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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.

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

Homebrew

Silver Dragon-Touched Frost-Moon Sickle

Weapon

Legendary Requires Attunement

While holding this magic weapon, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells. In addition, you can use the sickle as a spellcasting focus. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +3 bonus to one damage roll of the spell, provided the damage is Cold.   When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.   Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.   Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.   Parry. If a melee attack would hit you, you can spend your reaction to add your profieceny bonus to your AC. To do so, you must see the attacker and be wielding this weapon.              
Steeping LevelAbilities
Slumbering You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
Stirring When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
Wakened You can use it to cast Fizban's Platinum Shield and Legend Lore. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn.
Ascendant When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.

This silver-bladed sickle glimmers softly with moonlight and has a handle of Risian Pine. Having steeped in a silver dragon hoard, this magical sickle is blinding to those that can see magical auras.

Type Damage Damage Range
Simple Melee 1d4+3 Slashing 5ft


Weight: 2lb

The statblocks of your class features

Darkvision

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 color in darkness, only shades of gray.


 

Sorcerer

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

For the Sorcerer Spell list, press this Sorcerer Spell List
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (or 4) + Constitution Modifier
armor proficiencies: none
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: none
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
you start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

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

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

  • Two daggers


spellcasting:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

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

Spell Slots

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

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

Spells Known of 1st Level and Higher

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

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

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

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifer = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.
class features:
The Sorcerer Spell Slots Per Level
Levels Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 1 Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2 +2 2 Font of Magic 4 3 3 - - - - - - - -
3 +2 3 Metamagic 4 4 4 2 - - - - - - -
4 +2 4 Ability Score Improvement, Sorcerous Versatility (Optional) 5 5 4 3 - - - - - - -
5 +3 5 Magical Guidance (Optional) 5 6 4 3 2 - - - - - -
6 +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
7 +3 7 - 5 8 4 3 3 1 - - - - -
8 +3 8 Ability Score Improvement, Sorcerous Versatility (Optional) 5 9 4 3 3 2 - - - - -
9 +4 9 - 5 10 4 3 3 3 1 - - - -
10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11 +4 11 - 6 12 4 3 3 3 2 1 - - -
12 +4 12 Ability Score Improvement, Sorcerous Versatility (Optional) 6 12 4 3 3 3 2 1 - - -
13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
14 +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16 +5 16 Ability Score Improvement, Sorcerous Versatility (Optional) 6 14 4 3 3 3 2 1 1 1 -
17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18 +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19 +6 19 Ability Score Improvement, Sorcerous Versatility (Optional) 6 15 4 3 3 3 3 2 1 1 1
20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Sorcerous Origin

  Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
  • Sorcery Points:You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels

    1)Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
    2)Creating Spell Slots:You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
Creating Spell Slots Chart
Spell Slot per Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
  • Careful Spell : When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  • Distant Spell : When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch,

    you can spend 1 sorcery point to make the range of the spell 30 feet.

  • Empowered Spell : When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

    You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Extended Spell : When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

  • Heightened Spell : When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell : When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

  • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
    ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell

  • Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

  • Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

  • Twinned Spell : When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

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.

Sorcerous Versatility (Optional)

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance (Optional)

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
subclass options:

Sorcerous Origin

Nightfell - Legacy of the World Below
The innate magic of sorcerers is well known and feared by many. Some shun these figures of arcane power and drive them away, while others view them as symbols of a power that springs from early sources in its purest form. Some of these individuals bring within them the immanent energies of the earth and stone that were sacred to the ancient peoples of the World Below.   Sorcerers who manifest the Legacy of the World Below learn to unleash the pure and chaotic magic of the bones of the world. Iùrmen's flaming core, enclosed between countless layers of rock as if in a casket, is the very heart of the Primes and one of the few remaining sources of life. These sorcerers can draw on it to unleash extremely destructive elemental spells.
In past ages, the Lyvar and the Rizadrin have followed customs based on the knowledge of these sorcerers, so attached are they to the cold stone and the dark world beneath the surface. In the Lunar Age, although separated from their underground homeland, some agents of this ancient power still roam Iùrmen, dexterous in mystical abilities drawn from the earth itself.  

