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Erensil Goldleaf

13 Level (40900/140000 XP for level-up) Sage Background High Elf Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 13
Hit Dice: 13/13
1d6+0 Class 1

STR
8
-1
DEX
20
+5
CON
10
+0
INT
20
+5
WIS
14
+2
CHA
12
+1
124
Hit Points
+5
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
40
Speed (walk/run/fly)
17
Passive Perception
_ / 5
Bladesong
_ _ / 100
Wand of Writing
_ _ / 60
Arrows
Spellcasting ...
+10 Attack mod
INT Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
-1 Strength
+5 Dexterity
+0 Constitution
+10 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+10 Acrobatics DEX
+2 Animal Handling WIS
+10 Arcana INT
-1 Athletics STR
+1 Deception CHA
+10 History INT
+7 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+7 Perception WIS
+6 Performance CHA
+1 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
LongBow +10 DEX 1d8+5 piercing
 ranged (150/600ft), ammunition, heavy, two-handed
Dancing Longsword +10 DEX 1d8+5 piercing
 Finesse, Versatile (2-handed 1d10 ), b.action (command word) sword flies 30ft, attacks creature next to it. moves 30ft per turn for bonus action. must stay with-in 30ft. returns to owner after 4th attack.
Moon-Touched Longsword +10 DEX 1d8+5 slashing
 Finesse, Versatile (2-handed 1d10 ), 15ft of bright light, 15ft of dim light
Handaxe -1 STR 1d6-1 Slashing
 Light, Thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Green-Flame Blade 1 Action 5 ft Instantaneous 2d8 V,M
 Notes:As part of the cast, make a melee attack. On a hit, green flame leaps to a different visible creature within 5 feet of it. The second creature takes 2d8 +spell mod fire damage.
Booming Blade 1 Action 5 ft 1 Round 2d8 V,M
 Notes:As part of the cast, make a melee attack. 3d8 thunder damage if the target willingly moves b4 your next turn.
Mind Sliver 1 Action 60 ft 1 Round 3d6 V
 Notes:INT save. fail: damage + reduce next saving throw by 1d4 b4 the end of your next turn. success no damage or effects
Mage Hand 1 Action 60 ft 1 minute
 Notes:telekinetic: no VS, hand is invisible. You can use your action to control the hand to: open something, use an object, pour a vial, move an object 10lbs or less
Shocking Grasp 1 Action Touch Instantaneous 3d8 V,S
 Notes:As part of the cast, make a melee attack (advantage on the roll against metal armor). Target can't take reactions until the start of its next turn
Prestidigitation 1 Action 10 ft 1 Hour V,S
 Notes:make: a minor sensory effect, light or snuff candle/torch/campfire, clean or soil a 1ft cube, chill/warm/flavor something, a color/small mark/ symbol on something, or a trinket/illusory image that fits in your hand.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Shield 1 Reaction Self 1 round V,S
 Notes:+5 AC until the start of your next turn. take 0 damage from Magic Missile
Mage Armor 1 Action Touch 8 hours V,S,M
 Notes:touch a willing unarmored creature. Base AC = 13 + its DEX mod. The spell ends if the target dons armor or if you dismiss the spell as an action
Longstrider 1 Action Touch 1 hour V,S,M
 Notes:The target's speed increases by 10 feet until the spell ends. extra target per upcast level

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Misty Step 1 Bonus Action 30 ft Instantaneous V
 Notes:teleport
Web 1 Action 60 ft Concentration, 1 Hour V,S,M
 Notes: webs fill a 20-foot cube. webs are difficult terrain and lightly obscure their area. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Mirror Image 1 Action Self 1 Minute V,S
 Notes:3 illusion duplicates appear. When attacked roll d20 to determine what's hit. 6+, 8+, then 11+ to shift target to duplicate. duplicate's AC = 10 + DEX mod.
Tasha's Mind Whip 1 Action 90 ft 1 Round 3d6 V
 Notes:Target makes an Int saving throw. On a fail, they take 3d6 psychic damage, and can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only 1 of the 3. On a successful save, the target takes half damage

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Haste 1 Action 30 ft Concentration, 1 minute V,S,M
 Notes:Target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns (can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action). When the spell ends: target can’t move or take actions until after its next turn.
Counterspell 1 Reaction 60 ft Instantaneous S
 Notes:If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Int check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Upcast to interrupt spells of equal or lower level.
Slow 1 Action 120 ft Concentration, 1 minute V,S,M
 Notes:Up to 6 creatures of your choice within a 40ft cube must succeed on a Wis save or their speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Polymorph 1 Action 60 ft Concentration, 1 hour V,S,M
 Notes:Transform target into a beast of = or lower challenge rating or level. An unwilling creature must make a Wisdom saving throw to avoid the effect.
Dimension Door 1 Action 500 ft Instantaneous V
 Notes:Can teleport with up to one additional creature. If you don't land in an unoccupied space, you and any creature traveling with you each take 4d6 force damage and you fail to teleport.
Vitriolic Sphere 1 Action 150ft (20ft) Instantaneous 10D4 V,S,M
 Notes:Materials: a drop of giant slug bile. You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels: When you cast this spell using a higher level spell slot, the initial damage increases by 2d4 for each slot level.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Wall of Force 1 Action 120 ft Concentration, 10 minutes V,S,M
 Notes:create 10 snaking 10x10ft panels, a 10ft radius dome, or sphere of impassable force 1/4in thick. immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly. blocks ethereal plane
Bigby's Hand 1 Action 120 ft Concentration, 1 Minute V,S,M
 Notes:AC 20, same hp as caster object. Str 26, Dex 10. See hand table for options.

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Scatter 1 Action 30 ft Instantaneous V
 Notes:target up to 5 creatures (Wis save if unwilling) and teleport them to a visible space within 120ft on the ground.
Sunbeam 1 Action 60 ft Concentration, 1 Minute 6d8 V,S,M
 Notes:60ft line. Succeed Con save or take radiant damage and be blinded (undead and ooze disadvantage). Action to make new lines. Creates 30ft of bright sunlight & 30ft of dim sunlight.

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
1 Action Self (120ft) 1 Hour 4D12 V,S
 Notes:Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Elf Weapon Training, Darkvision (60ft), Keen Senses,
Tough - +2hp per level
Elven Accuracy - Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Fey Ancestry - advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Mind - always know North, hours 'til sunrise/sunset, can recall anything you've seen or heard in the last month
Mobile - when you dash: difficult terrain doesn't cost you extra movement on that turn; after a melee attack: you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Telekinetic - B.Action shove a creature you can see within 30ft: target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + intelligence modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Warcaster - advantage on concentration CON saves; can do spell somatics on weapon handles; you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Researcher - When you attempt to learn or recall a piece of lore, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Wizard/Bladesinger (Longsword) -

  • 1. Bladesong (proficiency bonus/rest) - B.Action (lasts 1 minute or 'til incapacitated): +INT mod to AC; walking speed +10ft; advantage on Acrobatics; +INT mod to concentration saves.

  • 2. Extra Attack - can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

  • 3. Song of Defense - When you take damage during Bladesong, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.



Features & Traits
[Attuned] Dancing Longsword, Moon-Touched Longsword, Longbow, Enduring Spellbook, Arcane Focus (ring), Efficient Quiver, Arrows (50), Component Pouch, 1/3 Adult Blue Dragon Wing leather, 2 Hp Potions, 3 Blue Pins, Handaxe,
Wand of Writing - When transcribing spells into a spellbook, you may spend a charge from this wand to reduce the time by 1 hour. You cannot reduce the time below the spells level. Max 100 charges.
Mark of a Bladesinger - Bonus action:

  • When the holder activates this mark, a level 2 Shadow Blade is summoned to their hand: This magic sword lasts 1 minute. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

  • When the holder activates this mark: if they have exhausted all of their daily uses of "Blade Song," they regain a use that will last 30 seconds.



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1660, Platinum: 0 Money
Common, Draconic, Elvish, Gnomish, Sylvan,
Longsword, Longbow, Shortsword, Shortbow, Dagger, Perception, Light Armor

Languages & Proficiencies


™ & © 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

DnD 5e DMG

Dancing Sword

Weapon

Very Rare Requires Attunement

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.   While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.   After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.


Xanathar's Guide to Everything

Moon-Touched Sword (Longsword)

Weapon

Common

versatile

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.


These stats are for the longsword variant.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Slashing melee


Weight: 3 lb.

