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Arill Acree

8 Level (0/48000 XP for level-up) Magician Background Mir Race / Species / Heritage Chaotic Good Alignment
Wizard Bladesinger
Level 8
Hit Dice: 8/8
1d6+3 Class 1

STR
8
-1
DEX
18
+4
CON
16
+3
INT
18
+4
WIS
10
+0
CHA
8
-1
72
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+4 Dexterity
+3 Constitution
+7 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+7 Arcana INT
-1 Athletics STR
-1 Deception CHA
+4 History INT
+0 Insight WIS
-1 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+4 Nature INT
+0 Perception WIS
+2 Performance CHA
-1 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +7 DEX 1d8+4 Piercing
 Finesse
Dagger +4 DEX 1d4+4
 Finesse, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Green-Flame Blade +7 Self 1d8
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
Fire Bolt +7 120ft 1d10
 Notes: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Shocking Grasp +7 melee
 Notes: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
Mending
Booming Blade +7 Melee 1d8
 Notes: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements +7 Self
 Notes: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Shield +7
 Notes: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
False Life +7
 Notes: Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Burning Hands +7 15 ft 3d6
 Notes: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Magic Missile +7 3d4+3
 Notes: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missile +7 3d4+3 +
 Notes: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Shadow Blade +7 20/60 2d8
 Notes: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
Misty Step +7 30 ft
 Notes: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Scorching Ray +7 6d6
 Notes: You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missile +7 3d4+3 +
 Notes: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Shadow Blade +7 20/60 2d8 +
 Notes: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
Scorching Ray +7 6d6 +
 Notes: You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Vampiric Touch +7 melee 3d6
 Notes: The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
Haste +7
 Notes: Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Missile +7 3d4+3 +
 Notes: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Shadow Blade +7 20/60 2d8 +
 Notes: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
Scorching Ray +7 6d6 +
 Notes: You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Blight +7 30ft 8d8
 Notes: Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
Fire Shield +7 2d8
 Notes: Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10 foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Mir’s Legacy. You have resistance to lightning damage, and you have proficiency with one musical instrument of your choice

Lightning Call. When you take the Attack action on your turn, you can replace one of your attacks with a bolt of lightning summoned from the sky to a point within 30 feet. Each creature within 5 feet of that point must make a Dexterity saving throw [DC = 8 + your Constitution modifier + your proficiency bonus]. On a failed save, the creature takes 1d10 lightning damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)
You can use your Lightning Call a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Aloft Flight: Your affinity with the winds lets you magically float. You have a flying speed equal to your walking speed, and you can hover. You can’t use this flying speed if you’re wearing medium or heavy armor
Magician
Focusing on the essence of magic.

1st Level
Magic adept. You learn two cantrips of your choice from the Sorcerer or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spell when you cast them with this feature (choose when you select this talent)

5th Level
Snap Cast. When you cast a spell, you can decide to snap-cast it. When you snapcast, you can choose to cast the spell as an action or a bonus action. When you cast a leveled spell this way, you can still cast another leveled spell this turn.
Once you use this feature, you must finish a short or long rest before you can use it again

9th Level
Favored Spell. Choose two spells that you know. When you cast that spell, it no longer requires verbal or somatic components. If it’s a leveled spell, you cast it as if it’s one level higher than the spell slot expended.

Warcaster Feat

Features & Traits
Leather Armor
1 Healing Potion
Spellbook
Dagger
Scholar's Pack
Arcane Focus

Equipment Copper: 0, Silver: 15, Electrum: 0, Gold: 800, Platinum: 0 Money
Blade Singer
Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

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

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

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)

Your walking speed increases by 10 feet.

You have advantage on Dexterity (Acrobatics) checks.