Blood of the Earth

At 1st level, your AC is equal to 12 + your Dexterity Modifier as long as you remain unarmored.
Also, when casting a spell, you gain Temporary Hit Points equal to the level of the spell cast (cantrips still grant 1 Temporary Hit Point). These Temporary Hit Points double if you are underground or in a natural cave or chasm.  

Echo of the Tunnels

At 1st level, you have Advantage in hearing-based Wisdom (Perception) checks, and as long as you are underground or in a natural cave or chasm, the Skill bonus in these trials is doubled. In addition, you automatically learn the message cantrip.  

Primeval Momentum

At 6th level, casting a spell with a casting time of one action allows you to perform a melee spell attack as a bonus action. This attack deals 1d8 force damage, plus 1 additional damage per spell level (cantrip are considered 0-level spells).
If this attack hits, you may spend 1 to 3 Sorcery Points to unleash your primal arcane energy, selecting one of the following options for each point spent (the same option cannot be chosen multiple times):
  • The attack deals additional damage equal to your Charisma modifier.
  • All other creatures (yourself excluded) within 5 feet of the target takes force damage equal to your Charisma modifier, plus 1 additional damage per spell level.
  • The target is knocked to the ground prone, and its speed is reduced to 10 feet until the end of its next turn.
  • You gain a +2 bonus on AC and Saving Throws until the beginning of your next turn.
  • The target cannot take Reactions and has a -2 penalty to the AC until the beginning of its next turn.
 

Heart of Stone

At 14th level, you are Proficient in Wisdom Saving Throws and gain Immunity to Frightened and Charmed conditions as long as you have at least 1 Sorcery Point.  

Return to the Cave

At 18th level, when reduced to 0 Hit Points, or when you run out of all spell slots of 4th level or higher, you may decide to use your Reaction to be teleported to a safe, isolated, and uninhabited cave within a 6 miles radius. You do not need to know the location of the cave, nor its actual presence, but you can designate one previously visited as a destination.
This feature can be used once, then you regain its use after you complete a long rest.
 
  Abberant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Psionic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

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

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

  • Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.


Warping Implosion

At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

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

Bastion of Law

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

  • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.
Shadow Magic
ou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

Shadow Sorcerer Quirks

At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of III Omen

  • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Storm Sorcery
our innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Wild Magic
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn
.
Pyromancer
Your innate magic manifests in fire. You are your fire, and your fire is you.

Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.

HB You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.

Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Pyromancer's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Rune Child (Matthew Mercer, Unofficial Homebrew
The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.

The talents of a rune child are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Essence Runes

At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

Glyphs of Aegis

Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

Sigilic Augmentation

Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

Manifest Inscriptions

At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

Runic Torrent

Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

Arcane Exemplar Form

Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
  • You have a flying speed of 40 feet.
  • Your spell save DC is increased by 2.
  • You have resistance to damage from spells.
  • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

Statblocks for your familiars, mounts etc.

Monster Manual

Couatl CR: 4

Medium celestial, lawful good
Armor Class: 19 (natural armor)
Hit Points: 97 (13d8 + 39) 13d8+39
Speed: 30 ft , fly: 90 ft

STR

16 +3

DEX

20 +5

CON

17 +3

INT

18 +4

WIS

20 +5

CHA

18 +4

Saving Throws: Con +5, Wis +7, Cha +6
Damage Resistances: radiant
Damage Immunities: psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: truesight 120 ft., passive Perception 15
Languages: all, telepathy 120 ft.
Challenge Rating: 4
Couatl by WotC

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

  • At will: detect evil and good, detect magic, detect thoughts
  • 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
  • 1/day each: dream, greater restoration, scrying


Magic Weapons. The couatl's weapon attacks are magical.   Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) 1d6+5 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.   Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) 2d6+3 bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.   Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins.

Suggested Environments

Environments. Desert, Forest, Grassland, Urban

SRD

Unicorn

Large celestial, lawful good
Armor Class 12
Hit Points 67 9d10+18
Speed 50ft

STR
18 +4
DEX
14 +2
CON
15 +2
INT
11 0
WIS
17 +3
CHA
16 +3

Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 5 (1,800 XP)

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day: calm emotions, dispel evil and good, entangle


Charge. If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 2d8 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The unicorn's weapon attacks are magical.



 

Legendary Actions

The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

Hooves. The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 2d8+2 hit points.


Statblocks for race/species of the character.

