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Avalon of Myst

Warlock 10 Class & Level
Background
Tiefling Race
Alignment

Strength 8
-1
Dexterity 10
+0
constitution 12
+1
intelligence 16
+3
wisdom 14
+2
charisma 18
+4
Total Hit Dice 10
Hit Die
1d8+1
+0 proficiency bonus
-1 Strength
+0 Dexterity
+1 Constitution
+3 Intelligence
+6 Wisdom
+8 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+7 Arcana
+1 Athletics
+4 Deception
+7 History
+2 Insight
+8 Intimidation
+7 Investigation
+2 Medicine
+3 Nature
+2 Perception
+4 Performance
+4 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills

 
14
Armor Class
62
Hit Points
+0
Initiative
30
Speed
Attacks

Heroes Enabled

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

The statblocks of your class features

Warlock - Ravenqueen


Hit Points

Hit Dice: d8 per Warlock - Ravenqueen level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: -
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm.
Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will.
She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality.


Class Features

Otherworldly Patron


At 1st level, you have struck a bargain with an otherworldly being of your choice: the Ravenqueen, which is detailed later at the class description.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  

Eldritch Invocations


In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
A level prerequisite refers to your level in this class.   At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description.
When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.   If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.
A level prerequisite refers to your level in this class.   Agonizing Blast
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.   Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.   Ascendant Step
Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.   Aspect of the Moon
Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means.
To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.   Beast Speech
You can cast Speak with Animals at will, without expending a spell slot.   Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.   Bewitching Whispers
Prerequisite: 7th level
You can cast Compulsion once using a warlock spell slot.
You can't do so again until you finish a long rest.   Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows.
Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list.
The spells appear in the book and don't count against the number of spells you know.
With your Book of Shadows in hand, you can cast the chosen spells as rituals.
You can't cast the spells except as rituals, unless you've learned them by some other means.
You can also cast a warlock spell you know as a ritual if it has the ritual tag.
  On your adventures, you can add other ritual spells to your Book of Shadows.
When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell.
For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
  Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components.
You must finish a long rest before you can use this invocation on the same creature again.
  Chronicle of the RavenQueen
Prerequisite: RavenQueen patron, Pact of the Tome
You can place a corpse's hand or similar appendage on the Book of Shadows and ask one question aloud.
After 1 minute, the answer appears written in blood in your book.
The answer is provided by the dead and is translated into a language of your choice.
You must use this ability within 1 minute of a creature's death, and given creature can only be asked one question in this manner.   Cloak of Flies
Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies.
The aura extends 5 feet from you in every direction, but not through total cover.
It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks.
Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
  Once you use this invocation, you can’t use it again until you finish a short or long rest.
  Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   Dreadful Word
Prerequisite: 7th level
You can cast Confusion once using a warlock spell slot.
You can't do so again until you finish a long rest.   Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot or material components.   Eldritch Smite
Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.   Eldritch Spear
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.   Eyes of the Rune Keeper
You can read all writing.   Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.   Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn.
As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.   Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet.
Within that range, you have darkvision if you don’t already have it.
This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell).
During that time, you perceive objects as ghostly, transparent images.
  Once you use this invocation, you can’t use it again until you finish a short or long rest.   Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing without expending a spell slot.
You regain the ability to do so when you finish a long rest.
  Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.   Grasp of Hadar
Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.   Improved Pact Weapon
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
  Lance of Lethargy
Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.   Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).   Maddening Hex
Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen.
When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it.
The psychic damage equals your Charisma modifier (minimum of 1 damage).
To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.   Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.   Master of Myriad Forms
Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.   Minions of Chaos
Prerequisite: 9th level
You can cast Conjure Elemental once using a warlock spell slot.
You can't do so again until you finish a long rest.   Mire the Mind
Prerequisite: 5th level
You can cast Slow once using a warlock spell slot.
You can't do so again until you finish a long rest.   Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components.   One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.   Otherworldly Leap
Prerequisite: 9th level
You can cast Jump at will, without expending a spell slot.   Raven Queen's Blessing
Prerequisite: Ravenqueen patron, eldrtich blast cantrip
When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you.
The chosen crature can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier(minimum of 1 hit point).   Relentless Hex
Prerequisite: 7th level, Hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen.
To teleport in this way, you must be able to see the cursed target.   Repelling Blast
Prerequisite: Eldritch Blast cantrip
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.   Sculptor of Flesh
Prerequisite: 7th level
You can cast Polymorph once using a warlock spell slot.
You can't do so again until you finish a long rest.   Shroud of Shadow
Prerequisite: 15th level
You can cast Invisibility at will, without expending a spell slot.   Sign of Ill Omen
Prerequisite: 5th level
You can cast Bestow Curse once using a warlock spell slot.
You can't do so again until you finish a long rest.   Superior Pact Weapon (UA)
Prerequisite: 9th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
  Thief of Five Fates
You can cast Bane once using a warlock spell slot.
You can't do so again until you finish a long rest.   Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.   Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn.
You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible.
Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated.
These effects, including any remaining temporary hit points, all end when the ice melts.   Once you use this invocation, you can’t use it again until you finish a short or long rest.
  Trickster's Escape
Prerequisite: 7th level
You can cast Freedom of Movement once on yourself without expending a spell slot.
You regain the ability to do so when you finish a long rest.   Ultimate Pact Weapon (UA)
Prerequisite: 15th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
  Visions of Distant Realms
Prerequisite: 15th level
You can cast Arcane Eye at will, without expending a spell slot.   Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence.
Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.   Whispers of the Grave
Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a spell slot.   Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.


