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Kiddo

Metaphysician 3 Class & Level
Acolyte Background
Human Race
True Neutral Alignment

Strength 12
+1
Dexterity 11
+0
constitution 18
+4
intelligence 12
+1
wisdom 16
+3
charisma 6
-2
Total Hit Dice
Hit Die
1d+4
+0 proficiency bonus
+1 Strength
+2 Dexterity
+6 Constitution
+3 Intelligence
+3 Wisdom
-2 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+1 Arcana
+1 Athletics
-2 Deception
+1 History
+3 Insight
-2 Intimidation
+3 Investigation
+3 Medicine
+1 Nature
+3 Perception
-2 Performance
-2 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 

Armor Class

Hit Points
+0
Initiative

Speed
WeaponAttackDamage
Punch 1d20+1 1d4+1
Attacks
You are capable of expending power points to cast spells. the number of power points per spell level are shown on the power point table.

Spell save DC = 11
Spell attack modifier = +3

Power Point Cost:
1st: 2
2nd: 3
3rd: 5
4th: 6
5th: 7
Spellcasting

Heroes Enabled

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

The statblocks of your class features

Brawler

Fighting Style

Your unarmed strikes deal 1d4 bludgeoning damage and count as light weapons. By obtaining the tavern brawler feat your damage increases to 2d4 damage.

Mental Acuity

Metaphysicalist Level 1

Beginning at 1st level, you have innate psionic spellcasting.
You may choose 2 of the following spells: comprehend languages, disguise self, false life, grease, jump, longstrider, mage armor.
Or, you may choose 4 of the following spells: blade ward, fire bolt, light, mage hand, mending, message, minor illusion, prestidigitation, ray of frost, shocking grasp, thunderclap, or true strike.
You know another spell from the first list, or another two from the second list, at 5th, 10th, and 15th level.
You can cast a number of innate psionic spells equal to your Intelligence modifier plus your current level.
When you finish a long rest, you regain all your spell uses. These spells are cast at the lowest level and ignore material components; higher levels may be achieved through power point expenditures (see table below).

Metaphysicalist Spellcasting

Metaphysicalist Level 2

By the time you have reached level 2, you have obtained enough control of your abilities to cast spells, much like a Psion does.
Manifestations
You are capable of expending power points to cast spells, the amount of power points per spell level are shown on the power point table.


Spell LevelPower Point Cost
1st2
2nd3
3rd5
4th6
5th7

Metaphysician


Hit Points

Hit Dice: d8 per Metaphysician level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 5 + Constitution modifier per Metaphysicalist level after 1st

Proficiences

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Dexterity, Constitution, Intelligence
Skills: Choose 2 from Acrobatics, Arcana, Athletics, History, Investigation, Nature, Perception

Overview & Creation

Metaphysicalist
An Elf kneels down, wearing a long overcoat, she places her hand on a scroll dropped by her bounty, her eyes emanate a strange blue aura as she gathers information on her target. Suddenly she drops the scroll, as she learns the true intentions of her mark through the purpose of this simple scroll, she shreds the scroll with her claws, she then begins to sprint at an unnatural pace in a desperate attempt to save her home town, from her long lost brother.
A Half-Orc brandishing a great sword overlooks a battle, his kin being slaughtered, he sheds a single tear, knowing his art is forbidden and shall bring great shame to his name, he slowly walks away from the cliff, wiping his face, he then runs and jumps off, leaping an enormous distance, his body begins to expand, he lands creating a massive crater, he rises, looking at the dragon, both the same size, his sword the size of a city, he swings with massive force as he takes on the foe, toe to toe.
Running from an angry mob a halfling stumbles and falls to the ground, the mob surrounds her, panic seeping in, a man strikes her, and the illusion vanishes. From the shadows, the halfling is transformed into just a normal human, she walks away, the town no wiser to her trickery, she knew this would happen, so she came prepared, she pulls a jeweled crown from her clothing, disguised as a simple rock, and smiles.