Homebrew

Silver Dragon

ability score increase: +2 STR, +2 CON
age: Silver dragons age as all true dragons do, it isn't generally known how long their life spans truly last for, but some have been known to live as long as 4,200 years. Generally a true dragon is considered a Wyrmling from birth to 5 years, they then are considered Young until they reach their 100th year, beyond this point they are an Adult until they reach the age of 800, beyond this, all dragons are considered Ancient and classing their age group becomes difficult.
alignment: Lawful Good
Size: Medium
speed: 30ft
Languages: Common, Draconic
race features:

Flight:

Because of your wings, you have a flying speed equal to double your walking speed.  

Scaley-Hide:

The hardened scales of your skin act as effective armor. When you aren't wearing armor, your base AC is 17 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your scaley-hide. Also, your hit dice are always D12s.  

Cold Immunity:

You are immune to cold damage types and weather, feeling comfortable in cold environments.  

Blindsight:

You are able to accurately perceive your surroundings within 10 feet without the use of your sight.  

Darkvision:

You are able to see in places normally too dark to see within 60 feet, though you are not able to perceive color, only shades.  

Cloudwalking:

You are able to interact with fog and clouds as if they were physically dense objects, at will.  

Bite:

Your jaws give you a Bite attack that you may use in place of unarmed strikes. These deal 1d10 + your Strength modifier piercing damage instead of normal unarmed strike damage. At 9th level, your reach extends to 10 foot with this attack and the damage increases by 1d10. At 16th level the damage increases by another 1d10.  

Ice Breath Weapon:

When you take the Attack action on your turn, you can replace one of your attacks with either of these weapons. You may use this weapon a number of times equal to your proficiency bonus after each long rest. This weapon is a 15 foot cone dealing a number of d8 equal to your Charisma modifier + your proficiency bonus ice damage. Each creature in the area of the breath weapon must make a Dexterity saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus). The creature takes full damage on a failed save, and half damage on a successful one.  

Paralyzing Breath Weapon:

When you take the Attack action on your turn, you can replace one of your attacks with either of these weapons. You may use this weapon a number of times equal to your proficiency bonus after each long rest. This weapon is a 15 foot cone. 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.  

GROWING YOUTH:

When you reach 9th level, increase your size category to Large, increase your base AC by 1, gain an additional +2 Strength and +2 Constitution (these stats from now on have a maximum value of 30) and increase your Walking Speed by 10 feet. Also improve the size of the breath weapons to 30 foot cones, the range of the Darkvision to 120 feet, and the range of the Blindsight to 30 feet.  

CLAWS:

Starting at 9th level, you're able to bring your Claws to bare in place of an unarmed strike. These deal 2d6 + your Strength modifier slashing damage instead of normal unarmed strike damage.  

POWER OF AGE:

When you reach 16th level, increase your size category to Huge, increase your base AC by an additional 1, gain an additional +2 Strength and +2 Constitution, all stats from now on have a maximum value of 30, increase the range of the Blindsight to 60 feet, and improve the size of the breath weapons to 60 foot cones.  

TAIL:

When you reach 16th level, creatures large and powerful as yourself can cause havoc even with the simplest of motion i.e. turning around. Your lengthy tail acts as a third unarmed attack option with a reach of 15 feet. This attack deals 2d8 + your Strength modifier bludgeoning damage.  

Frightful Presence & Shape Change:

When you reach 16th level, if a creature starts it's turn with in 30-feet it must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for a minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At 16th level you can cast Shapechange with a bonus action.

Statblocks for companions, followers and other allies.

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.

Yoldis

17 Level (0/265000 XP for level-up) Soldier Background Bronze Dragon Race / Species / Heritage Lawful Good Alignment
Paladin
Level 17
Hit Dice: 17/17
1d10+7 Class 1