Xanathar's Guide to Everything

Enduring Spellbook

Wondrous Item

Common

This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.


Arcane Focus

Spellcasting Focus

Common

An arcane focus is a special item designed to channel the power of arcane spells.

Cost: --
Weight: --

Quiver of Ehlonna

Wondrous Item

Uncommon Requires Attunement

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
  You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.


DnD 5e PHB

Longbow

Weapon

Common

Ammunition, Heavy, Two-Handed

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600 ft

Cost: 50gp
Weight: 2 lb

Arrows

Ammunition

Common

Bundle Size: 20   Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or another container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Cost: 1 gp
Weight: 1Ib

Homebrew

Mark of a Bladesinger

Tool

Rare

A holder of this mark with no spell slots remaining gives off a signal that other holders of this item can trace from anywhere on the same plane.   This item can be activated or deactivated by using a bonus action while holding it. When the mark's been active for a total of 10 minutes, the magic ceases to function until you finish a long rest. An active mark grants the following effects:
  1. When the holder activates this mark, a level 2 Shadow Blade is summoned to their hand: This magic sword lasts 1 minute. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
  2. When the holder activates this mark: if they have exhausted all of their daily uses of "Blade Song," they regain a use that will last 30 seconds.


Weight: 1/2 lb

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

The statblocks of your class features

Mobile

You are exceptionally speedy and agile. You gain the following benefits:
   

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

 

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. 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 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

 

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
   

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

 

War Caster

The ability to cast at least 1 spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
   

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

 

Elven Accuracy

Elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
 
 

Wizard

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (4) + Constitution Modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger

  • (a) a component pouch or (b) an arcane focus

  • (a) a scholar's pack or (b) an explorer's pack

  • A spellbook


spellcasting:
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

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

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

  The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, 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 wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
class features:
The Wizard Spell Slots Per Level
level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
2 +2 Arcane Tradition 3 3 - - - - - - - -
3 +2 Cantrip Formulas (Optional) 3 4 2 - - - - - - -
4 +2 Ability Score Improvement 4 4 3 - - - - - - -
5 +3 - 4 4 3 2 - - - - - -
6 +3 Arcane Tradition feature 4 4 3 3 - - - - - -
7 +3 - 4 4 3 3 1 - - - - -
8 +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9 +4 - 4 4 3 3 3 1 - - - -
10 +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
11 +4 - 5 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 +5 - 5 4 3 3 3 2 1 1 - -
14 +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
15 +5 - 5 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17 +6 - 5 4 3 3 3 2 1 1 1 1
18 +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cantrip Formulas (Optional)

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

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.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.
subclass options:
Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.
Bladesinger

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

Bladesong

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

1)You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
2)Your walking speed increases by 10 feet.
3)You have advantage on Dexterity (Acrobatics) checks.
4)You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Song of Victory

Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Chronurgy

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Chronal Shift

At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended use when you finish a long rest.

Temporal Awareness

Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

Momentary Stasis

When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Arcane Abeyance

At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

Convergent Future

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Benign Transportation

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

OverChannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Graviturgy

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Adjust Density

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

Gravity Well

When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Violent Attraction

At 10th level, When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Event Horizon

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.

Improved Minor Illusion

When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can't use it again until you finish a short or long rest.

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.
Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Undead Thralls

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

1)The creature's hit point maximum is increased by an amount equal to your wizard level.
2)The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Order of Scribes

Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

Wizardly Quill

At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

1)The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
2)The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.3)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

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

At 2nd level, while you are holding the book, it grants you the following benefits:

1)You can use the book as a spellcasting focus for your wizard spells.
2)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, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
3)When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Manifest Mind

At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Master Scriviner

At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

One with the Word

At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.

Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.

Once you use this reaction, you can't do so again until you finish a long rest.
Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.

Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

1) Darkvision out to a range of 60 feet
2)An increase to speed of 10 feet while the creature is unencumbered
3)Proficiency in Constitution saving throws
3)Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter's stone, the previous one ceases to function.

Shapechanger

At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast Polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

Major Transformation. You can transmute one nonmagical object – no larger than a 5-foot cube – into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
Restore Life. You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
War Magic

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.

Sage

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Skill Proficiencies Arcana, History
Languages Two of your choice
Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Features

Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

Traits

Dice 1d8 Result
1I use polysyllabic words that convey the impression of great erudition.
2I've read every book in the world’s greatest libraries—or I like to boast that I have.
3I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
4There’s nothing I like more than a good mystery.
5I’m willing to listen to every side of an argument before I make my own judgment.
6I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me.
7I am horribly, horribly awkward in social situations.
8I’m convinced that people are always trying to steal my secrets.

Ideal

Dice 1d6 Ideal
1Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3Logic. Emotions must not cloud our logical thinking. (Lawful)
4No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5Power. Knowledge is the path to power and domination. (Evil)
6Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)

Bond

Dice 1d6 Bond
1It is my duty to protect my students.
2I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3I work to preserve a library, university, scriptorium, or monastery.
4My life’s work is a series of tomes related to a specific field of lore.
5I've been searching my whole life for the answer to a certain question.
6I sold my soul for knowledge. I hope to do great deeds and win it back.

Flaw

Dice 1d6 Flaw
1I am easily distracted by the promise of information.
2Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3Unlocking an ancient mystery is worth the price of a civilization.
4I overlook obvious solutions in favor of complicated ones.
5I speak without really thinking through my words, invariably insulting others.
6I can’t keep a secret to save my life, or anyone else’s.


Dice 1d8 Specialty
1Alchemist
2Astronomer
3Discredited academic
4Librarian
5Professor
6Researcher
7Wizard’s apprentice
8Scribe

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

High Elf

ability score increase: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
alignment: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Elven.
parent race: Elf
race features:
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and 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 colour in darkness, only shades of grey.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Keen Senses. You have proficiency in the Perception skill.   Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Extra Language. You can read, speak, and write one additional language of your choice.

Statblocks for companions, followers and other allies.

Thordin Blastmark

12 Level (26500/120000 XP for level-up) Architect Background Mountain Dwarf Race / Species / Heritage Lawful Good Alignment
Artificer
Level 12
Hit Dice: 12/12
1d8+4 Class 1

STR
18
+4
DEX
10
+0
CON
18
+4
INT
12
+1
WIS
8
-1
CHA
14
+2
135
Hit Points
+0
Initiative (DEX)
21
Armor Class (AC)
+4
Prof. Bonus
25
Speed (walk/run/fly)
13
Passive Perception
_ / 6
Infused Items
_ / 4
Repulsion Shield
_ / 5
Spell Gems
Spellcasting ...
+5 Attack mod
INT Ability
+1 Abi Mod
13 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+3 Dexterity
+8 Constitution
+5 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
-1 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+2 Deception CHA
+1 History INT
-1 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
+9 History (Stonework) INT
skills
-1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+0 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +9 STR 1d8+1+4 bludgeoning
 2-handed 1d10 , Adamantine(damage die+1, Crit on 16+, doesn't break), Returning Weapon, thrown (range 20/60)
Thunder Gauntlet +8 STR 1d8+4 thunder
 hits impose disadvantage on attack rolls against targets other than you until the start of your next turn
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending 1 minute touch Instantaneous V,S,M
Ray of Frost +5 1 Action 60 ft Instantaneous 3d8 V,S
 Notes:reduce speed by 10
Fire Bolt +5 1 Action 120ft Instantaneous 3d10 V,S

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missle 1 action 120 ft Instantaneous 1d4+1 V,S
 Notes:Armor Spell always prepared.
Shield 1 Reaction self 1 round V,S
 Notes:Armor Spell always prepared. Block Magic Missiles, +5 AC
Cure Wounds +5 1 action Touch Instantaneous 1d8+1 V,S
Faerie Fire 1 Action 60ft Concentration, 1 minute V
 Notes:20ft cube around target point glows. Advantage against targets in area & no invisibility

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missle 1 action 120 ft Instantaneous 1d4+1 + V,S
 Notes:Armor Spell always prepared.
Mirror Image 1 Action self 1 minute V,S
 Notes:Armor Spell always prepared. when attacked roll D20. hit mirror on 6+, 8+, 11+. mirror AC=10+Dex
Shatter +5 1 Action 60 ft Instantaneous 3d8 V,S,M
 Notes:Armor Spell always prepared. 10ft radius, Con save (inorganics have disadvantage)
Conjure Chains +5 1 action 90 ft Concentration, 1 minute V,S,M
 Notes:target < Huge & a point within 5ft. Str check target. no reactions & can't move more than 10ft from point. Athletics check to break at disadvantage
Cure Wounds +5 1 action Touch Instantaneous 1d8+1 + V,S
Enhance ability 1 Action Touch Concentration, 1 hour V,S,M
 Notes:advantage on a ability check. If Con also 2d6 temp hp, if Str double carry cap, if dex no damage for falling 20ft