Children Of The Mind
Warriors of the mind, a Metaphysicalist combines the power of the mind with the sturdiness of their body and train both equally, they are outsiders, and usually hide their gifts from society and prefer to masquerade as wizards or fighters, until they release their true abilities. Typically the children of Psionicists, Metaphysicalists do not have the raw control of Psions and their powers typically do not manifest until they come of age. Metaphysicalists are quite rare and usually they don't even know what to call themselves once their powers begin to manifest.
A Life Of Secrets
Their abilities unknown to them, many Metaphysicalists travel the world searching for scraps of knowledge of what exactly they are, not quite a psion, yet not like anything else, these questions can lead them to become experts on arcane knowledge, equal to that of wizards. Beyond uncovering secrets they tend to create more secrets than they solve, typically paranoid they prefer to erase all knowledge they find as to keep what they are secret from all.


Class Features

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Brawler: Your unarmed strikes deal 1d4 bludgeoning damage and count as light weapons. By obtaining the tavern brawler feat your damage increases to 2d4 damage.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mental Acuity
Beginning at 1st level, you have innate psionic spellcasting. You may choose 2 of the following spells: comprehend languages, disguise self, false life, grease, jump, longstrider, mage armor. Or, you may choose 4 of the following spells: blade ward, fire bolt, light, mage hand, mending, message, minor illusion, prestidigitation, ray of frost, shocking grasp, thunderclap, or true strike. You know another spell from the first list, or another two from the second list, at 5th, 10th and 15th level. You can cast a number of innate psionic spells equal to your Intelligence modifier plus your current level. When you finish a long rest, you regain all your spell uses. These spells are cast at lowest level and ignore material components; higher levels may be achieved through power point expenditures (see table below).

Manifestation
At 2nd level you choose your manifestation type: Body, Mind, or Soul, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Adaptation
Starting at level 3 you gain the ability to alter yourself based on your needs, twice per long rest you may cast alter self as a bonus action, the duration is 1 hour and you do not need to concentrate to maintain the spell. At level 6 this ability recharges after a short rest.

Ability Score Improvement
When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. And on the15th level, you can attack one more time.

Psychometry
At 7th level you gain advantage on all investigation checks, additionally, you may expend 1 power point when you find an object or tracks to discern what type of creature made the tracks or held the item last, additionally, when you use this ability you may make an intelligence check to learn a piece of information about the creature that last came in contact with the object from the list below, the result determines the information discerned.
DC----Result (Cumulative)
5-------How long ago the creature made physical contact and what they look like.
10-----Age of the creature and the amount of hit dice/levels the creature had at the time.
15-----You see what happened when the object lost contact with the creature in a window of 5 minutes prior and after, and learn the alignment of the creature.
20-----Creature's name and current location and what the object's purpose or use was (if it had one).

Visions
Starting at level 11 you are afflicted with visions. While sleeping, you dream of the future. If you trance, you see fractures of the future. After a long rest roll 3 d20s and record them, prior to a roll being performed within 30 feet of you, you may use your reaction to force the roll to become one of the 3 d20 rolls, you may use each roll this way once. This result cannot be changed except with the Wish spell.

Stone Form
Beginning at 15th level, you can use a bonus action to cast Stoneskin on yourself without expending any of the components, you must finish a long rest before you can use this feature again, additionally you may use this feature to cast Stone Shape as an action.

Neurocognitive Deficit
At 18th level you gain the ability to completely shut down a creature's higher brain functions causing them to fall unconscious for a full day, while you are making direct physical contact with a creature you may use your reaction to force the creature to make an intelligence save, if it fails it falls unconscious and is unable to awaken for 1 day, if they succeed they take 10d6 psychic damage. You may use this ability once per long rest.

