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Aqua Mortenson

1 Level (0/300 XP for level-up) Inheritor Background Feline Race / Species / Heritage Lawful Neutral Alignment
Lightbringer
Level 1
Hit Dice: 1/1
1d6+85 Class 1

STR
12
+1
DEX
18
+4
CON
181
+85
INT
17
+3
WIS
15
+2
CHA
14
+2
91
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+4 Dexterity
+85 Constitution
+5 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+12 Acrobatics DEX
+8 Animal Handling WIS
+10 Arcana INT
+2 Athletics STR
+4 Deception CHA
+6 History INT
+8 Insight WIS
+4 Intimidation CHA
+6 Investigation INT
skills
+4 Medicine WIS
+6 Nature INT
+8 Perception WIS
+4 Performance CHA
+8 Persuasion CHA
+6 Religion INT
+6 Sleight of Hand DEX
+8 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Swift Aemula +6 DEX 1d8(1d10)+4 piercing
 Finesse, Light, One Handed, Versatile
Unarmed Strike +1 STR 1d6+1 Slashing
Attacks

Spell Book

True Empathy (Race): You can communicate simple ideas with feline creatures (such as cats, lions, and tigers) or creatures you have bond with.

Aemula Regalia (Class): You are attuned to an Aemula Regalia. It is considered a +1 magic weapon.

Swift Aemula (Class): Your Aemula Regalia counts as a one-handed, finesse weapon and deals 1d8 (1d10 versatile) damage on a hit.

Spellcasting: Your Aemula Regalia grants you access to magic.

Features & Traits

  • Swift Aemula

  • Agony Pendant

  • Engagement Necklace

  • Wedding Ring



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
By 1st level, your Aemula Regalia grants you access to magic.

Cantrips

You learn 4 cantrips of your choice from the Aemula Regalia spell list. You learn additional cantrips as you gain levels in this class, as shown on the Lightbringer Table.

Preparing and Casting Spells


Preparing and Casting Spells the Lightbringer table shows how many Spell Slots you have to cast your Spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of spells that are available for you to cast, choosing from the Lightbringer spell list. When you do so, choose a number of spells equal to your Intelligence modifier + your Lightbringer level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Lightbringer, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 14, your list of prepared Spells can include five Spells of 1st or 2nd Level, in any combination. If you prepare the 1st level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list

Spellcasting Ability

Intelligence is your Spellcasting Ability, since spellcasting relies on you understanding how spells work. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when Making a spell attack roll with one. Additionally, you can use your Aemula Regalia as your arcane focus.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Spellcasting
Languages

  • Common

  • Elvish

  • Valyrian



Proficiencies

  • Aemula Regalia

  • Simple Weapons

  • Martial Weapons

  • Cook's Utensils

  • Lyre



Languages & Proficiencies

  • I judge people by their actions, not their words.

  • When I set my mind to something, I follow through no matter what.



Personality Traits

  • Sincerity. There is no good pretending to be something I'm not. (Neutral)



Ideals

  • I protect those who cannot protect themselves.



Bonds

  • I have a weakness for the vices of the city, especially drugs.



Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

World of Nova Stella

Swift Aemula

Weapon

Very Rare

Your Aemula Regalia counts as a one handed, finesse weapon and deals 1d8 (1d10 versatile) damage on a hit.

Type Damage Damage Range
Martial Melee 1d8+1 / 1d10+1 Piercing


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Tressym

Tiny fey, beast, chaotic neutral
Armor Class: 12
Hit Points: 5 (2d4)
Speed: 40 ft , fly: 40 ft , climb: 30 ft

STR

3 -4

DEX

15 +2

CON

10 +0

INT

11 +0

WIS

12 +1

CHA

12 +1

Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Mana Sense: Within 60 ft., the tressym can sense mana. The Tressym can detect the source with a Perception check vs the target's Stealth check.   Keen Smell: The tressym has advantage on Perception checks relying on smell.   Poison Sense: A tressym can detect whether a substance is poisonous by taste, touch, or smell.
Languages: Common (cannot speak)

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target   Hit: 1 slashing damage

A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet.   Thought to be the results of wizardly experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs.   Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats do, but with the added advantage of flight. Tressym don't, however, attack nestlings or despoil eggs.   Tressym mate with others of their kind, but they don't mate for life. A trssym can also mate with a normal cat. Though only one out of every ten of their offspring will be a tressym; the others will be normal cats.   Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of "sticks of wood held by humans" for the rest of its life. A lucky, healthy tressym can live to be 20 years old.   With the DM's permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.

Statblocks for race/species of the character.