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missle 1 action 120 ft Instantaneous 1d4+1 + V,S
 Notes:Armor Spell always prepared.
Shatter +5 1 Action 60 ft Instantaneous 3d8 + V,S,M
 Notes:Armor Spell always prepared. 10ft radius, Con save (inorganics have disadvantage)
Hypnotic Pattern 1 Action 120 ft 1 minute, Concentration S,M
 Notes:Armor Spell always prepared. Wis save, 30ft cube incapacitated & 0 speed if failed
Lightning Bolt 1 Action 100 ft Instantaneous 8d6 V,S,M
 Notes:Armor Spell always prepared. Dex save
Cure Wounds +5 1 action Touch Instantaneous 1d8+1 + V,S
Darkvision (60ft), Extra Attack, Stonecunning,
Dwarven Resilience - poison resistance, advantage on poison saving throws
Dwarven Combat Training - cannot be flanked if can see an ally within 15ft
Dwarven Armor Training - no speed penalty from heavy armor, no penalty for sleeping in heavy armor
Weapon Throwing Expert - your weapons gains thrown range 20/60. double range if weapon already has thrown
Shield Master - B.Action shove 5ft w/ Attack Action, Reaction no damage on a successful DEX explosion save.
Artificer (Armorer):

  • Flash of Genius - (INT mod/rest) When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

  • Spell Storing Item - (1/rest) touch an item, store a 1st or 2nd level spell in it. While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier or until you use this feature again.

  • Defensive Field - B.Action gain temp hp = to class lvl. lose these hp when you doff armor.

  • Magic Item Adept - Can attune to 4 items

  • Artificer Infusions:

  • 1. Replicate Item: Boots of Speed

  • 2. Repulsion Shield

  • 3. Returning Weapon

  • 4. __________________

  • 5. __________________

  • 6. __________________

  • 7. __________________

  • 8. __________________



Features & Traits
Adult Blue Dragon Horn, Broken Artillerist Cannon, Spell Gems (lvl5 x2, lvl4 x3, lvl3 x4, lvl2 x5, lvl1 x6),
Returning Adamantine Warhammer - +1 to hit and damage, immediately returns to hand when thrown
[Attune] Steel Repulsion Shield - REACTION: after being hit in melee, spend 1 charge: push attacker 15ft away. 4 charges (1d4/dawn)
[Attune] Boots of Speed - BONUS ACTION: double walking speed, opportunity attacks disadvantage.
Bracers of Spellcasting - 5 gem slots. 1 gem = 1 spell slot of equivalent level.
Mithril Heavy Plate Power Armor

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2000, Platinum: 0 Money
Make a Spell-Storing Item every Long Rest (1st or 2nd lvl spell)
Spellcasting

  1. Common, Dwarven

  2. Smith's Tools, Battleaxe, Handaxe, Light Hammer, Warhammer, Light Armor, Medium Armor, Heavy Armor, Tinker's Tools, Mason's Tools, Jewler's Tools



Languages & Proficiencies
Quarter Ur-Daniren. (May be able to awaken the races latent abilities.)

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.

Soveliss

14 Level (20900/165000 XP for level-up) Far Traveler Background Wood Elf Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 11
Hit Dice: 11/11
1d10+1 Class 1
Fighter
Level 3
Hit Dice: 3/3
1d10+1 Class 2

STR
12
+1
DEX
16
+3
CON
12
+1
INT
12
+1
WIS
16
+3
CHA
11
+0
101
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
35
Speed (walk/run/fly)
18
Passive Perception
_ / 1
Action Surge
_ / 2
Second Wind
_ / 2
Superiority Dice (d6)
_ / 1
Ethereal Step
_ / 3
Arcane Shot
Spellcasting ...
+8 Attack mod
WIS Ability
+3 Abi Mod
16 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+6 Strength
+8 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+0 Deception CHA
+1 History INT
+8 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+6 Nature INT
+8 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+8 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Emerald Dragon's Wrath Longbow (Wakened) +12 DEX 2d8+2+3 Piercing
  2d6 psychic damage, (range 150/600ft), nat20 5ft explosion of 5 psychic damage, (1/dawn) 30ft cone 8d6 psychic damage DC16 dex save
Sunblade +10 DEX 1d8+4+3 Slashing
 versatile ( 1d10+2+3 when 2-handing), radiant instead of slashing against undead & extra 1d8 damage, Finesse, 15ft bright light, 15ft dim light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druid cantrip
Druid cantrip

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Protection from Evil and Good 1 Action Touch Concentration, 10 minutes V,S,M
 Notes:Horizon Walker Spell
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 V,S
Goodberry 1 Action Touch Instantaneous 1 V,S,M
Reaction Self 1 Round 1d6 S
 Notes:when you take acid, cold, fire, lightning, or thunder damage

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 + V,S
Reaction Self 1 Round 1d6 + S
 Notes:when you take acid, cold, fire, lightning, or thunder damage
Misty Step 1 Bonus Action Self Instantaneous V
 Notes:Horizon Walker Spell
Cordon of Arrows 1 Action 5ft 8 Hours 4d6 V,S,M
 Notes:Upcasting adds 2 arrows/level
Spike Growth 1 Action 150ft Concentration, 10 minutes 2d4 V,S,M

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 + V,S
Reaction Self 1 Round 1d6 + S
 Notes:when you take acid, cold, fire, lightning, or thunder damage
Cordon of Arrows 1 Action 5ft 8 Hours 4d6 + V,S,M
 Notes:Upcasting adds 2 arrows/level
Haste 1 Action 30ft Concentration, 1 minute V,S,M
 Notes:Horizon Walker Spell
Flame Arrows 1 Action Touch Concentration, 1 hour 1d6 V,S
Conjure Barrage 1 Action Self (60ft) Instantaneous 3d8 V,S,M
Darkvision (60ft), Detect Portal (1 mile), Extra Attack,
Mask of the Wild - can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Favored Enemy (Fiend) / Greater Favored Enemy (Fey) - +4 damage; advantage to tracking and information recall rolls; advantage on spell & ability saving throws from the greater
Natural Explorer (Forest, Mountain, Underdark) - advantage on initiative; ignore difficult terrain; (1st round) advantage against creatures that haven't acted yet
Fighting Styles (Archery/Dueling) - +2 to ranged weapon attack rolls / +2 damage with 1-handed melee weapon attacks
Primeval Awareness - can communicate simple ideas to a beast as an action, and can read its basic mood and intent
Land’s Stride - moving through nonmagical difficult terrain costs you no extra movement; pass through nonmagical plants without being slowed or taking damage; advantage on saving throws against plants that are magically created or manipulated.
Hide in Plain Sight - when hiding, if you avoid moving, creatures that attempt to detect you take a −10 penalty to their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected
Planar Warrior - B.Action choose a creature within 30ft, your next hit on that creature is all Force damage + 2d8 bonus damage
Ethereal Step - (1/rest) B.Action shift to the ethereal plane for 6 seconds: you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
Distant Strike - When you use the Attack action, you can teleport up to 10 ft before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Second Wind (2/rest) - B.Action heal 1d10 + fighter level
Action Surge (1/rest) - take an additional action, must be: Attack, Dash, Disengage, or Dodge.
Sharpshooter - no disadvantage on long range attacks; ranged attacks ignore 1/2 and 3/4 cover; optional -5 to hit for +10 damage.
Maneuvers: (1/ Attack, saving throw or check) (DC = 8 + proficiency bonus + strength or dexterity modifier)

  1. Goading Attack - hit with a attack, sxpend Superiority Die to goad target. Add the Superiority Die to the damage roll, and the target makes a Wis saving throw. On a failed save, they have disadvantage on all attack rolls against targets other than you until the end of your next turn.

  2. Parry - when damaged in melee, REACTION! reduce damage by Superiority Die + DEX mod.

  3. Precision Attack (Arcane Archer) - add a Superiority die to a Hit roll. Can be used after rolling but b4 success or fail is known.