Metaphysical Alteration
At 20th level you are capable of altering existence and change what existence actually is, once per day as an action you may cast True Polymorph, you may change an object into another object even if the original is magical and you are capable of affecting shapechangers. Additionally you may use this as though it was an alter self on another creature and may make the change permanent as well. You may make the change permanent when you cast this spell without having to concentrate the full hour.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:
(a) Scale Mail or (b) Leather Armor and a Component Pouch
(a) A Martial Weapon or (b) Two Simple Weapons
(a) A Shield or (b) A Battleaxe
(a) A Scholar's Pack or (b) An Explorer's pack and a Light Crossbow with a quiver of 20 bolts


Spellcasting

Mental Acuity Beginning at 1st level, you have innate psionic spellcasting. You may choose 2 of the following spells: comprehend languages, disguise self, false life, grease, jump, longstrider, mage armor. Or, you may choose 4 of the following spells: blade ward, fire bolt, light, mage hand, mending, message, minor illusion, prestidigitation, ray of frost, shocking grasp, thunderclap, or true strike. You know another spell from the first list, or another two from the second list, at 5th, 10th and 15th level. You can cast a number of innate psionic spells equal to your Intelligence modifier plus your current level. When you finish a long rest, you regain all your spell uses. These spells are cast at lowest level and ignore material components; higher levels may be achieved through power point expenditures (see table below).   Spellcasting By the time you have reached level 2 you have obtained enough control of your abilities to cast spells, much like a Psion does.   Manifestations You are capable of expending power points to cast spells, the amount of power points per spell level are shown on the power point table.   Power Point Cost: 1st:2 2nd:3 3rd:5 4th:6 5th:7   Spells Known of 1st Level and Higher You know two 1st level spells from the Metaphysicalist's spell list. Additionally when you gain a level in this class you may choose one known spell and replace it with another spell you can cast.   Spellcasting ability Intelligence is your spellcasting ability for Metaphysicalist Powers Spell save DC = 8 + your proficiency bonus + your intelligence modifier Spell attack modifier = your proficiency bonus + your intelligence modifier   Spell List 1st: bane, burning hands, charm person, cure wounds, detect magic, dissonant whispers, faerie fire, heroism, illusory script, magic missile, shield, silent image, sleep, thunderwave 2nd: blindness/deafness, blur, calm emotions, cordon of arrows, crown of madness, detect thoughts, enhance ability, enthrall, hold person, levitate, mirror image, suggestion 3rd: blink, counterspell, dispel magic, fear, fireball, lightning bolt, major image, sending, tongues 4th: compulsion, confusion, dimension door, ice storm, polymorph, wall of fire 5th: animate objects, cone of cold, dominate person, dream, hold monster, legend lore, mass cure wounds, mislead, modify memory, telekinesis, wall of stone


Subclass Options

Manifestations
A Metaphysicalist manifests their powers in several ways and their abilities are set when they first begin to manifest. The manifestation you choose grants you abilities related to your manifestation type. Your manifestation is how your body processes your psionic abilities, through physical discipline, mental ferocity, or spiritual refinement.



Body A Metaphysicalist that manifests from the body is focused on powers that focus on themselves, capable of changing their body composition to a more advanced degree then other Metaphysicalists. Body metaphysicalists are known for their unbreakable trances while casting and their awe inspiring transformation capabilities, with the most advanced able to shift their body instantaneously between the the size of a pixie to the tremendous bulk of an ancient dragon.

Enhanced Concentration
At level 2 when you lose concentration on a spell you may use your reaction to spend 1 power point to maintain the spell, when you use this ability you automatically succeed holding concentration until the end of your next turn.

Expansion/Decompression
Starting at 6th level, you gain the ability to increase or decrease the size of your body, you add the enlarge/reduce spell to your known spells, you may cast this as a bonus action, but you may only cast it on yourself if you do so, additionally you may improve the effect of the spell and increase the enlargement or reduction by an additional size category by casting it at a higher level, the effect of this increases the effect as thought it was cast twice. You cannot grow larger than gargantuan size and cannot shrink more than tiny sized.

Regeneration
Beginning when you reach level 10, you begin to heal while you are concentrating on a spell, at the end of your turn while concentrating on a spell you regain 1d6 + con mod health.

Forceful Strikes
At 14th level your melee attacks deal an additional d4 of force damage, additionally you may increase your reach by 10 feet, but you lose the d4 of force damage if you do so.



Mind
Mind manifesters focus on mental energies and attack a foes mind, rather than their body. Their attacks are said to leave their enemy's bodies completely in tact, with no trace as to how they died. There are no records of the Mind metaphysicalist, seeming to disappear from history they are easily forgotten if they so wish.

