Remove these ads. Join the Worldbuilders Guild

Mezzo-Cotto

(Alchemist) Artificer 5, (Loremaster) Wizard 2, total 7 Class & Level
Sage Background
Fire Genasi Race
Neutral Good Alignment

Strength 15
+2
Dexterity 12
+1
constitution 18
+4
intelligence 18
+4
wisdom 14
+2
charisma 12
+1
Total Hit Dice 5
Hit Die
1d8+4
+3 proficiency bonus
+2 Strength
+1 Dexterity
+7 Constitution
+7 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+5 Animal Handling
+4 Arcana
+2 Athletics
+1 Deception
+7 History
+2 Insight
+1 Intimidation
+4 Investigation
+2 Medicine
+4 Nature
+5 Perception
+1 Performance
+1 Persuasion
+4 Religion
+1 Sleight of Hands
+1 Stealth
+5 Survival
skills Expertise in Smith's Tools Expertise in Thieve's Tools Expertise in Herbalism Kits Tinkerer's Tools Leather Worker's Tools Alchemist's Supplies Common Primordial proficiencies

 
15
Armor Class
80
Hit Points
+1
Initiative
30 ft.
Speed
WeaponAttackDamageRange
Mace 1d20+5 1d6+2 Bludgeoning5 ft.
Spear 1d20+5 1d6+2 Piercing5 ft. or 20/60 ft.
Dagger 1d20+3 1d4+1 Piercing5 ft.
Light Crossbow 1d20+3 1d8+1 Piercing80/320 ft.
Attacks
Light Armor
Medium Armor
Shields
Simple Weapons
Crossbows
Proficiences
200 gp
Smith's Tools
Thieve's Tools
Alchemist's Supplies
Herbalism Kit
Bottle of Ink and Quill
Small hunting knife
a Backpack
a Crowbar
a Hammer
10 pitons
10 torches
a Tinderbox
10 days of Rations
a Waterskin
50 feet of Hempen rope
Traveler's Clothes
Scale Mail
Mace
Spear
Light crossbow x20 Bolts
Vial of the Fell Blight
mule
Caravan
Izit Streetsweeper

1 stick, 1 fruit, and one bark sample from the "ghost tree" as well as a stick with webbing from a spider in the ghost tree.

flesh sample, blood sample, organ tissue, and muscle sample of a zombie T-rex

sample of singed roots, and healthy roots from the verdant garden.
Equipment
I'm willing to listen to both sides of an argument before making my Judgement
Personality Traits
No Limits... Nothing should fetter the infinite possibility inherent in all existance
Ideals
My Life's Work is a series of tomes entirely dedicated to monsters
Bonds
Most people flee in terror when a monster attacks, I however, begin taking notes on it's ferocity, its actions, biology, and any patterns to its actions.
Flaws
Darkvision
Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.

Fire Resistance
You are resistant to fire damage

Reach to the Blaze
You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature

Magical Tinkering
At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use the feature, though a single object can bear only one property at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.

Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Experimental Elixer
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and thre at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savaant
At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Firearm Specialist
If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them.

Favored Enemy: Undead, Dragons
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Blessing of the gemini
gain +2 Charisma Permanently (applied)

Arcane Armament
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.
Features & Traits

Heroes Enabled

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

Infusion: boots of the winding Path

0-level (Cantrip) Abjuration (ritual)

Casting Time 1 hour
Range N/A
Duration Until dispelled
Components Infusion
Materials boots

This infusion allows you to infuse any pair of boots to gain the following bonus.   While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Class(es): Artificer

Infusion: Bag of holding

0-level (Cantrip) Abjuration (ritual)

Casting Time 1 hour
Range N/A
Duration Until dispelled
Components Infusion
Materials bag

This artificer infusion allows you to turn any bag into a bag of holding

Class(es): Artificer

Dungeon Master's Guide

Sending Stones

Wondrous Item Magical Uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Cost: 101 - 500gp


 

Infusion: Returning Weapon

0-level (Cantrip) Abjuration (ritual)

Casting Time 1 hour
Range N/A
Duration Until dispelled
Components Infusion
Materials weapon with the thrown property

This infusion grants the weapon infused the following bonus   This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Class(es): Artificer

The statblocks of your class features

Artificer Infusions


Hit Points

Hit Dice: d4 per Artificer Infusions level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.   Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.   Unless an infusion’s description says otherwise, you can’t learn the infusion more than once.