  4. Quick Toss - bonus action throw a throwable weapon, add superiority die to damage.

  5. Scholarly Insight (Arcane Archer) - add a Superiority Die to an Arcana, Nature, or Religion check. Can be used after rolling but b4 success or fail is known.

  6. Trip Attack - hit with weapon: + Superiority Die to damage, < Huge Strength save or go prone.


Arcane Shots: (1/turn) (DC = 8 + proficiency bonus + wisdom modifier)

  1. Bursting Arrow - arrow explodes on impact. all creatures within 10ft of target take 2 superiority die force damage.

  2. Grasping Arrow - target takes 2 superiority die poison damage, loses 10ft of speed, & 2 superiority die slashing damage when it moves. Athletics check by creature or its ally to remove. lasts 1 minute.



Features & Traits
[Attuned] Emerald Dragon's Wrath Longbow (Wakened), Sun Blade, [Attuned] Necklace of Adaptation, Quiver of Ehlonna, Arrows (x50), Adamantine Arrows (x4), Arrow of Fey Slaying, Arrow of Fiend Slaying, Arrow of Undead Slaying, Arrow of Slaying [unidentified] (x3), Bag of Holding, Studded Leather Armor, Rope of Mending (50 feet), pitons (x10), waterskin, rations (x10), healer's kit (x10), Heward's Handy Spice Pouch, Shawm, backpack, hempen rope (50 feet), crowbar, hammer, torches (10), tinderbox, tent, iron pot, shovel, bucket, cook's utensils, Component Pouch, Displacer Beast hide (x1.5), Knarloc Teeth (x5), Knarloc Claws (x3), Adult Blue Dragon Scales (x40), thunderherder teeth (x39), thunderherder scales (3ftx4ft x2), Suzerain Challenge Invite,
Horizon Walker Badge (x2) (10min/rest)- B. Action: extra attack for 30 second. Ethereal Step as reaction and lasts 24 seconds.
Eyes of Night (x2) - once per dawn! with a bonus action roll a d6, create 50ft radius non-magical darkness. On a 1, the eye breaks.
Sigil of an Arcane Archer - +1 Int/Wis mod, extra Arcane Shots, more Arcane Shots per action

Equipment Copper: 95, Silver: 92, Electrum: 0, Gold: 898, Platinum: 0 Money
Languages:
* Common, Elvish, Sylvan, Gnomish, Abyssal
Proficiencies:
* Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields, Shawm, Shortswords, Longswords, Shortbows, Longbows

Languages & Proficiencies


™ & © 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.

Niialla

18 Level (38730/305000 XP for level-up) Background Silver Dragon Race / Species / Heritage Lawful Good Alignment
Sorcerer
Level 18
Hit Dice: 18/18
1d12+7 Class 1

STR
27
+8
DEX
10
+0
CON
25
+7
INT
16
+3
WIS
13
+1
CHA
21
+5
251
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+6
Prof. Bonus
40/-/80
Speed (walk/run/fly)
17
Passive Perception
_ / 6
Breath Weapons
_ _ _ , _ _ _ , _ _ _ / 1,000/10,000/100,000
hoard size
_ _ / 18
Sorcery Points
_ / 1
Favored by the Gods
_ / 1
Unearthly Recovery
Spellcasting ...
+11 Attack mod
CHA Ability
+5 Abi Mod
19 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+8 Strength
+6 Dexterity
+13 Constitution
+3 Intelligence
+7 Wisdom
+11 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+9 Arcana INT
+8 Athletics STR
+5 Deception CHA
+9 History INT
+1 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
skills
+7 Medicine WIS
+3 Nature INT
+13 Perception WIS
+5 Performance CHA
+11 Persuasion CHA
+9 Religion INT
+0 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +14 STR 2d10+8 Piercing
 reach 10ft, d8+3 cold damage, bit creatures make DC 16 Con Save becoming paralyzed until the start of your next turn on a failure.
Silvered Sickle Claw +17 STR 2d6+3+8 Slashing
 reach 5ft, Silvered, Always make 2 attacks with this weapon
Tail +14 STR 2d8+8 Bludgeoning
 reach 15ft
Cold Breath +5 CHA 11d8+3 Cold
 60ft-cone, DC19 Con save, failed save = half speed for 1 minute. Optional: creatures of your choice in the area gain temporary HP = to half the roll instead of taking damage. Temp hp also halves speed
Paralyzing Breath +5 CHA Paralyzed
 60ft-cone, DC19 Con save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Optional: creatures of your choice in the area gain + d4 on their Con saves for the next minute instead.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Frostbite 1 Action 60 ft Instantaneous 4d6+3 V,S
 Notes:Cause numbing frost to form on one creature that you can see. The target must make a Con save. On a fail, the target takes 4d6+3 cold damage & it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Ray of Frost +11 1 Action 60 ft Instantaneous 4d8+3 V,S
 Notes:A frigid beam of blue-white light streaks toward a target. Make a ranged spell attack. It takes 4d8+3 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Guidance 1 Action 30 ft Concentration, 1 minute V,S
 Notes:touch a willing creature. Once b4 the spell ends, the creature adds a 1d4 to an ability check. The die can be added b4 or after rolling the check but b4 success is known.
Spare the Dying 1 Action touch Instantaneous V,S
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +11 1 Bonus Action 60 ft Instantaneous 1d4+1d4+5 V
 Notes:target heals d4 + casting modifier. No effect on undead or constructs. upcast: heal an extra 1d4 per level
Shapechange 1 Bonus Action Self Concentration, 1 hours S
 Notes:"at will". You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number o f hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to w ear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Feather Fall 1 Reaction 60 ft 1 minute V,M
 Notes:up to 5 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.
Ice Knife +11 1 Action 60 ft Instantaneous 2d6+3 S,M
 Notes: 1d10 piercing damage to the target. All creatures within 5ft take cold damage on failed Dex Save. upcast: deal an extra 1d6 cold per level
Silvery Barbs 1 Reaction 60 ft Instantaneous V
 Notes:when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw: magically distract the triggering creature, it must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range. The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Gust of Wind 1 Action 60 ft 1 Minute V,S,M
 Notes:A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature that starts its turn in the line must succeed on a STR saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
1 Action 30 ft Instantaneous 3d8+3 S,M
 Notes:Each creature in a 30-foot cone must make a CON save. On a failed save, a creature takes 3d8+3 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. upcast: deal an extra 1d8 cold per level

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Healing Word +11 1 Bonus Action 60 ft Instantaneous 1d4+1d4+5 V
 Notes:6 targets in range heal d4 + casting modifier. No effect on undead or constructs.; upcast: heal an extra 1d4 per level

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Ice Storm 1 Action 300 ft Instantaneous 2d8 V,S,M
 Notes:also deals 4d6+3 cold damage. 20-foot-radius, 40-foot-high cylinder. Dex save for half damage. Hail turns the area into difficult terrain until the end of your next turn. upcast: deal an extra 1d8 bludgeoning per level
Freedom of Movement 1 Action Touch 1 Hour V,S,M
 Notes:For the duration, the target’s movement is unaffected by difficult terrain, and spells & other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Level 5 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
Greater Restoration 1 Action Touch Instantaneous V,S,M
 Notes:consumes 100gp of diamond dust. touch a creature with positive energy for 1 of the following: reduce the target's exhaustion level by one, End an effect that charmed or petrified the target, End a curse, including the target's attunement to a cursed magic item, End a reduction to an ability score, End an effect reducing the target's hit point maximum
Legend Lore 10 Minutes Self Instantaneous V,S,M
 Notes:Dragon Sickle. (consumes at least 250gp of incense. 4 ivory strips at least 50gp each.) Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language.

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
Planar Ally 10 minutes 60 ft Instantaneous V,S
 Notes:beseech an otherworldly entity for aid. The being must be known to you, it sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name w hen you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
Investiture of Ice 1 Action Self Concentration, 10 minutes 4d6+3 V,S
 Notes:cold immunity, fire resistance. move across ice or snow difficult terrain for 0 extra movement. ground in a 10-ft radius is difficult terrain. (radius moves with you.) Action create 15-ft cone Con save, 4d6+3 cold damage. A creature that fails its save against this effect has its speed halved until the start of your next turn.
True Seeing 1 Action Touch 1 Hour V,S,M
 Notes:consumes 25gp ointment of mushroom powder, saffron & fat. Willing creature gains the ability to see things as they actually are. For the duration, the creature has Truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
1 Bonus Action 60 ft Concentration, 1 Minute V,S,M
 Notes:Dragon Sickle. Create a field of silvery light that surrounds a creature of your choice within range. Bonus Action move the field to another creature within 60 ft of the field. The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains half cover, acid, cold, fire, lightning & poison resistance, and Evasion.