Psychological Warfare

Starting at level 2, when you cast a spell that does damage, you may alter the spell to deal an equal amount of psychic damage instead (in which all designated targets perceive an illusion of you crafting and casting your spell). If a target takes damage this way, you may expend an additional power point to cause all targets that took damage this way to make a Wisdom saving throw or become Frightened of you until the end of their next turn.

Mental Hole
When you reach your 6th level, people and creatures tend to forget you were ever even there, and as long as you did not take any hostile action directly against them they simply forget about you and will not engage you. If a creature tries to remember you it must make an Intelligence save, and they must make this save every time they wish to engage you. You may choose who remembers what.

Psychic Weaponry
Starting at 10th level, when you take the Attack action you may attack the target's mind instead of their body (in which a designated target mentally sees you attacking). Make your attack as usual, but instead of attacking their AC, they make an Intelligence saving throw with the DC set at your attack roll. You deal your regular damage as psychic damage; success on a saving throw takes half damage (psychic).

Mind Control
At 14th level you may use an action to try to take hold of a creature's mind, they must make an intelligence saving throw or be taken over. If you take over the creature, you act as the creature on its turn; saving throws deal psychic damage instead (see Psychic Weaponry). At the end of its turn, it makes another Intelligence saving throw, and if it fails 3 attempts you may control the creature for 1 hour before it starts making saves again. You may use this ability a number of times equal to your intelligence modifier and refreshes after a long rest.



Soul A Soul manifester is capable of manipulating spiritual energy that all living beings possess, they are fearsome and feared and are thought to exist only in legend, they are said to steal the souls of their foes. Manifestors of the soul posses the ability to create eerily false shapes that resemble weapons and equipment, these horrifying constructs are said to whisper to the wielder and have been known to drive the wielders mad.

Spiritual Construct
Starting at 2nd level, you are able to manipulate your own soul into fearsome constructs, as an action you may make one construct, doing so is painful and causes you to take a d6 of damage and costs 1 power point each time they are made, any non hostile creature towards you may use these items, but they receive all positive and negative side effects.
Eternal Wind Song: Creates a translucent, pulsating, magical Greatsword that lasts for 10 minutes, while wielding this sword your attacks create a 15 foot cone of wind, everyone in the cone must make a strength saving throw or be pushed 10 feet.
12 Obsidian Kunai: Creates 12 black magical daggers that last for 10 minutes, each dagger has advantage on attacks made with them, when it strikes something it breaks, everyone in a 10 foot radius must then make a dexterity save of DC 15 or take a d8 of force damage.
Katana of the Blind War God: Creates a katana(rapier that deals slashing damage) that lasts for 5 minutes, this katana grants the user blindsight out to 60 feet, is magical and grants a +1 bonus to attack and damage rolls with it.
Savage Bow of Desolation: Creates a shortbow that lasts for 1 minute, as a bonus action the wielder may make an additional attack with the bow, this bow creates its own magical ammunition when the string is pulled.
Shattered Hammer: Creates a magical Maul or Warhammer that is made of broken pieces that lasts for 1 minute, while wielding the hammer you may attack the ground as an action, causing tremors, every creature other than the wielder within a 15 foot radius takes 3d6 bludgeoning damage or half on a successful constitution save.
Create Object: You create an ordinary object out of spiritual energy, it lasts for 1 hour, the item must fit within 4, 5 foot cubes.

Aura Of Spiritual Flame
At 6th level a white flame-like aura forms around you, you may use an action to suppress this aura, and a reaction to release it, when a hostile creature ends its turn within 10 feet of you they are burned with spiritual power and take 1d6 radiant damage.