You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

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

Languages & Proficiencies
Spent 35 silver from the starting money buying a Rapier and Leather Armor for melee

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action (part of a melee weapon attack)
Range/Area: Self (5-foot radius)
Components: S, M
Materials: a melee weapon worth at least 1 sp
Duration: Instantaneous
Damage/Effect: Fire
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you.   On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it.   The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level ( 2d8 and 2d8 ) and 17th level ( 3d8 and 3d8 ).
Available for: Sorcerer, Warlock, Wizard

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: fire

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

At higher levels:

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Based on Player's Handbook

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: melee spell attack
Damage/Effect: lightning
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Netrunner

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V,S,M
Materials: (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Tasha's Cauldron of Everything

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (5-foot Radius)
Components: S, M
Materials: A Melee Weapon Worth at Least 1 sp
Duration: Instantaneous
Attack/Save: Melee Attack
Damage/Effect: Thunder
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At higher levels: At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Available for: Artificer, Sorcerer (Optional), Warlock (Optional), Wizard (Optional)

Level 1 Spells

Replacement Series

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
You create an elemental ward, gaining resistance to the triggering damage. When you cast the spell, you can choose to either extend the resistance until the end of your next turn, or you can cause your next weapon attack before the end of your next turn to deal an additional 1d8 damage of the triggering type and an additional effect depending on the triggering damage type.  
  • Acid. The target takes 1d4 acid damage at the end of its next turn. Cold. The target's speed is reduced by 10 feet until the end of your next turn. Fire. The attack ignites flammable objects not being worn or carried. Lightning. The target can't take reactions until the start of its next turn. Thunder. The target is deafened until the end of its next turn.
At higher levels: At Higher Levels. When you cast this spell 2nd level or higher, the extra damage increases by 1d8 for each level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

PHB

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15-foot cone)
Components: V,S
Duration: Instantaneous
Attack/Save: ranged
Damage/Effect: fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Sorcerer, Wizard

Player's Handbook (Woc)

Magic Missile

1-level Evocation

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

PHB p239

Feather Fall

1-level Transmutation

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

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cube)
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Protection From Evil And Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Holy Water
Duration: Concentration, Up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard

Level 2 Spells

SRD

Shadow Blade

2-level Illusion

Casting Time: 1 bonus action
Range/Area: self
Components: VS
Duration: up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At higher levels: When you cast this spell 3rd or 4th level, the damage increases to 3d8. When you cast it at 5th or 6th level, the damage increases to 4d8. When you cast it at of 7th level or higher, the damage increases to 5d8.
Available for: Sorcerer, Warlock, Wizard

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Instantaneous

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

SRD

Scorching Ray

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell 3rd level or higher, you create one additional ray for each level above 2nd.
Available for: Sorcerer, Wizard

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10 foot radius sphere centred on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Available for: Wizards

Level 3 Spells

SRD

Spirit Shroud

3-level Necromancy

Casting Time: 1 bonus action
Range/Area: self
Components: VS
Duration: up to 1 minute
You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At higher levels: When you cast this spell 4th level or higher, the damage increases by 1d8 for every two levels above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

Vampiric Touch

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: melee spell attack
Damage/Effect: necrotic

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Replacement Series

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: A tiny ball of bat guano and sulfur, or focus
Duration: instantaneous
A marble-sized ball of flame appears in your hand before darting out and exploding at a point you choose within range. Every creature within 20 feet of the point must make a Dexterity saving throw, taking 7d6 fire damage on a failure of half as much on a success.   The blast spreads around corners and ignites flammable objects that aren't being worn or carried.
At higher levels: When you cast this spell 4th level or higher, the damage increases by 1d6 for each level above 3rd.
Available for: Sorcerer, Wizard

SRD

Haste

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A shaving of licorice root
Duration: up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Available for: Inventor, Sorcerer, Wizard

Level 4 Spells

Blight

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: necrotic

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Available for: Tiefling Sorcerers, Wizards

Fire Shield

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 10 minutes
Damage/Effect: fire, cold

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10 foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Wall of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: fire

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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