Feline

ability score increase: Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
age: Felines live almost twice as long as humans. They mature in the mid-teens, and live well into their hundreds, though its not unheard of for them to reach their second century in their old age.
alignment: Feline typically have a neutral alignment, though there is an equal amount who lean towards chaotic.
Size: Medium
speed: Your base walking speed is 40 feet.
Languages: You can speak, read and write Common, and one extra language of your choice.
race features:
True Empathy. You can communicate simple ideas with feline creatures (such as cats, lions, and tigers) or creatures you have a bond with.   Feline Agility. You have proficiency in the Perception skill.   Feline Claws. Because of your claws, you have a climbing speed of 30 feet. Additionally, your claws are natural weapons, which you can use to make unarmed strikes. The damage die for your unarmed strike is a d6, and it deals slashing damage instead of bludgeoning damage.   Keen Sense. You have proficiency in the Perception skill.   Darkvision. As a nocturnal race, you have superior vision in dim conditions. 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 colours in darkness, only shades of grey.
The appearance of Felines vary even greater than humans, with their size ranging from just three feet, all the way up to eight.   Felines are a race born from millennia of breeding between races such as the tabaxi, with humanoid races like humans, elves, and halflings. Felines have the eyes, ears, fangs, and often claws of their cat-like ancestors, though usually only an offspring with two feline parents are born with tails.

Statblocks for companions, followers and other allies.

Fairie

1 Level (0/300 XP for level-up) Far Traveller Background Fairie Folk, Pixie Race / Species / Heritage Chaotic Neutral Alignment
Aberrant Mind Sorcerer
Level 1
Hit Dice: 1/1
1d6+3 Class 1

STR
9
-1
DEX
9
-1
CON
16
+3
INT
14
+2
WIS
15
+2
CHA
19
+4
9
Hit Points
-1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
0 /
Sorcerer Points
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
-2 Dexterity
+10 Constitution
+4 Intelligence
+4 Wisdom
+12 Charisma
saving throws
-2 Acrobatics DEX
+4 Animal Handling WIS
+8 Arcana INT
-2 Athletics STR
+12 Deception CHA
+4 History INT
+8 Insight WIS
+8 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+8 Nature INT
+8 Perception WIS
+8 Performance CHA
+8 Persuasion CHA
+4 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Lightning Lure
Mage Hand
Lesser Dwimmer
Mold Earth
Mind Sliver

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Arms of Hadar
Dissonant Whispers
Grease
Silent Image
Faerie and Folk: Your creature type is considered both humanoid and fey.

Faerie Fancy: Your people are renowned both for their love of music, and the widespread art of mixing potions poultices, and remedies. You are proficient in either the herbalism kit, or any one musical instrument of your choice.

Fey Ancestry: You have advantage on all saving throws against being charmed, and magic can't put you to sleep.

Frail Strength: Faerie folk are not made for manual labor. You have disadvantage on all Strength checks and saving throws. You can lift no more than 10 pounds.

Heart Sight: As an action, you touch a creature and magically know the creature's current emotional state. If the target fails a Charisma saving throw, you also know the creature's alignment. The DC for this save is equal to 8 + your Charisma modifier + your proficiency bonus. Celestials, fiends, and undead automatically fail this saving throw.

Nature's Child: Children of the Feywild have a native gift for the natural world. You are proficient in the Nature skill.

Nimble: You can move through the space of any creature that is a size larger than yours and you may end your turn in the space of another creature of a size larger than your own. Your melee attacks have a reach of 0 feet.

Fairy Dust. You can cast the sleep spell once. You regain the ability to cast this spell with this trait when you finish a long rest. Charisma is your spellcasting ability for this spell.


Psionic Spells: You gain additional spells. They do not count against the spells you know. Whenever you gain a level you can replace one spell gained from this feature with another spell of the same level. The spell must be a divination or enchantment spell from the sorcerer, warlock, or wizard spell list.

Telepathic Speech: You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 ft of you. You and the creature can speak telepathically while you're within a number of miles equal to your CHA modifier (minimum of 1). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.


All Eyes on You:
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips


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

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Spellcasting
Languages


  • Common

  • Elvish

  • Sylvan


Proficiencies


  • Daggers

  • Darts

  • Slings

  • Quarterstaffs

  • Light Crossbows

  • Herbalism Kit

  • Pan Flute



Languages & Proficiencies

  • I express affection or contempt in ways that are unfamiliar to others.

  • Sarcasm and insults are my weapons of choice.



Personality Traits

  • Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)



Ideals

  • I'm fascinated by the beauty and wonder of this new land.



Bonds

  • I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.



Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

Statblocks for your spells.

Level 0 Spells

SRD

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: up to one minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Elemental Evil Player's Companion

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Mage Hand

0-level (Cantrip) Conjuration

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

XGtE

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

Xanathar's Guide to Everything

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30 ft
Components: Verbal, Somatic, Material
Materials: A tiny bell and a piece of fine silver wire
Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20 ft cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 ft.
Available for: Ranger

Player's Handbook (Woc)

Animal Friendship

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic, Material
Materials: A morsel of food
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd or higher, you can affect one additional beast for each slot level above 1st.
Available for: Bard, Druid, Ranger

Unearthed Arcana

Arcane weapon

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 1 hour
You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.   As a bonus action, you can change the damage type, choosing from the options above.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Available for: Artificer

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: 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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB, page 229

Create or Destroy Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a drop of water if creating water or a few grains of sand if destroying it
Duration: Duration: Instantaneous
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.
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.
Available for: Cleric, Druid

Xanathar's Guide to Everything 5E

Chaos Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8+1d6 damage. Choose one of the d8s. The number rolled on that dice determines the attack's damage type, as shown below.    
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
  If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Available for: Sorcerer

SRD

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft 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.

Player's Handbook 5E (WoC)

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90 ft
Components: Verbal, Somatic, Material
Materials: A diamond worth at least 50 gp
Duration: Instantaneous
You hurl a 4-inch diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d8 for each slot level above 1st. 
Available for: Sorcerer, Wizard

Source: PHB, page 224

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Detect Good and Evil

1-level Divination

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

Detect Magic

1-level Divination

Casting Time: 1
Range/Area: 30
Duration: 10min
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 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.

SRD

Detect Poison and Disease

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A yew leaf
Duration: Concentration, up to 10 minutes
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Druid, Paladin, Ranger

Player's Handbook p233

Disguise Self

1-level Illusion

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

You make yourself - including your clothing, armour, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Available for: Bard, Sorcerer, Wizard, Artificer, Trickery Domain

PHB pg. 234

Divine Favor

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Instantaneous
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Available for: Paladin

Xanathar's Guide to Everything

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
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.
Available for: Bard, Druid, Sorcerer, Wizard

SRD

Feather Fall

1-level Transmutation

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

Rime of the Frostmaiden

Frost Fingers

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.   The cold freezes nonmagical liquids 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 1d8 for each slot level above 1st.
Available for: Wizard

PHB: P. 248

Guiding Bolt

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, 1 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.
Available for: Cleric

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: instantaneous
A creature of your choice that you can see within range regains 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 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

PHB, page 250

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity Save
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Warlock

PHB: P. 250

Heroism

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Up to 1 minute
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
Available for: Artificer (Battlesmith), Bard, Cleric (Peace), Paladin

SRD

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: VSM
Materials: A petrified eye of a newt, or focus
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your conce⁠ntration on the spell for up to 24 hours.
Available for: Warlock

SRD

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: SM
Materials: A drop of water, or a piece of ice, or focus
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 it 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.
Available for: Druid, Sorcerer, Wizard

SRD

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: A pearl worth at least 100 gp and an owl feather
Duration: instantaneous
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.
Available for: Artificer, Bard, Wizard

SRD

Mage Armor

1-level Abjuration

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

Player's Handbook (Woc)

Magic Missile

1-level Evocation

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

SRD

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Holy water, or powdered silver and iron, which the spell consumes, or focus
Duration: Concentration, up to 10 minutes
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.
Available for: Cleric, Druid, Paladin, Warlock, Wizard

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10 feet
Components: VS
Duration: instantaneous
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.
Available for: Artificer, Cleric, Druid, Paladin

PHB: P. 274

Searing Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, Up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Available for: Paladin

SRD

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
Range/Area: self
Components: VS
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard

SRD

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VSM
Materials: A small parchment with a bit of holy text written on it, or focus
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin

Player's Handbook p276

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90ft (20ft radius)
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 Minute

This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Spell Level Dice
1 5d8
2 7d8
3 9d8
4 11d8
5 13d8
6 15d8
7 17d8
8 19d8
9 21d8
Available for: Bard, Sorcerer, Wizard, Twilight Domain, Oath of Redemption, The Archfey

Player's Handbook p277

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 10 Minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Available for: Bard, Druid, Ranger, Nature Domain, Oath of the Ancients

SRD

Thunderous Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Available for: Paladin

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: self (15 foot cube)
Components: VS
Duration: instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

SRD

Wrathful Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Available for: Paladin

SRD

Zephyr Strike

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Available for: Ranger

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