Soul Forging
Starting at level 10 you are capable of stealing souls, while your Aura Of Spiritual Flame is released and a creature dies within 30 feet of you, you may use your reaction to steal the creature's soul, you may have a number of souls equal to your Intelligence modifier, you may release a soul at any time. While creating a Spiritual Construct you may create the construct with the soul, doing so adds a property and a side effect based on the soul's properties, side effects only affect someone holding the object, these souls orbit your aura while it is released and they are not in use.
Soul Type:
Innocent: Object sparkles, all creatures that are not hostile toward you in a 30 foot radius become immune to fear. Warns you of danger, granting you +1 AC.
Caring: Object becomes blunt, weapons deal bludgeoning damage, when you deal damage with the object against a creature you are healed for 1d4. Encourages you, granting you 5 temporary health at the start of your turn.
Devilish: Object radiates a blood red color, weapons grant an additional 5 feet of reach and deals an additional d4 of necrotic damage. Mocks you constantly, imposing disadvantage to perception checks.
Carefree: Object turns a dark blue, and you gain advantage on dexterity ability checks. Tells you about all the beautiful things around it, granting you advantage on perception checks.
Masochist: Object gains spikes and chains, weapons deal an additional d10 of necrotic damage. Inflicts you with painful wounds, causes you to take a d4 damage at the start of your turn.

Soul Form
At level 14 you are capable of transforming yourself into spiritual energy, your skin and muscles erupt from your body in an explosion, then disapear and your bones and organs have a blue aura surrounding it, entering this form requires an action and lasts for 1 minute, while in this form you become immune to critical attacks and resistant to bludgeoning, piercing, and slashing damage. Additionally you may attack using your free flowing souls, as an action you may send each soul to a target, you make a ranged spell attack with each one against a creature within 120 feet, they each deal 1d8 + your Intelligence modifier force damage. You may use this ability once after you finish a short or long rest.


Metaphysician
Metaphysicist
Metaphysical
Metaphysics

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Comprehend Languages

1-level Divination

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials A pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

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

Disguise Self

1-level Illusion

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

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

Statblocks for your spells.

Level 1 Spells

Player's Handbook

Bane

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration Concentration, up to 1 minute
Components V, S, M
Materials A drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above the 1st.

Class(es): Cleric

Basic Rules

Burning Hands

1-level Evocation

Casting Time 1 action
Range Self (15 ft)
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: 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.

Class(es): Sorcerer, Wizard

Players Handbook Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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

Players Handbook Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instant
Components V (A verbal component is a spoken incantation), S (A somatic component is a measured and precise movement of the hand)

A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Ability modifier.   This spell has no effect on Undead or constructs.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the Healing increases by 1d8 for each slot level above 1st.

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

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)

Player's Handbook , pg. 234

Dissonant Whispers

1-level Enchantment

Casting Time 1 action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Psychic   Saving Throw: Wisdom   Description: You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

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

Class(es): Sorcerer, Warlock

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid, Artificer

Heroism

1-level Enchantment

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Paladin, Artificer (Battle Smith)

PHB, page 252

Illusory Script

1-level Illusion (ritual)

Casting Time 1 minute
Range Touch
Duration 10 days
Components S, M
Materials A lead-based ink worth at least 10 gp, which the spell consumes

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

  To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

  Should the spell be dispelled, the original script and the illusion both disappear.

  A creature with truesight can read the hidden message.

Class(es): Bard, Warlock, Wizard

Basic Rules , pg. 257

Magic Missile

1-level Evocation

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

Damage Type: Force   Saving Throws: None   Description: 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 using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard

Basic Rules , pg. 275

Shield

1-level Abjuration

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

Damage Type: Protection/None   Saving Throws: None   Description: 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

Silent Image

1-level Illusion

Casting Time 1 action
Range 60ft
Duration Concentration, up to 10 minutes
Components V, S, M
Materials A bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.  
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.  
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Class(es): Bard, Sorcerer, Wizard

Basic Rules , pg. 276

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90 ft (to 20 ft)
Duration 1 Minute
Components V, S, M
Materials A pinch of fine sands, rose petals, or a cricket.

Damage Type: Unconscious   Saving Throws: None   Description: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Class(es): Bard, Sorcerer, Wizard

Basic Rules, pg. 282

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (Cube of 15 ft.)
Duration Instantaneous
Components V, S

Damage Type: Thunder   Attack/Save Throw: CON Save   Description: 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.

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

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


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chameleonwren.

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