultivate honey becomes a Beekeeper. ### Insect Sense At 3rd level, you learn to communicate with your insect followers, primarily your bees, in a range of 60 feet. These insects act as your loyal companions, providing you with information about your surroundings. **Insect Attributes:** Armor Class: 16 Hit Points: 1 Movement: They can fly up to 60 feet. You can command your insects to scout or observe areas, allowing you to gather information without putting yourself in danger. **Shared Senses:** When you concentrate on your connection with these insects (as if concentrating on a spell), you can see through the eyes of one of your bees as if they were your own. While seeing through the bee's eyes, you perceive the environment as if you were in that location. You can only see what the bee can see, but you can maintain your own awareness of your surroundings. You can maintain this connection for up to 10 minutes as long as you concentrate. Once you use this feature, you must finish a short or long rest before you can use it again. Your bee companions can sting an enemy as a reaction, dealing 1d4 piercing damage. This damage increases to 2d4 at 7th level, 3d4 at 11th level, and 4d4 at 15th level. ### Rejuvenating Nectar At 7th level, you have mastered the art of cultivating a special form of honey imbued with magical properties. This honey possesses powerful restorative qualities and can heal any creature that consumes it. **Healing Properties:** Any creature that drinks your honey is immediately relieved of one of the following effects of your choice: a curse, one level of exhaustion, or the petrified condition. You can produce a quantity of this honey equal to your Wisdom modifier (minimum of 1) per long rest. Each serving of this honey must be consumed within 24 hours of creation to retain its potency. **Magic Honey:** When you create this honey, you can choose to infuse it with one spell you know that heals or removes curses/petrification. If you do so, it acts as a casting of the spell without using a spell slot. Once you use this option, you cannot use it again until you finish a long rest. ### Wings of the Superstition At 11th level, you are blessed by the magic of the Superstition, allowing you to grow insect-like wings from your back. With a surge of power, you can take to the skies and explore the world from a new perspective. **Insect Wings:** As an action, you can sprout these ethereal wings, granting you the following benefits for 1 minute: You gain a flying speed of up to 30 feet. Your wings are capable of carrying up to 300 pounds, allowing you to lift yourself and other creatures or equipment that fall within this weight limit. You can hover in place. Once you use this feature, you cannot use it again until you finish a long rest. **Flight Maneuverability:** While flying with your insect wings, you can make a Dexterity (Acrobatics) check to attempt impressive aerial maneuvers, such as dodging attacks or avoiding obstacles. The DC for such checks is determined by the DM based on the complexity of the situation. ### Pollination Paralysis At 15th level, you can harness the power of your bees to release a cloud of potent pollen that can incapacitate your foes. As a bonus action, you can unleash this stored pollen in a burst around you. Area of Effect: Each creature of your choice within a 15-foot radius must make a Constitution saving throw against your Dread Farmer Spell Save DC. On a failed save, a creature becomes paralyzed for a number of rounds equal to your Wisdom modifier (minimum of 1 round). Saving Throws: Affected creatures can attempt to break free from the paralysis at the end of each of their turns, making another Constitution saving throw. On a success, the creature is no longer paralyzed. Once you use this feature, you cannot use it again until you finish a long rest. ### Herder Dread Farmers that specialize in watching over livestock and herding animals are called Herders. Herders get an animal companion to assist them watch over the livestock and herd animals. #### Animal Companion \pagebreak At 3rd level, you gain a loyal animal companion blessed by the Superstition. Choose a breed of dog (such as a Golden Retriever, German Shepherd, or similar) that is larger than average. This canine companion shares your bond with nature and assists you in your adventures. Actions: On your turn, you can use a bonus action to command your companion to take the Attack action. The attack modifier and damage for your companion are calculated as follows: **Healing:** If your animal companion is slain, you can bring it back to life by expending a 1st-level spell slot. When you do so, your companion regains 10 hit points, plus an additional 5 hit points for each spell slot of 2nd level or higher used. **Bond of the Superstition:** While your animal companion is within 30 feet of you, it gains a bonus to its attack rolls equal to your Wisdom modifier. You can also communicate telepathically with your companion as long as you are within 30 feet of each other. Below are the stats of your animal companion: ___ > Medium Creature, any alignment (same as Dread Farmer) > ___ > - **Armor Class** 10 + Dread Farmer proficiency bonus > - **Hit Points** 11 times the Dread Farmer proficiency bonus. > - **Speed** 40ft >___ > |STR|DEX|CON|INT|WIS|CHA| >|12|15|14|13|10|14|8| >___ > - **Skills** Animal Handling +4, Perception +5, Stealth +5 > - **Condition Immunities** mind control, Frighten > - **Senses** passive Perception 10 + Wisdom Modifier > - **Languages** Understands Common and any language spoken by the Dread Farmer >___ > - **Keen Hearing and Smell** The Animal Companion has advantage on Wisdom (Perception) and Wisdom (Animal Handling) checks that rely on hearing or smell. > - **Pack Tactics** The animal companion has advantage on attack rolls against a creature if at least one of the animal companion's allies is within 5ft of the creature and the ally isn't incapacitated. > - ### Actions > - **Bite** Finesse Melee Weapon Attack: +4 to hit, reach 5t, one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on the Dread Farmer spell save dc Strength saving throw or be knocked prone. > - **Pounce** Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d8+2) bludgeoning damage. If the target is a creature, it must succeed on a the Dread Farmer Spell save DC Strength saving throw or be knocked prone. The Animal companion must have the ability to move 15ft before using this attack. On a successful hit the Animal companion follows up with a bite. ### Might of the Herd Starting at 7th level, your connection to your animal companion deepens, granting its attacks a magical quality. Your animal companion's attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \pagebreak **Dazing Strike:** The target must succeed on a Strength saving throw against your Dread Farmer Spell Save DC or be stunned until the end of its next turn. You can use these features a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. ### Grim Teleport Starting at 11th level, your animal companion gains the ability to teleport alongside you. ### Rampaging Herd Starting at 15th level, you can call upon your livestock to stampede across the battlefield. As an action, you can create a 30-foot cone originating from you. All creatures in that area must make a Constitution saving throw against your Dread Farmer Spell Save DC. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone. The livestock cannot be stopped or attacked during this stampede, as they are a manifestation of your magical influence. Additionally, friendly creatures, including yourself, can attempt to ride the Rampaging Herd. To do so, they must succeed on a Dexterity saving throw of DC 14. On a success, they can ride the herd during its movement, allowing them to move with it (up to half their speed). Any creature attempting to ride must make this saving throw each turn they remain riding the herd. You can use this feature once per long rest. ### Vintern Vinterns are specialized Dread Farmers who dedicate their craft to the art of winemaking. They understand how to harness the magic of the Superstition to produce exquisite wines that can heal, invigorate or intoxicate. Vintners play a key role in society, not only be providing delicious beverages that foster camaraderie and celebration but also acting as purveyors of health through their enchanting wine brews. ### Concoction Stew Beginning at 3rd level, you gain proficiency with Brewer's Supplies if you do not already have it. You learn to craft special concoctions from your brewing processes. When you finish a long rest, you can create a number of elixirs equal to your proficiency bonus. You can choose from the following types of concoctions: **Healing Elixir** You can create a healing elixir that restores 2d4 + your Wisdom modifier hit points. A creature can consume this elixir as a bonus action. **Fortifying Brew** You can create a brew that grants an ally a +2 bonus to their next attack roll or saving throw made before the start of their next turn. The ally must consume this brew as a bonus action. **Chilling Draught** You can create a chilling draught that negatively affects your enemies. When thrown at a point you can see within 60 feet, all creatures within a 10-foot radius must make a Constitution saving throw against your Dread Farmer Spell Save DC. On a failed save, a creature takes 2d6 cold damage and has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, a creature takes half damage and suffers no other effects. You can create these concoctions during a long rest if you have access to brewer's supplies. Every two hours you create a concoction. Once you create a type of concoction, you cannot create that same type again until you finish a long rest. ### Grapevine Cultivation Starting at 7th level, you learn the Purify Food and Drink spell. This spell does not count against your number of spells known. After finishing a long rest, you can create a number of wine bottles equal to your Wisdom modifier (minimum of one). Each bottle contains a special wine that grants one of the following effects when consumed. Using an action to drink a bottle of wine allows you or a friendly creature to benefit from one of the effects. Only one effect can be active for a creature at a time, and drinking a new bottle of wine nullifies the effects of the last one: **Wine Courage:** A creature that drinks this wine gains advantage on saving throws against being frightened for 1 minute. **Liquid Ambition:** A creature that drinks this wine gains advantage on Charisma-based skill checks for 1 minute. **Pain Nullifier:** A creature that drinks this wine gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before needing to finish a long rest to create more wine bottles. ### Aroma Cultivation At 11th level you gain the ability to create enchanting aromas from your crafted wines. As a bonus action, you can choose one of the following Aroma effects. Only one Aroma effect can be active at a time, and you cannot use this feature again until you finish a short or long rest: **Seltzer Aroma:** You can choose a willing creature to remove one level of exhaustion it is suffering from. **Calming Aroma:** You can choose a number of creatures equal to your Wisdom modifier (minimum of one) within 30 feet. Those creatures immediately break free from any mind control effects, such as the effects of the charm spell. **Daring Aroma:** You can choose a willing creature to gain advantage on all Athletics checks for 1 minute. \pagebreak **Vintage Aroma:** Choose a number of creatures equal to your Wisdom modifier (minimum of one) within 30 feet. These creatures can roll an additional 1d6 on any saving throw they make until the end of their next turn. You may use this feature a number of times equal to your Wisdom modifier (minimum of once) before requiring a short or long rest to recharge. ### Protective Grapevines At 15th level, you gain the ability to weave protective grape vines around your allies. As an action, you choose a number of creatures equal to your proficiency bonus that you can see within 30 feet. While under the effect of your protective grape vines, the following benefits apply: * Each chosen creature gains 4 temporary hit points at the start of each of its turns. * Any attack roll made against a creature affected by your protective grape vines has disadvantage. These effects last for 1 minute or until you lose your concentration (as if concentrating on a spell). You can choose to maintain the protective grape vines for a number of rounds equal to your Wisdom modifier before needing to complete a long rest to use this feature again. \pagebreak #### Dread Farmer Spell List ### Cantrips Control Flame Decompose Gust Mending Produce Flame Shape Water Thorn Whip ### 1st Level Cure Wounds Create or Destroy Water Earth Tremor Entangle Fog Cloud Goodberry Guiding Bolt Healing Word Longstrider Purify Food and Drink Snare ### 2nd Level Aid Beast Sense Earthbind Enlarge/Reduce Lesser Restoration Locate Object Maximillian's Earthen Grasp Warding Wind Wither and Bloom Spike Growth ### 3rd Level Erupting Earth Mass Healing Word Plant Growth Wall of Water \columnbreak ### 4th Level Control Water Control Weather Dominate Beast Fabricate Grasping Vine Locate Creature Stone Shape Wall of Fire Watery Sphere ### 5th Level Arcane Hand Awaken Transmute Rock Wall of Light Wall of Stone