Class Features

Boots of the Winding Path Prerequisite: 4th-level artificer Item: A pair of boots (requires attunement) While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.   Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.   The bonus increases to +2 when you reach 12th level in this class.   Enhanced Weapon Item: A simple or martial weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it.   The bonus increases to +2 when you reach 12th level in this class.   Enhanced Weapon Item: A simple or martial weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it.   Returning Weapon Item: A simple or martial weapon with the thrown property This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.   Many-Handed Pouch Prerequisite: 4th-level artificer Item: 2-5 pouches The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents.   If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.   Radiant Weapon Prerequisite: 8th-level artificer Item: A simple or martial weapon (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.   Resistant Armor Prerequisite: 8th-level artificer Item: A suit of armor (requires attunement) While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.       Replicate Magic Item Prerequisite: See below Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.   In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.   Replicable Magic Items

Magic Item Attunement
Alchemy jug No
Bag of holding No
Cap of water breathing No
Cloak of the manta Ray No
Goggles of night No
Lantern of revealing No
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
  Replicable Magic Items (12th Level Artificer)
Magic Item Attunement
Boots of elvenkind No
Boots of striding and springing Yes
Boots of the winterlands Yes
Bracers of archery Yes
Brooch of shielding Yes
Cloak of elvenkind Yes
Cloak of protection Yes
Eyes of charming Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Gloves of thievery No
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy  Yes
Medallion of thoughts Yes
Periapt of wound closure Yes
Pipes of haunting No
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of mind shielding Yes
Ring of water walking No
Slippers of spider climbing Yes
Winged Boots Yes
Replicable Magic Items (16th Level Artificer)
Magic Item Attunement
Amulet of health Yes
Belt of hill giant strength Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes
 
 

Statblocks for your familiars, mounts etc.

Alchemical Homonculus

Tiny construct, neutral
Armor Class 13
Hit Points 44
Speed 20ft Fly: 28ft

STR
4 -3
DEX
15 +2
CON
11 0
INT
10 0
WIS
10 0
CHA
7 -2

Skills Stealth +4, Perception +4
Damage Immunities Poison, Acid
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60ft., Passive perception 10
Languages Languages of creator


Might of the Master. The following numbers increase by 1 when the creator's proficiency bonus increases by 1: the homunculus’ skill bonuses and the bonuses to hit and damage of its Acidic Spittle.


Actions

(Requires creator's bonus action)   Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage.   Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:   Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.   Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).   Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.


 

A small construct that takes the form of what the user wants it to me when making it. It assists its creator in the their work.

Statblocks for race/species of the character.

Fire Genasi

Ability Score Increase +1 Int, +2 Con
Size Medium
Speed 30 ft

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.   Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.   Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.   Alignment Independent and self-reliant, genasi tend toward a neutral alignment.   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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.   Fire Resistance You have resistance to fire damage.   Reach to the Blaze You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as 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.

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

Sword Coast Adventurer's Guide

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components V, M
Materials A weapon

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

Class(es): Sorcerer, Wizard, Warlock

PHB, page 242

Fire Bolt

0-level (Cantrip) Evocation

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

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

Class(es): Sorcerer, Wizard

Sword Coast Adventurer's Guide

Lightning Lure

0-level (Cantrip) Evocation

Casting Time 1 action
Range 15 feet
Duration Instantaneous
Components V

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
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, Wizard, Warlock

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120ft
Duration Instantaneous
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, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Produce Flame

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
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): Druid, Cleric (Nature Domain)

Level 1 Spells

Jump

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

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

Identify

1-level Divination

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials a pearl worth at least 100 gp and an owl feathe

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): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Detect Magic

1-level Divination

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

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)

Shield

1-level Abjuration

Casting Time 1 reaction
Range Self
Duration 1 round
Components V, S

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

Class(es): Sorcerer, Wizard

Chromatic Orb

1-level Evocation

Casting Time 1 Action
Range 90 ft
Duration Instantaneous
Components V, S, M
Materials a diamond worth at least 50 gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
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.

Class(es): Sorcerer, Wizard

Puppet

1-level Enchantment

Casting Time 1 action
Range 120 ft.
Duration Instantaneous
Components V

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Class(es): Bard, Warlock, Wizard

Purify Food and Drink

1-level Transmutation

Casting Time 1 Action
Range 10ft
Duration Instantaneous
Components V, S

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Class(es): Cleric, Druid, Paladin, Artificer (Alchemist), Sorcerer (Divine Soul)

Page: 271 Players Handbook

Ray of Sickness

1-level Necromancy

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

A ray of sickening greenish energy lashes out toward a creature within range.   Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
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.

Class(es): Sorcerer, Wizard

Level 2 Spells

Melf's Acid Arrow

2-level Evocation

Casting Time 1 Action
Range 90ft
Duration Instantaneous
Components V, S, M
Materials powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

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

Web

2-level Transmutation

Casting Time 1 action
Range 60ft
Duration Concentration, Concentration, up to an hour
Components V, S, M
Materials A piece of cork

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

Class(es): Sorcerer, Wizard

PHB, page 250

Heat Metal

2-level Transmutation

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components V, S, M
Materials a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d7 for each slot above 2nd.

Class(es): Bard, Druid

Rope Trick

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.   The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.   Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.   Anything inside the extradimensional space drops out when the spell ends.

Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

BloodlessBentley.

Statblock Type

Character Sheet (Legacy)

Link/Embed