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Sedw'yss'drada Kiltha'tlar

4 Level (0/6500 XP for level-up) Rival Intern Background Elf (Drow) Race / Species / Heritage Neutral Evil Alignment
Wizard (Order of scribes)
Level 4
Hit Dice: 4/4
1d6+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
18
+4
WIS
10
+0
CHA
8
-1
22
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30/60/0
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+3 Dexterity
+2 Constitution
+6 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+6 Arcana INT
-1 Athletics STR
-1 Deception CHA
+6 History INT
+0 Insight WIS
-1 Intimidation CHA
+6 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +1 STR 0-1 Bludgeoning
Dagger +5 DEX d4+3 Piercing
 Simple, Finesse, Light, Thrown, Range (20/60)
Shortsword +5 DEX d6+3 Slashing
 Martial, Finesse, Light
Shortsword Silver +5 DEX d6+3 Slashing
 Martial, Finesse, Light, Silver
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Firebolt +6 1 Action 120 Instant d10 V/S
Shocking Grasp +6 1 Action 5 Instant d8

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missile 1 Action 120 Instant d4 V/S
 Notes:3 automatic hits

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missile 1 Action 120 Instant d4 + V/S
 Notes:3 automatic hits
Rimes Binding Ice 1 Action Self 30ft cone Instant 3d8 S/M
 Notes:Con Save, Speed =0
Wither and Bloom 1 Action 60/10ft sphere 2d6 V/S/M
 Notes:Con Save, allies may use one hit dice

Drow


Fey Ancestry
You have advantage on saves against being charmed, and magic can’t put you to sleep.

Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Superior Darkvision
You can see in darkness (shades of gray) up to 120 ft.

Sunlight Sensitivity
You have disadvantage on attack rolls and on Perception checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight.

Drow Magic
You know the dancing lights cantrip. [3rd] You can cast faerie fire once per long rest. [5th] You can cast the darkness spell once per long rest. CHA is your spellcasting ability.

Wizard


Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of your wizard level halved, and none of the slots can be 6th level or higher.

Wizardly Quill
As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
  • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
  • This quill disappears if you create another one or if you die.

    Awakened Spellbook
    While you are holding your Awakened Spellbook, it grants you the following benefits:
  • You can use the book as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook.
  • When you cast a wizard spell as a ritual, you can use the spell’s normal casting time. You regain use of this feature when you finish a long rest.
  • Feats


    Telekinetic
    You learn the mage hand cantrip, and can cast it without verbal or somatic components and make the spectral hand invisible. If you already know this spell, its range increases by 30 ft. Its spellcasting ability is the ability increased by this feat. As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. When you do so, the target must succeed on a Strength saving throw (DC 10 + the ability modifier of the score increased by this feat) or be moved 5 ft. toward or away from you. A creature can willingly fail this save.

    Features & Traits
    Inventory: 8(STR)*15 (medium)=120lb
    -Feine Kleidung, Bauchtasche & Wintermantel (2lb)
    -Hauptbuch von Devon, mit hilfreicher Information (3lb)
    -Awakend Spellbook (3lb)
    -Hempen Rope 100ft (20lb)
    -2x Thieves Tools (1lb)
    -Shortsword: 1*D6 P, Finesse, Light (2lb)
    -Silver Shortsword: 1*D6 P, Finesse, Light, Silver (2lb)
    -Gift der Druiden Wizards of the wine (1lb)
    -Karte von Bonnoseux & Barovia, Quittierung von Lucius Balder für entzogene Gegenstände, Einladung von Strahd
    -Die Enzyklopädie der feinen Künste (1lb)
    -Mysteriöses Buch aus der Turminsel Attuned (5lb)
    -8x Bücher aus der Turminsel (40lb)
    =63 lb
    Gold: 148,49

    Buch aus der Turminsel (20/80h)
    -------------------
    Aussehen: Einband ungewöhnliches Leder, befleckt mit allerhand Substanzen, die Seiten bestehen aus verschiedenen Rohstoffen und Papierformaten, erstes duchblättern: verschiedenste Grafiken, ansonsten alles sehr dicht in einer unbekannten Sprache beschrieben
    Rarität: Artefakt
  • Lebendig, mit bösen Intentionen
  • Worte bewegen sich
  • Verschiedene Rohstoffe und Seiten aus verschiedenen Zeitaltern
  • 80 Stunden zum Lesen von Uraltem Arkanen Wissen
  • Enthält Flüche (Consumption gelernt)



  • Eingezogen in Bonnoseux, Beleg im Inventar
    -Component Pouch: Spellfocus (2lb) x
    -Healers Kit (3lb) x
    -Hempen Rope 50ft (1lb) x
    -Alchemist Supplies (8lb) x
    -Thieves Tools (1lb) x

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Spell Save DC: 8+Prof+Int= 14
    Spell Attack Modifier: Prof+Int= +6
    Spells Prepared: Wizard lvl + Int= 8
    Spell Slots: 4x lvl1; 3x lvl2

    Attuned Items
    -Buch aus der Turminsel
    -
    -

    Prepared Spells:
    Comprehend Languages, Find Familiar, Identify, Mage Armor, Magic Missile, Shield, Rimes Binding Ice, Wither and Bloom
    Spellcasting
    Armor
    None

    Weapons
    Crossbow, Hand, Crossbow, Light, Dagger, Dart, Quarterstaff, Rapier, Shortsword, Sling

    Tools
    Alchemist Supplies

    Languages
    Common, Elvish, Dwarvish

    Languages & Proficiencies
    Selbst ein schlechtes Buch ist mir lieber, als ein Gespräch mit einer anderen Person. Magie ist meine lieblings Kunstform.