STR
26
+8
DEX
10
+0
CON
24
+7
INT
16
+3
WIS
16
+3
CHA
20
+5
225
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+6
Prof. Bonus
40/-/80
Speed (walk/run/fly)
19
Passive Perception
1 / 1
Lightning Breath
1 / 1
Repulsion Breath
85 / 85
Lay on Hands
3 / 3
Harness Divine Power
4 / 4
Cleansing Touch
Spellcasting ...
+11 Attack mod
CHA Ability
+5 Abi Mod
19 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+8 Strength
+0 Dexterity
+7 Constitution
+3 Intelligence
+9 Wisdom
+11 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+8 Athletics STR
+5 Deception CHA
+3 History INT
+9 Insight WIS
+11 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+9 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +14 STR 2d10+8 Piercing
 reach 10ft, 1d8 radiant damage
Claws +14 STR 2d6+8 Slashing
 reach 5ft, 1d8 radiant damage
Tail +14 STR 2d8+8 Bludgeoning
 Reach 15ft, 1d8 radiant damage
Lightning Breath +5 CHA 12d10 Lightning
 Line, range 90ft, DC19 DEX
Repulsion Breath +5 CHA
 Cone, range 30ft, DC19 STR, Push 60ft
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Shocking Grasp +11 1 Action Touch Instantaneous 4d8 V,S
 Notes:target can't take reactions
Shapechange 1 Bonus Action 8 hours V,S
 Notes:"at will"

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderous Smite 1 Bonus Action Self Concentration, 1 minute 2d6 V
 Notes:Strength saving throw or be pushed 10 feet away from you and knocked prone
Thunderwave 1 Action Self Instantaneous 2d8 V,S
 Notes:pushed 10 feet away from you
Sanctuary Bonus Action 30 ft 1 minute V,S,M
 Notes:Oath Spell, Always prepared
Protection from Evil and Good Action Touch Concentration, 10 minutes V,S,M
 Notes:Oath Spell, Always prepared

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
See Invisibility 1 Action Self 1 hour V,S,M
Thunderwave 1 Action Self Instantaneous 2d8 + V,S
 Notes:pushed 10 feet away from you
Spiritual Weapon +11 Bonus Action 60 ft 1 minute 1d8+5 V,S
 Notes:Oath Spell, Always prepared
Misty Step Bonus Action Self (30ft) Instantaneous V
 Notes:Oath Spell, Always prepared

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderwave 1 Action Self Instantaneous 2d8 + V,S
 Notes:pushed 10 feet away from you
Thunder Step 1 Action 90 ft Instantaneous 3d10 V
Lightning Spear 1 Action 60 ft Instantaneous 3d6 V,S
 Notes:3d6 Lightning & 3d6 Radiant
Spiritual Weapon +11 Bonus Action 60 ft 1 minute 1d8+5 + V,S
 Notes:Oath Spell, Always prepared
Dispel Magic Action 120 ft Instantaneous V,S
 Notes:Oath Spell, Always prepared
Call Lightning Action 120 ft Concentration, 10 minutes 3d10 V,S
 Notes:Oath Spell, Always prepared

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderwave 1 Action Self Instantaneous 2d8 + V,S
 Notes:pushed 10 feet away from you
Thunder Step 1 Action 90 ft Instantaneous 3d10 + V
Lightning Spear 1 Action 60 ft Instantaneous 3d6 + V,S
 Notes:3d6 Lightning & 3d6 Radiant
Spiritual Weapon +11 Bonus Action 60 ft 1 minute 1d8+5 + V,S
 Notes:Oath Spell, Always prepared
Call Lightning Action 120 ft Concentration, 10 minutes 3d10 + V,S
 Notes:Oath Spell, Always prepared
Guardian of Faith Action 30 ft 8 hours 20 V
 Notes:Oath Spell, Always prepared
Death Ward Action Touch 8 hours V,S
 Notes:Oath Spell, Always prepared

Level 5 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderwave 1 Action Self Instantaneous 2d8 + V,S
 Notes:pushed 10 feet away from you
Thunder Step 1 Action 90 ft Instantaneous 3d10 + V
Lightning Spear 1 Action 60 ft Instantaneous 3d6 + V,S
 Notes:3d6 Lightning & 3d6 Radiant
Spiritual Weapon +11 Bonus Action 60 ft 1 minute 1d8+5 + V,S
 Notes:Oath Spell, Always prepared
Call Lightning Action 120 ft Concentration, 10 minutes 3d10 + V,S
 Notes:Oath Spell, Always prepared
Commune With Nature 1 minute Self Instantaneous V,S
 Notes:Oath Spell, Always prepared
Mass Cure Wounds +11 Action 60 ft Instantaneous 3d8+5 V,S
 Notes:Oath Spell, Always prepared
Amphibious, Darkvision 120ft, Blindsight 60ft, Lightning Immunity, Immune to Disease,

  • Multi-attack - make 1 Bite & 2 Claws attacks

  • Lay on Hands - As an action, touch a creature to restore a number of hp up to the maximum amount remaining in your pool.