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Plane Shift +11 1 Action Touch Instantaneous V,S,M
 Notes:requires a durable material from the target plane. You & up to 8 willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire and you appear in or near that destination. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
Conjure Celestial 1 minute 90 ft Concentration, 1 Hour V,S
 Notes:summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. Upcast: with 9th level slot creature can be CR 5 or lower

Level 8 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level

Level 9 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
 Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
Cold Immunity, Blindsight 60ft, Darkvision 120ft, (Divine Soul) Sorcerer,
Favored by the Gods (1/rest) - If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total.
Empowered Healing (1/turn) - when you or an ally in 5ft rolls dice to heal, 1 sorcery point to reroll any number of those dice.
Unearthly Recovery (1/rest) - bonus action! heal half max health, when below half health.
Metamagic:
Distant Spell (1) double range, touch = 30ft
Extend Spell (1) double duration
Quickened Spell (2) 1 action cast time becomes 1 bonus action
Twinned Spell (X spell's level) target 1 extra creature with single target spell, 1 point for cantrips
Cloudwalking - You are able to interact with clouds & fog as if they were physically dense objects, at will.
Dragon Breath Weapon - When you take an Attack action, you may replace 1 of you weapon attacks with your draconic breath weapon. You may use this ability a number of times equal to your proficiency bonus recharging uses after a long rest.
Cold Breath - Each creature in the area of the breath weapon must make a Constitution saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus). Roll a number of D8 s equal to your Charisma modifier + your proficiency bonus. Creatures that fail their save suffer cold damage equal to your roll, or half that damage rounded down on a success.
Paralyzing Breath - Each creature in the area of the breath weapon must make a Constitution saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus). The creature is Paralyzed for a minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Font of Magic - you have X sorcery points = your sorcerer level regained at the end of a long rest. In addition to metamagic options, you can use a bonus action to convert sorcery points into spell slots of level 5 or lower. Conversion table below:
Spell Slot Sorcery Points
       1                2
       2                3
       3                5
       4                6
       5                7

Features & Traits
Silvered Sickle Claw [Attuned] - while attached to a dragon's claw, this silvered +3 sickle grants the dragon an extra claw attack when they make a claw attack with their Attack Action. Increase all cold damage the holder does by +3, and all healing the holder does by d4 . You may also cast Fizban's Platinum Shield and Legend Lore once per day each.
Silver Dragon Breath Enhancer [Attuned] - while attached to a Silver Dragon's jaw the dragon's bite and breath are improved. The Bite deals an extra d8 cold damage and creatures hit by the Bite make a DC 16 Con Save. If they fail the cold paralyzes the creature until the start of the dragon's next turn. The dragon's Cold Breath can enshroud select creatures granting them temporary hit points equal to half the damage roll that last for 1 minute. Creatures that fail their save or gain temp hit points have their Speed halved for 1 minute (or until the temp hp is expended). The dragon's Paralyzing Breath can empower select creatures granting them + d4 to their Constitution Saves for the next minute (a cerature cannot benfit from multiple instances of this effect).
Diamond Dust(500gp), True Seeing Ointment (500gp), Planeshift metal E. plane of Air, Planeshift metal Mount Celestia,
Belt fo Everfog - a ring of fog encircles this belt. With a bonus action, all 6 stoppers to the containters around the belt release and a thick cloud of fog pours out to a 60-foot radius from the belt heavily obscurring the area. Every round the belt remains stationary within the cloud, the cloud expands by 10 feet to a maximum radius of 120-feet. If the wearer moves, center a new cloud on them at the end of their move and the previous cloud dissipates at the start of their next turn. The cloud persists until the belt is deactivated with a command word spoken as an Action. The fog naturally disperses after 10 minutes once the belt is deactivated, a moderate wind (11-20mph) will disperse it within a minute, and a strong wind (21mph+) will clear it after a round.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Draconic, Dwarven, Sylvan, Elvish, Gnomish

Languages & Proficiencies


™ & © 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.

Tsunaku

16 Level (154300/225000 XP for level-up) Guardian Background Dralec Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 16
Hit Dice: 16/16
1d12+7 Class 1

STR
27
+8
DEX
15
+2
CON
25
+7
INT
8
-1
WIS
21
+5
CHA
16
+3
268
Hit Points
+2
Initiative (DEX)
21
Armor Class (AC)
+5
Prof. Bonus
40/-/70
Speed (walk/run/fly)
20
Passive Perception
_ / 2
Action Surge
_ _ / 21/42
Days of Food
_ _ / 100
Dau-En Charge
_ / 6
Superiority Dice (D10)
_ - _ / 7
Unleash Incarnation/Reclaim Potential
_ / 4
Second Wind
+10 Expertise Bonus
+5 Proficiency Bonus
+13 Strength
+2 Dexterity
+12 Constitution
-1 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+7 Acrobatics DEX
+5 Animal Handling WIS
-1 Arcana INT
+13 Athletics STR
+3 Deception CHA
-1 History INT
+10 Insight WIS
+8 Intimidation CHA
-1 Investigation INT
skills
+5 Medicine WIS
-1 Nature INT
+10 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+15 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +13 STR 3d10+8 Piercing
 reach 10ft, extra 2d10 against Large or bigger creatures
Claw & DK Longsword +13 STR 2d6+8 Slashing
 reach 5ft, (Sentient) make an extra attack that deals 4d8+8 necrotic damage. Versatile
Claw & Sword of Sharpness +13 STR 2d6+8 Slashing
 reach 5ft, make an extra attack that deals 1d8+8 slashing damage. Nat 20: extra 14 damage + roll again, another 20 lops off a limb. Command word: 10ft bright light, 10ft dim light. Versatile
Tail & Hammers +13 STR 2d8+8 Bludgeoning
 Once per round, reach 15ft, if the target's within 10ft make 2 extra attacks that deal 1d6+8 thunder damage each
Fire Breath +7 CON 7d6 Fire
 15ft cone, DC20 DEX save, Breath Weapon. 1d6 x (Con mod) fire damage. DC = 8+Con Mod+Prof
Lightning Breath +7 CON 5d10 Lightning
 30ft line, DC20 DEX save, Breath Weapon. 1d10 x (Prof) lightning damage. DC = 8+Con Mod+Prof
Attacks
Breath Weapons: when you take an Attack Action, you can replace 1 of the attacks with a use of a breath weapon. Each breath can only be used once per round. Each weapon has a number of uses/long rest = to your Proficiency Bonus
Fighting Style (Dual Wielding) - if Attack Action, make a single additional attack with off-hand weapon.
Second Wind - (4/rest) On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Action Surge - (2/rest) On your turn, you can take one additional action. Must be: Attack, Dash, Disengage, or Dodge.
Improved Extra Attack - you can attack thrice, instead of once, whenever you take the Attack action on your turn.
Indomitable - (1/rest) reroll a saving throw that you fail, add fighter level to new roll, must accept new roll.
Know Your Enemy - Action!/Bonus Action! target in 60ft, reveals if it has >,=, or < AC, Hp, Prof, Levels, Str, Dex, or Con. Once per target.
Unconquerable - if 0 indomitable & failed save, spend a second wind to gain both features.
Subclass (Echo Knight):
1. Manifest Echo - B.Action! make an echo within 15ft. AC= 14+Con mod, 1Hp. Echo can use maneuvers. B.Action! switch locations with Echo for 15ft of movement. Each attack can come from you or the Echo.
2. Unleash Incarnation (7/rest) - make an extra attack from your Echo when using an Attack Action.
3. Echo Avatar - Action! see and hear through the Echo. Can only last for 10 minutes/use. Can't go more than 1,000ft.
4. Shadow Martyr (1/rest) - Reaction! teleport your Echo within 5ft of an ally you can see when attacked. Echo is the new target.
5. Reclaim Potential (7/rest) - when Echo is destroyed, gain temp HP = Superiority Die + Con mod.