    Personality Traits
    Ein schlecht überlegter Plan, ist nicht wirklich ein Plan, sondern lediglich ein simpler Selbstmord.

    Ideals
    Ich schrecke vor nichts zurück um meine Familie und Heimat zu schützen, vor allem meine Schwester.

    Bonds
    Ich denke immer, dass ich das klügste Lebewesen im Raum bin und andere können mir nicht das Wasser reichen.

    Flaws
    W'yss Level Guide
    5th Level
    Prof = 3
    Spells: Fireball, Counterspell
    6th Level
    Manifest Mind
    Spells: Dispel Magic, Pulse Wave

    Notes


    ™ & © 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

    The statblocks of your class features

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    Statblocks for your spells.

    Level 0 Spells

    PHB: P. 230

    Dancing Lights

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S, M
    Materials: A bit of phosphorus or wychwood, or a glowworm
    Duration: Instantaneous
    You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
    Available for: Artificer, Bard, Sorcerer, Wizard

    PHB: P. 241

    Firebolt

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S
    Duration: Instantaneous

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1*D10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
    This spell’s damage increases by 1*D10 when you reach 5th level (2*D10), 11th level (3*D10), and 17th level (4*D10).
    Available for: Artificer, Sorcerer, Wizard

    PHB: P. 256

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    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 feet 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 feet each time you use it.
      The hand can’t attack, activate magical items, or carry more than 10 pounds.
    Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

    PHB: P. 260

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: S, M
    Materials: a bit of fleece
    Duration: 1 minute
    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
    If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
      If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
      If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
    Available for: Bard, Sorcerer, Warlock, Wizard

    PHB: P. 267

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 10 feet
    Components: V, S
    Duration: Up to 1 hour
    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

    PHB: P. 275

    Shocking Grasp

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous

    Lightning springs from your hand to deliver a shock to a creature you try to touch.
    Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1*D8 lightning damage, and it can’t take reactions until the start of its next turn.
    At higher levels: The spell’s damage increases by 1*D8 when you reach 5th level (2*D8), 11th level (3*D8), and 17th level (4*D8).
    Available for: Artificer, Sorcerer, Wizard

    Level 1 Spells

    PHB: P. 224

    Comprehend Language

    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

    Grim Hollow Player Guide P.119

    Consumption

    1-level Evocation

    Casting Time: 1 Bonus Action
    Range/Area: 60 feet
    Components: V, S, M
    Materials: a malnourished leech
    Duration: Concentration, up to 1 minute
    As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, choose a creature within range and roll the hit die. The creature loses a number of hit points equal to the result. For the duration of the spell, the creature must make a Constitution saving throw at the end of each of its turns. On a failure, roll the hit die expended to cast this spell again, and the creature loses hit points equal to the result. On a success, this effect ends for the creature
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, choose an additional target for the spell for each slot level above 1st.
    Available for: Sorcerer, Wizard

    PHB: P. 231

    Detect Magic

    1-level Divination

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

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but 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: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    PHB: P. 233

    Disguise Self

    1-level Illusion

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: 1 hour
    You make yourself—including your clothing, armor, 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: Artificer, Bard, Sorcerer, Wizard

    PHB: P. 239

    Faerie Fire

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Concentration, Concentration, up to 1 minute

    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
    Available for: Artificer, Bard, Druid

    PHB: P. 240

    Find Familiar

    1-level Conjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 hour
    Range/Area: 10 feet
    Components: V, S, M
    Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
    Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.
    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
      While your familiar is within 100 feet of you, you can communicate with it telepathically.
    Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
      You can not have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    Available for: Wizard

    PHB: P. 252

    Identify

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: Touch
    Components: V, S, M
    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

    PHB: P. 256

    Mage Armor

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: a piece of cured leather
    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 it if the target dons armor or if you dismiss the spell as an action.
    Available for: Sorcerer, Wizard

    PHB: P. 257

    Magic Missile

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S
    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: Artificer (Armorer), Sorcerer, Wizard

    PHB: P. 275

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    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: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

    Level 2 Spells

    PHB: P. 219

    Blindness / Deafness

    2-level Necromancy

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V
    Duration: 1 minute
    You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
    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 slot level above 2nd.
    Available for: Bard, Cleric, Sorcerer, Wizard

    PHB: P. 264

    Phantasmal Force

    2-level Illusion

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S, M
    Materials: a bit of fleece
    Duration: Concentration, Concentration, up to 1 minute
    You craft an illusion that takes root in the mind of a creature that you can see within range.
    The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
      The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
      The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
      While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
      An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
    Available for: Bard, Sorcerer, Wizard

    Rimes Binding Ice

    2-level Evocation

    Casting Time: 1 Action
    Range/Area: Self (30 foot cone)
    Components: S, M
    Materials: a vial of meltwater
    Duration: Instantaneous
    A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
    Available for: Sorcerer Wizard

    Wither and Bloom

    2-level Necromancy

    Casting Time: 1 Action
    Range/Area: 60 feet
    Components: V, S, M
    Materials: a withered vine twisted into a loop
    Duration: Instantaneous
    You invoke both dead and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2*D6 necrotic damage on a failed save, or half as much on a successful one. Nonmagical vegetation n that area withers. 
    In addition, one creature of your choice in that area can spend and roll one of its Hit Dice and regain a number of Hit points equal to the roll plus your spellcasting ability modifier.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1*D6 for each slot above 2nd, and the number of Hit Dice that can be spend and added to the healing roll increases by one for each slot above 2nd.
    Available for: Druid, Sorcerer, Wizard

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