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 scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers


Spellcasting

Pact Magic


Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.  

Cantrips


You know two cantrips of your choice from the warlock spell list.
You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spell Slots


The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level.
The table also shows what the level of those slots is; all of your spell slots are the same level.
To cast one of your warlock spells of 1st level or higher, you must expend a spell slot.
You regain all expended spell slots when you finish a short or long rest.
  For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.   Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher.
A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level.
When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
  Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability


Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus


You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.


Subclass Options

RavenQueen

 

Expanded Spell List

The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.  

Raven Queen Expanded Spells

Spell Level Spells
  • 1st false life, sanctuary
  • 2nd silence, gentle repose
  • 3rd feign death, speak with the dead
  • 4th Ice storm, locate creature
  • 5th commune, cone of cold
 

Bonus Cantrip

At 1st level, you learn the spare the dying cantrip.
It counts as a warlock cantrip for you, but does not count against your number of cantrips known.  

Sentinel Raven

Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you.
The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks.
The bonus equals your Charisma modifier.
While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
   

Soul of the Raven

At 6th level, you gain the ability to merge with your raven spirit.
As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form.
While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search.
During this time, you retain the bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks granted by Sentinel Raven.
As an action, or if you take damage, you and the raven return to normal.
If the merger ends because of damage you can't use this feature for 1 minute.
   

Raven’s Shield

At 10th level, the Raven Queen grants you a protective blessing.
You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
 

Audience with the Queen

Starting at 14th level you can grant audiences with the Raven Queen.
As an action, choose a creature you can see within 60 feet of you.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space.
The target is frightened of you and suffers an additional effect based on its current hit points:
  100 hit points or fewer: blinded
80 hit points or fewer: blinded and deafened
60 hit points or fewer: binded, deafened, and stunned
40 hit points or fewer: killed instantly and cannot become undead
  At the end of each of its turns until the effects end, the target can make a Wisdom saving throw.
On a successful save, the effects end. Undead make this saving throw with disadvantage.
Once you use this feature, you can't use it again until you finish a long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase +2 Cons/Int & +2 Charisma
Size Medium
Speed 30ft

Age: Tieflings mature at the same rate as humans but live a few years longer   Alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent Nature inclines many tieflings toward a chaotic Alignment.   Darkvision: Thanks to your Infernal heritage, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.   Hellish Resistance: You have Resistance to fire damage.   Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting ability for these Spells

Languages. Can speak, read, and write Common and Infernal

Statblocks for companions, followers and other allies.

SRD

Raven

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 10ft Fly: 50ft

STR
2 -4
DEX
14 +2
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3
Senses passive Perception 13
Challenge 0 (10 XP)


Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.


Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 

Statblocks for your spells.

Level 0 Spells

Grimlore's Grimoire

Spare the Living

0-level (Cantrip) Necromancy

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

You feed off fragments of life-force from the dying. Select a humanoid that has 0 Hit Points and is not stable that you can see within range. The target must succeed a Death saving throw. On a failure, the creature inches closer to death and you gain a number of temporary Hit Points equal to one of the creature's Hit Dice. Alternatively, you can target a humanoid corpse that has died within the last minute to gain this benefit. You cannot use the same corpse more than once.   You gain one additional Hit Dice worth of temporary Hit Dice at 5th level (2 HD), 11th level (3 HD), and 17th level (4 HD)

Class(es): Warlock, Wizard

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 120ft
Duration 1 round
Components V, S

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .

Class(es): Sorcerer, Warlock, Wizard

Mage Hand

0-level (Cantrip) Conjuration

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

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

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

Mordenkainen's Lost Notebook

Distraction

3-level Evocation

Casting Time 1 bonus action
Range 90 feet
Duration Concentration, up to 1 minute
Components S, M
Materials a small cloth made of black silk

Choose an area the size of a 40-foot cube within range. All creatures of your choice within the area must make a Wisdom saving throw or become distracted. An affected creature has disadvantage on Wisdom (Perception), Wisdom (Insight), and Intelligence (Investigation) checks for the duration. An affected creature can make a new saving throw at the end of each of its turns, ending the spell’s effect on it with a success.
At higher levels: At higher levels: When you cast this spell using a spell slot of 5th level or higher, the cube’s size increases by 10 feet for every two slot levels above 3rd.

Class(es): Bard, Sorcerer, Wizard

Level 1 Spells

PHB, page 237

Eldritch Blast with Agonizing Blast & Repelling Blast

0-level (Cantrip) Evocation

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

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.


Agonzing Blast When you cast this cantrip, add your Charisma modifier to the damage it deals on a hit.

Repelling Blast When you hit a creature with this cantrip you can push the creature up to 10 ft. away from you in a straight line.
 
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Creeping Darkness

2-level Illusion

Casting Time 1 action
Range 300 feet
Duration Concentration, Concentration, up to 10 minutes
Components V, S, M
Materials (a whisker from a black cat and a tiny bottle of smoke)

A cloud of Magical darkness spreads from a point you choose within range. It can be of any shape but fills a volume of 45. If one is out side of the cloud, anything they veiw within the cloud is lightly obscure anything behind it. When the spell is cast or on subsequent turns, one may use their bonus action to move the cloud 20 feet in any direction. All hostel creatures within the cloud may make a Wisdom saving throw upon casting or entering the cloud, if they fail they are blinded and deafened as long as they remain within it. If they succeed on their saving throw, they can hear and but are still blinded until they escape the cloud.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you add 10 square feet to the diameter for each slot level above 2nd.

Class(es): Wizard, Sorcerer, Warlock,

Hex

1-level Enchantment

Casting Time 1 Bonus Action
Range 90ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Warlock

PHB, page 252

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials A pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

  If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Class(es): Bard, Wizard

PHB, page 250

Hellish Rebuke

1-level Evocation

Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60ft
Duration Instantaneous
Components V, S

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock

PHB

False Life

1-level Necromancy

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials a small amount of alcohol or distilled spirits

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.

Class(es): Sorcerer, Wizard

Level 2 Spells

Silence

2-level Illusion (ritual)

Casting Time 1 Action
Range 120ft
Duration Concentration, Up to Ten Minutes
Components V, S

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Class(es): Bard, Cleric, Ranger, Druid (Circle of the Land (Desert)), Monk (Way of Shadow), Sorcerer (Divine Soul), Warlock (The Raven Queen), Warlock (The Undying)

Level 3 Spells

PHB

Fear

3-level Illusion

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

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

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

Speak With Dead

3-level Necromancy

Casting Time 1 Action
Range 10 ft.
Duration 10 Minutes
Components V, S, M
Materials Burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.   Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Class(es): Bard, Cleric

Level 4 Spells

Blight

4-level Necromancy

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

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. 5th level: 2d8 . 6th level: 3d8 . 7th level: 4d8 . 8th level: 5d8 . 9th level: 6d8 .

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

PHB, page 233

Dimension Door

4-level Conjuration

Casting Time 1 action
Range 500 feet
Duration Instantaneous
Components V

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.

  You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

  If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

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

Level 5 Spells

Cone of Cold

5-level Evocation

Casting Time 1 action
Range Self
Duration Instantaneous
Components V, S, M
Materials A small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. 6th level 9d8 , 7th level 10d8 , 8th level 11d8 , 9th level 12d8 .

Class(es): Sorcerer, Wizard

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