Maneuvers: (1/Attack, saving throw or check) (DC = 8 + proficiency bonus + strength or dexterity modifier) 21 / 15
1. Concussive Blow - hit with a melee attack, spend a Superiority Die, and force the target to make a Constitution saving throw. On a fail, the target suffers the following effects until the beginning of your next turn: Its speed is reduced to 0, It can speak only falteringly, It cannot take actions, bonus actions, or reactions, & It has disadvantage on Dexterity saving throws.
2. Crushing Strike - hit with a melee weapon attack, spend a Superiority Die and force it to make a Constitution saving throw. On a fail, it takes extra damage equal to your Superiority Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.
3. Execute - In place of an attack, spend a Superiority Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Superiority die to the attack roll. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to 0.
4. Feat of Strength - When you make a Strength or Constitution-based ability check or saving throw, you can spend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail.
5. Feinting Attack (Echo Knight Maneuver) - spend one Superiority Die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the Superiority Die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.
6. Goading Attack - hit a creature with a weapon attack, spend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the attack's damage roll, and the target must make a Wisdom saving throw. On a fail, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
7. Heroic Will (Echo Knight Maneuver) - Whenever you make an Intelligence, Wisdom, or Charisma saving throw, spend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.
8. Intimidating Command - As a bonus action, spend a Superiority Die and shout a one-word command at a creature that can hear you within 30 feet, and force it to make a Wisdom saving throw. On a failure, it obeys your command on its next turn, unless the command is directly harmful to itself or impossible to follow.
9. Lunging Attack - make a melee weapon attack on your turn, spend one Superiority Die to increase your reach for that attack by 5 feet. If you hit, you add the Superiority Die to the attack's damage roll.
10. Menacing Shout - bonus action, spend a Superiority Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The fear effect ends early for the target if the frightened creature sees you take damage of any kind.
11. Rally - bonus action and spend one Superiority Die to bolster the resolve of one of your companions. Choose a friendly creature who can see or hear you, it gains temporary hit points equal to the Superiority Die roll + your Charisma modifier.
12. Scholar's Insight (Echo Knight Maneuver) - spend a Superiority Die and add it to your roll for an Arcana, Nature, or Religion check. You can use this maneuver after you roll, but before you know if you succeed or fail.
13. Trip Attack - hit a creature with a weapon attack, spend one Superiority Die. Add the Superiority Die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
14. Whirlwind Slash (Echo Knight Maneuver) - In place of an attack, spend a Superiority Die and force each creature within range of a melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your Superiority Die + either your Strength or Dexterity modifier (your choice) on a failure, and half as much on a successful save.

Advanced Maneuver: (2/rest)
1. Disorienting Blow - hit with a melee weapon attack, spend a Superiority Die, the target takes additional damage equal to twice your Superiority Die and it suffers the following effects for 1 minute: Its speed is halved, It cannot take reactions, Its Armor Class is reduced by 2, Its Dexterity saving throw bonus is reduced by 2, On its turn it can only take an action or a bonus action, It cannot make more than one attack during its turn.
2. Heroic Focus (Echo Knight Maneuver) - bonus action, spend a Superiority Die, you must concentrate. For the next minute, or until you lose your concentration, you gain the following benefits: Your speed is doubled; You gain a +2 bonus to your Armor Class; You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.
When the effect ends, you cannot move or take actions until after your next turn, as a wave of lethargy sweeps over you. This maneuver's effects do not stack with Haste.

Heroic Maneuver: (1/rest) Sundering Strike - In place of an attack, spend a Superiority Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage. Any magic creation of 3rd-level or lower is instantly destroyed. If the target was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the spell’s level. On a successful check, it is dispelled.

Legendary Maneuver: (1/rest)

Features & Traits
Dau-En Heart of Tora, 2x Fansword of the Aneans, 2x Anean Thunder Hammer, Crown of Beast Speech, Sigil of an Echo Knight, Adult Blue Dragon Skull (Hornless), Kami Crystal, Death Knight Longsword, [Attuned] Longsword of Sharpness

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Dralec
Proficiencies: Greatswords, Warhammers, Relic Beam, Longswords, __________

Languages & Proficiencies


™ & © 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.

Phydeaoux

5 Level (0/14000 XP for level-up) Mount Background Blink Dog Race / Species / Heritage Lawful Good Alignment
Beast Sidekick
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
15
+2
DEX
17
+3
CON
15
+2
INT
10
+0
WIS
13
+1
CHA
11
+0
44
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
65
Speed (walk/run/fly)
14
Passive Perception
_ / 4
Instinct
_ / 1
Teleport
Spellcasting ...
+3 Attack mod
CHA Ability
+0 Abi Mod
11 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+3 Dexterity
+5 Constitution
+0 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+0 Deception CHA
+0 History INT
+1 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +5 STR 2d6+2 Piercing
 Basic. Can teleport before or after using.
Stomp +5 STR 1d12+2 Bludeoning
 Secondary. Heavy
Attacks

Spell Book

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Blink 1 Action Self 1 minute V,S
 Notes: d20 at end of each turn. on 11+ vanish into Ethereal Plane, return at the start of your next turn within 10ft of where you were b4 vanishing. Can only see 60ft into plane caster vanished from.
Bestial Path: Beast of Cunning, Instincts: (See class feature),
Pain Response (Lash Out) - take damage: spend 1 instinct point, reaction move up to half speed toward enemy that struck you and bite against them if in your reach.
Beast of Cunning (lvl 3) Pack Tactics - Advantage on attack rolls against creatures within 5ft of you and an ally (that isn't incapacitated)
Blink Steed - When this creature casts Blink, any creature riding it vanishes with this creature.
Blink Dog Teleport - ACTION! The dog (and any rider) magically teleport up to 65ft to a visible space. At the start of the creature's turn, d6 on a 4+ this creature's teleport recharges. If a Displacer Beast or creature wearing a Displacement cloak is within 60 feet of this creature before it teleported, both creatures take 2 damage.
Displacer Hatred - If a creature with Displacement or wearing a Displacement cloak is attacked within 60 feet, it and this creature take 2 damage.
Major Instincts (1):
* Lunging Attack - expend 1 Instinct when a basic attack hits and force them to make a Strength saving throw against your Instinct Save DC or be knocked prone. (DC = 8 + Proficiency + Str mod)
Minor Instincts (2):
* Keen Senses (Hearing and Smell) - Advantage on perception checks with listed senses
* Size: Large - base size = Large

Features & Traits
Saddlebags, Blanket, (10x) Rations, Waterskin, Saddle of the Cavalier, Sentinel Shield

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages:

  • Blink Dog

  • Sylvan (can understand but not speak)


Proficiencies:

  • Light Armor, Medium Armor, Heavy armor



Languages & Proficiencies


™ & © 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.

Erensil (Exalted)

17 Level (0/265000 XP for level-up) Sage Background High Elf Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 17
Hit Dice: 17/17
1d6+0 Class 1