  • Divine Sense - As an action, detect celestial, fiend, or undead within 60 feet of you that is not behind total cover.

  • Divine Smite - you can expend one spell slot to deal radiant damage to a melee target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

  • Harness Divine Power - You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

  • Aura of Protection - whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

  • Aura of Warding - You and friendly creatures within 10 feet of you have resistance to damage from spells.

  • Aura of Courage - you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

  • Cleansing Touch - you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

  • Stormy Waters - you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.



Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 30000, Platinum: 3000 Money
Common, Draconic

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.

Cerria

17 Level (0/265000 XP for level-up) Monk Background Bronze Dragon Race / Species / Heritage Lawful Good Alignment
Monk
Level 17
Hit Dice: 17/17
1d10+6 Class 1

STR
25
+7
DEX
10
+0
CON
23
+6
INT
16
+3
WIS
15
+2
CHA
19
+4
208
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+6
Prof. Bonus
65/-/130
Speed (walk/run/fly)
18
Passive Perception
1 / 1
Lightning Breath
1 / 1
Repulsion Breath
17 / 17
Ki
Spellcasting ...
+10 Attack mod
CHA Ability
+4 Abi Mod
18 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+13 Strength
+6 Dexterity
+12 Constitution
+9 Intelligence
+8 Wisdom
+10 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+7 Athletics STR
+4 Deception CHA
+3 History INT
+8 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+8 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +13 STR 2d10+7 Piercing
 reach 10ft
Claws +13 STR 2d6+7 Slashing
 reach 5ft
Tail +13 STR 2d8+7 Bludeoning
 Reach 15ft
Lightning Breath +4 CHA 12d10 Lightning
 Line, range 90ft, DC19 DEX
Repulsion Breath +4 CHA
 Cone, range 30ft, DC19 STR, Push 60ft
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Shapechange 1 Bonus Action Self 8 hours V,S
 Notes:"at will"

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderous Charge Bonus Action Self Instantaneous V

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Charged 1 Action Touch 10 Minutes 6d6 V,S,M
 Notes:deals damage 1d6 at a time
lightning step Reaction 60 ft Instantaneous 2d8 V
Thunderous Charge Bonus Action Self Instantaneous V

Level 3 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Charged 1 Action Touch 10 Minutes 6d6 + V,S,M
 Notes:deals damage 1d6 at a time
lightning step Reaction 60 ft Instantaneous 2d8 + V
Thunderous Charge Bonus Action Self Instantaneous V

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Charged 1 Action Touch 10 Minutes 6d6 + V,S,M
 Notes:deals damage 1d6 at a time
lightning step Reaction 60 ft Instantaneous 2d8 + V
Thunderous Charge Bonus Action Self Instantaneous V

Level 5 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Lightning Charged 1 Action Touch 10 Minutes 6d6 + V,S,M
 Notes:deals damage 1d6 at a time
lightning step Reaction 60 ft Instantaneous 2d8 + V
Thunderous Charge Bonus Action Self Instantaneous V
Amphibious; Darkvision 120ft; Blindsight 60ft; Lightning, Poison, Disease Immunity; Unarmored Movement (+25ft),
Multi-attack - make 1 Bite & 2 Claws attacks
Ki - Ki save DC = 8 + your proficiency bonus + your Wisdom modifier = 16. Feats:

  • Flurry of Blows - after an Attack action, 1 ki point to make two Claws attacks as a bonus action.

  • Patient Defense - 1 ki point to take the Dodge action as a bonus action on your turn.

  • Step of the Wind - 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

  • Breath of the Dragon - 1 ki point when you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 60-foot cone or a 90-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking 4d10 damage of your choice between acid, cold, fire, lightning, or poison on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

  • Stunning Strike - 1 ki point, when you hit with a melee weapon attack: target must succeed on a Con Save or be stunned until the end of your next turn.

  • Focused Aim - 1 to 3 ki points to increase your attack roll on a miss by 2 for each of these ki points you spend.