STR
8
-1
DEX
20
+5
CON
10
+0
INT
20
+5
WIS
14
+2
CHA
12
+1
147
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+6
Prof. Bonus
40/50/100
Speed (walk/run/fly)
18
Passive Perception
_ / 6
Bladesong
_ _ / 20
Staff of Power
_ / 1
Neuro-Stim
Spellcasting ...
+11 Attack mod
INT Ability
+5 Abi Mod
19 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+2 Strength
+8 Dexterity
+3 Constitution
+14 Intelligence
+11 Wisdom
+4 Charisma
saving throws
+11 Acrobatics DEX
+2 Animal Handling WIS
+11 Arcana INT
-1 Athletics STR
+1 Deception CHA
+11 History INT
+8 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+8 Perception WIS
+7 Performance CHA
+1 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Elsendris (moonblade) +14 DEX 1d8+3+5 slashing
 while drawn: bladesong is active, 5d8 psychic damage, versatile (2-handed 1d10+3+5 ), finesse, light, thrown (20/60ft), spell-storing, 'dancing' 60ft, advantage on attacks in dim light or darkness
Staff of Power +7 STR 1d6+2-1 bludgeoning
 versatile (2-handed 1d8+2 ), Power Strike: 1 charge = 1d6 force damage, spellcasting
Left Platinum Lord Bracer +12 DEX 1d8+1+5 piercing
 ranged (120/200ft), creatures struck by this weapon make a STR save (spell DC) or become stuck in your telekinetic grip. You can hold no more than 2 creatures this way. If the creature leaves the range of the weapon, they are released. The creature can repeat the save at the end of their turn to release themselves.
Moon-Touched Longsword +11 DEX 1d8+5 slashing
 Finesse, Versatile (2-handed 1d10+5 ), 15ft of bright light, 15ft of dim light
Longbow +11 DEX 1d8+5 piercing
 ranged (150/600ft), ammunition, heavy, two-handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Cone of Cold 1 Action 60ft Instantaneous 8d8 V,S,M
 Notes:Staff of Power. Creatures in a 60ft cone make CON saves to take half damage. Creatures killed by this become frozen statues.
Fireball 1 Action 150ft Instantaneous 10d6 V,S,M
 Notes:Staff of Power. Creatures within 20ft of the target point make DEX saves to take half damage. Flammable objects in the area ignite.
Lightning Bolt 1 Action 100ft Instantaneous 10d6 V,S,M
 Notes:Staff of Power. Creatures on the 5ft wide line of the spell make DEX saves to take half damage. Flammable objects on the line ignite.
Hold Monster 1 Action 90ft Concentration, 1 minute V,S,M
 Notes:Staff of Power. target makes a WIS save to not be paralyzed. Repeat save at the end of each of its turns. No effect on undead.
Levitate 1 Action 60ft Concentration, 10 minutes V,S,M
 Notes:Staff of Power. creature or loose object you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a CON save is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach, which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
Magic Missile 1 Action 120ft Instantaneous 3d4+3 V,S
 Notes:Staff of Power. 3 glowing darts fly out always hitting their target. Each dart is worth 1d4+1 force damage. Each dart can hit different targets.
Ray of Enfeeblement +11 1 Action 60ft Concentration, 1 minute V,S
 Notes:Staff of Power. Ranged spell attack. Target's weapon damage halved if derived from Strength. End of target's turn, CON save to end effect.
Globe of Invulnerability 1 Action Self (10ft) Concentration, 1 minute V,S,M
 Notes:Staff of Power. An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
Otiluke's Resilient Sphere 1 Action 30ft Concentration, 1 minute V,S,M
 Notes:Platinum Lord Bracers. A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.
Booming Blade 1 Action 5ft 1 Round 3d8 V,M
 Notes:As part of the cast, make a melee attack. 4d8 thunder damage if the target willingly moves b4 your next turn.
Green-Flame Blade 1 Action 5ft Instantaneous 3d8 V,M
 Notes:As part of the cast, make a melee attack. On a hit, green flame leaps to a different visible creature within 5 feet of it. The second creature takes 3d8 +spell mod fire damage.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Shield 1 Reaction Self 1 Round V,S
 Notes:Spellbook/Platinum Lord Bracers. 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.
Mage Armor 1 Action Touch 8 hours V,S,M
 Notes:touch a willing unarmored creature. Base AC = 13 + its DEX mod. The spell ends if the target dons armor or if you dismiss the spell as an action

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Mirror Image 1 Action Self 1 Minute V,S
 Notes:3 illusion duplicates appear. When attacked roll d20 to determine what's hit. 6+, 8+, then 11+ to shift target to duplicate. duplicate's AC = 10 + DEX mod.
Tasha's Mind Whip 1 Action 90ft 1 Round 3d6 V
 Notes:Target makes an INT saving throw. On a fail, they take 3d6 psychic damage, and can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only 1 of the 3. On a successful save, the target takes half damage.
Shadow Blade Bonus Action Self Concentration, 1 minute 2d8 V,S
 Notes:Make a sword. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown (range 20/60). When you use the sword in dim light or darkness, you make the attack rolls with advantage. Increase the sword's damage by 1d8 for every 2 levels used to upcast.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Haste 1 Action 30ft Concentration, 1 minute V,S,M
 Notes:Target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns (can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action). When the spell ends: target can’t move or take actions until after its next turn.
Counterspell Reaction 60ft Instantaneous S
 Notes:If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Int check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Upcast to interrupt spells of equal or lower level.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Dimension Door 1 Action 500ft Instantaneous V
 Notes:Can teleport with up to one additional creature. If you don't land in an unoccupied space, you and any creature traveling with you each take 4d6 force damage and you fail to teleport.
Vitriolic Sphere 1 Action 150ft (20ft) Instantaneous 10d4 V,S,M
 Notes:You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Telekinesis 1 Action 60ft Concentration, 10 minutes V,S
 Notes:Spellbook/Platinum Lord Bracers. Huge or smaller creature: Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object: move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
Wall of Force 1 Action 120ft Concentration, 10 minutes V,S,M
 Notes:Spellbook/Staff of Power. create 10 snaking 10x10ft panels, a 10ft radius dome, or sphere of impassable force 1/4in thick. immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly. blocks ethereal plane
Bigby's Hand 1 Action 120ft Concentration, 1 minute 4d8 V,S,M
 Notes:AC 20, same hp as caster object. Str 26, Dex 10. 60ft movement. See hand table for options.

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Scatter 1 Action 30ft Instantaneous V
 Notes:target up to 5 creatures (Wis save if unwilling) and teleport them to a visible space within 120ft on the ground.
Sunbeam 1 Action 60ft Concentration, 1 Minute 6d8 V,S,M
 Notes:60ft line. Succeed Con save or take radiant damage and be blinded (undead and ooze disadvantage). Action to make new lines. Creates 30ft of bright sunlight & 30ft of dim sunlight.
True Seeing 1 Action Touch 1 Hour V,S,M
 Notes:ointment for the eyes that costs 25 gp! effected creature gains 120ft truesight, notices secret doors, and can see into Ethereal Plane.

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
+11 1 Action Self (120ft) 1 Hour 4d12 V,S
 Notes:Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
Reverse Gravity 1 Action 100ft (50ft) Concentration, 1 Minute V,S,M
 Notes:reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.

Level 8 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Incendiary Cloud 1 Action 150ft (20ft) Concentration, 1 Minute 10d8 V,S
 Notes:A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Sunburst 1 Action 150ft (60ft) Instantaneous 12d6 V,S,M
 Notes:Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.

Level 9 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Shapechange 1 Action Self Concentration, 1 Hour V,S,M
 Notes:assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Elf Weapon Training, Darkvision (60ft), Keen Senses, Tough, Mobile, Fey Ancestry, Keen Mind, Researcher, Warcaster, Elven Accuracy, Telekinetic,
Wizard:
1. Ritual Casting - can cast ritual spells ritually
2. Arcane Recovery - 1/day after short rest, recover spell slots whose total = to HALF your wizard level (rounded up) NONE higher than 5th level.
Bladesinger:
1. Bladesong (proficiency/long rest) - Bonus Action to activate, lasts 1 minute. +INT mod to AC. walking speed +10ft. advantage on Acrobatics rolls. +INT mod to concentration saves.
2. Extra Attack - can attack twice per turn with an Attack action. May trade 1 attack to cast a cantrip.
3. Song of Defense - while in Bladesong, use your reaction & spend a spell slot to reduce damage to you by 5x the level of the spell slot.
4. Song of Victory - while in Bladesong, increase your attack damage by your INT mod.
Symbiote of the Phoenix - this otherworldly creature confers mulitple benfits after attaching to a host:
1. Flight - the symbiote's wings grant the host a fly speed = to 2x their walking speed.
2. Held Breath - the host no longer needs to breath as the symbiote directly exchanges waste Oxygen in the hosts lungs and sucks out the hosts CO2.
3. Neurostimulance - 1/dawn the symbiote can injectits host with neurostimulants. As a bonus action, roll 2d20 on a 2 the host is slain, otherwise: increase either the host's INT or DEX by their proficency bonus. This effect lasts for 1 hour. While INT is boosted, the symbiote can hold concentration for its host allowing them to have 2 concentration effects active at once. While DEX is boosted, the host is always considered to have taken the Dodge action and makes an extra attack when they take an Attack action.
Platinum Lord Bracers - a hybrid of otherworldly science and magical artifice, melded onto the wearer these bracers confer the following benefits:
1. Left Bracer - this bracer acts as a magical bow able to manifest arrows and launch them roughly 200 feet (though accuracy falls off past 120ft.) The 2 gems on this bracer are able to encode spells onto said arrows. 1 such gem is blank, the other holds the telekinesis spell. Unless the blank gem is utilized, arrows launched from this bracer are able to grip a struck target for the host telekinetically. The target makes a STR save against the host's spell DC, if failed they are restrained and can be flung about as the host wills (no more than 30ft per turn). A target can repeat htis save at the end of each of their turns to escape the host's grip. This bracer can hold no more than 2 targets in the host's telekinetic grip.
2. Right Bracer - meant to be the host's everwatchful shield, the 2 gems of this bracer are encoded with the shield and resilient sphere spells. If not attacked with advantage, the bracer automatically raises a shield spell against incoming threats. The first time each day the host would take damage, the bracer invokes the resilient sphere around its host protecting them. The sphere remains until the start of the host's turn, unless the host chooses to leave it in place. If they do, the sphere collapses at the start of the host's following turn.
Greaves of Angel Grace - these golden calf grafts lift their host off the ground. A host to these greaves hovers anywhere from 1cm to 20ft off the floor. As long as the host is hovering, their movement speed = walking speed + 10.

Features & Traits
Enduring Spellbook, Efficent Quiver, Component Pouch, Moon-Touched Longsword, Longbow, Arrows (x10)
Elsendris [Attuned] - this sacred moonblade wreaths itself in a 7th level Shadowblade spell while also acting as a +3 longsword, spell-storing ring, dancing sword with a 60ft range, and while held by a Bladesinger he sings his bladesong for his worthy champion (Elsendris is still treated as being held by the owner while acting as a dancing sword).
Staff of Power [Attuned] - a +2 quarterstaff that grants the holder +2 to their AC and saving throws. Also stores up to 20 charges, regaining 2d8+4 at dawn. Charges can be spent to increase it's striking damage by 1d6 force damage per charge, or to cast spells known by the staff: cone of cold (5 charges), fireball (5th-level, 5 charges), hold monster (5 charges), lightning bolt (5th-level, 5 charges), levitate (2 charges), magic missile (1 charge), ray of enfeeblement (1 charge), wall of force (5 charges), globe of invulnerability (6 charges). If the charges reach 0, roll d20 . On a 1, the staff becomes a +2 quarterstaff with no other effects. On a 20, regain 1d8+2 charges.
Ring of Protection [Attuned] - the wearer gains +1 to their AC and saving throws.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
+2 spell attack rolls w/ staff of power
Spellcasting
Phoenix of Lolth-Eridden

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.

Statblocks for your spells.

Level 0 Spells

PHB

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V, M
Materials A weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Booming Blade

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range 5ft
Duration 1 Round
Components V, M
Materials A weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60ft
Duration 1 round
Components V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a 1d4 and subtract the number rolled from the save.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .

Class(es): Sorcerer, Warlock, Wizard

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

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.

Class(es): Bard, Sorcerer, Warlock, Wizard

Shocking Grasp

0-level (Cantrip) Evocation

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

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 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Sorcerer, Wizard

Player's Handbook p267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Components: V, S
Duration: 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: Bard, Sorcerer, Warlock, Wizard, Artificer

Level 1 Spells

Shield

1-level Abjuration

Casting Time 1 Reaction *
Range Self
Duration 1 Round
Components V, S

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.   * - which you take when you are hit by an attack or targeted by the magic missile spell

Class(es): Magic Ablity

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

PHB

Longstrider

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
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.

Class(es): Artificer, Bard, Druid, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V S M
Materials (a piece of cured leather)

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

Class(es): Sorcerer, Wizard

Base AC13 + Dexterity Modifier

PHB

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90ft
Duration 1 Minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

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.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

PHB

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

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.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a pinch of soot and salt

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.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 2 Spells

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

Xanathar's Guide to Everything

Shadow Blade

2-level Illusion

Casting Time 1 bonus action
Range Self
Duration Concentration, Up to 1 minute
Components V, S

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.


At higher levels: When you cast this spell using a 3rd- or 4th- level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th- level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Class(es): Sorcerer, Wizard, Warlock

PHB

Mirror Image

2-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Minute
Components V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

SRD

Tasha's Mind Whip

2-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: V
Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
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. The creatures must be within 30 feet of each other when you target them.
Available for: Sorcerer, Wizard

Web

2-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials a bit of spiderweb

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.   If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.   Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.   A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Class(es): Sorcerer, Wizard, Artificer (Alchemist), Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Level 3 Spells

Abjuration Magic

Counterspell

3-level Abjuration

Casting Time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range 60 ft
Duration Instantaneous
Components S

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard, Arcane Trickster Rogue, Eldritch Knight Fighter, Redemption Paladin, Clockwork Soul (UA) Sorcerer, Watchers (UA) Paladin

Player's Handbook

Haste

3-level Transmutation

Casting Time 1 action
Range 30 feet
Duration Concentration, 1 minute
Components V,S,M (a shaving of licorice root)

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Class(es): Sorcerer, Wizard

Player's Handbook

Fear

3-level Illusion

Casting Time 1 action
Range Self (30-foot cone)
Duration Concentration, 1 minute
Components V,S,M (a white feather or the heart of a hen)

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on an Intelligence saving throw or drop whatever it is holding and become panicked for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make an Intelligence saving throw. On a successful save, the spell ends for that creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

Slow

3-level Transmutation

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 1 Minute
Components V, S, M
Materials A drop of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.   An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.   If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.   A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Class(es): Sorcerer, Wizard

Level 4 Spells

Polymorph

4-level Transmutation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials a caterpillar cocoon

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Class(es): Bard, Druid, Sorcerer, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Dimension Door

4-level Conjuration

Casting Time 1 Action
Range 500ft
Duration Instantaneous
Components V

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Class(es): Bard, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Vengence), Rogue (Arcane Trickster)

Confusion

4-level Enchantment

Casting Time 1 Action
Range 90ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials Three nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.   An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.  

d10Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6The creature doesn't move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10The creature can act and move normally
  At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Class(es): Bard, Druid, Sorcerer, Wizard, Cleric (Knowledge Domain), Fighter (Eldritch Knight), Paladin (Oathbreaker), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Otiluke's Resilient Sphere

4-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.   Nothing — not physical objects, energy, or other spell effects — can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.   The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.   A Disintegrate spell targeting the globe destroys it without harming anything inside it.

Class(es): Artificer, Wizard, Cleric (Protection Domain), Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster)

Xanathar's Guide to Everything

Vitriolic Sphere

4-level Evocation

Casting Time: 1 action
Range/Area: 150ft
Components: Verbal, Somatic, Material
Materials: a drop of giant slug bile
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: Acid
You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Available for: Sorcerer, Wizard

Level 5 Spells

Player's Handbook

Wall of Force

5-level Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 10 minutes
Components V, S, M
Materials A pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).   Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Class(es): Wizard, Artificer (Artillerist), Paladin (Redemption)

Player's Handbook

Teleportation Circle

5-level Conjuration

Casting Time 1 minute
Range 10 feet
Duration 1 round
Components V, M
Materials Rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.   Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.   You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Class(es): Bard, Sorcerer, Wizard, Cleric (Arcana), Druid (Dreams), Ranger (Horizon Walker)

Player's Handbook

Rary's Telepathic Bond

5-level Divination (ritual)

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S, M
Materials Pieces of eggshell from two different kinds of creatures

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.   Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Class(es): Wizard

Player's Handbook

Bigby's Hand

5-level Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 1 minute
Components V, S, M
Materials An eggshell and a snakeskin glove

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.   The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.   When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

  • Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
  • Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
  • Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
  • Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Class(es): Artificer, Wizard

Level 6 Spells

Xanathar's Guide to Everything

Scatter

6-level Conjuration

Casting Time 1 action
Range 30ft
Duration instantaneous
Components V

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

Class(es): Sorcerer, Warlock, Wizard

Sunbeam

6-level Evocation

Range/Area: Self (60-foot-line)
Components: V, S, M
Materials: A magnifying glass
Duration: Concentration, Up to 1 minute
Attack/Save: Constitution save
Damage/Effect: radiant
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Available for: Druid, Sorcerer, Wizard

SRD

True Seeing

6-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V S M
Materials: An ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell
Duration: 1 hour
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has Truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Contingency

6-level Evocation

Casting Time: 10 Minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp
Duration: 10 days
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.   The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.   The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time.   If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
Available for: Wizard

Level 7 Spells

Level 8 Spells

SRD

Sunburst

8-level Evocation

Casting Time: 1 Action
Range/Area: 150 ft (60 ft sphere)
Components: V, S, M
Materials: fire and a piece of sunstone
Duration: Instantaneous
Attack/Save: CON Save
Damage/Effect: Radiant
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.   This spell dispels any darkness in its area that was created by a spell.
Available for: Druid, Sorcerer, Wizard

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