  • Diamond soul - 1 ki point, re-roll a failed saving throw.



  1. Deflect Missiles - reaction to deflect or catch the missile from a ranged weapon attack, the damage from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile and spend 1 ki point to make a ranged attack (range of 20/60) using the weapon or piece of ammunition you just caught, as the same reaction. You make this attack with proficiency.

  2. Slow Fall - reaction, reduce any falling damage you take by an amount equal to five times your monk level.

  3. Evasion - When you make a Dexterity saving throw to take half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.

  4. Timeless Body - you no longer need food or water.

  5. Draconic Strike - you can change an Claws attack's damage type to acid, cold, fire, lightning, or poison.

  6. Aspect of the Wyrm - As a bonus action, you create an aura that radiates 10 feet for 1 minute. You and your allies within the aura have resistance to your choice of acid, cold, fire, lightning, or poison damage. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a DEX Save against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice). Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.



Features & Traits

Equipment Copper: 0, Silver: 200000, Electrum: 0, Gold: 300000, Platinum: 5000 Money
Common, Draconic, All languages

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.

Statblocks for your spells.

Level 0 Spells

PHB

Frostbite

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

Class(es): Artificer, Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your 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): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB, page 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
At higher levels: The range of the spell becomes 10 feet once you reach 5th level, and increases by 10 feet at 11th level (total of 20) and again at 17th level (total of 30).
Available for: Artificer, Cleric, Druid

SRD

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Artificer, Cleric

Level 1 Spells

PHB

Shapechange

9-level Transmutation

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to 1 hour
Components V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)

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, 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 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.

Class(es): Druid, Wizard

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

Player's Handbook

Feather Fall

1-level Transmutation

Casting Time 1 reaction (upon you or a creature within 60 feet of you falls)
Range 60 feet
Duration 1 minute
Components V,M (a feather or piece of down)

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

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

PHB

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

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

Strixhaven: A Curriculum of Chaos p.38

Silvery Barbs

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). 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.
Available for: Bard, Sorcerer, Wizard

Level 2 Spells

Gust of Wind

2-level Evocation

Casting Time 1 Action
Range Self (60-foot line)
Duration up to 1 Minute
Components V, S, M
Materials a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength 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.

Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Level 3 Spells

SRD

Mass Healing Word

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 1d4 for each slot level above 3rd.
Available for: Bard, Cleric

Level 4 Spells

Ice Storm

4-level Abjuration

Casting Time 1 Action
Range 300ft
Duration Instantaneous
Components V, S, M

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)

Freedom of Movement

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Duration: 1 hour
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and 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.
Available for: Artificer, Bard, Cleric, Druid, Ranger

Level 5 Spells

Player's Handbook

Mass Cure Wounds

5-level Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Class(es): Bard, Cleric, Druid, Artificer (Battle Smith), Sorcerer (Divine Soul)

PHB, page 246

Greater Restoration

5-level Abjuration

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.  

  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores[/li
  • One effect reducing the target's hit point maximum

Class(es): Bard, Cleric, Druid

PHB

Legend Lore

5-level Divination

Casting Time 10 minutes
Range Self
Duration Instantaneous
Components V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp 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. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer w hose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

Class(es): Bard, Cleric, Wizard

Level 6 Spells

Xanathar's Guide to Everything

Investiture of Ice

6-level Transmutation

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

Until the spell ends, ice rimes your body, and you gain the following benefits:

  • You are immune to cold damage and have resistance to fire damage.
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

 

Class(es): Druid, Sorcerer, Warlock, 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

PHB

Planar Ally

6-level Conjuration

Casting Time 10 minutes
Range 60 feet
Duration Instantaneous
Components V, S

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity 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. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. 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.

Class(es): Cleric

Level 7 Spells

Plane Shift

7-level Conjuration

Casting Time 1 action
Range Touch
Duration Instant
Components VSM
Materials A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence.

You and up to eight 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 or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion. 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.

Class(es): Cleric, Druid, Sorcerer, Warlock, Wizard

Conjure Celestial

7-level Conjuration

Casting Time 1 action
Range 90 feet
Duration Concentration, 1 hr
Components VS

You 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.   The DM has the celestial’s statistics.
 
At higher levels: At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

Class(es): Cleric

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