+0 | Strength |
+0 | Dexterity |
+1 | Constitution |
+7 | Intelligence |
+5 | Wisdom |
+3 | Charisma |
+0 | Acrobatics |
+2 | Animal Handling |
+7 | Arcana |
+0 | Athletics |
+3 | Deception |
+4 | History |
+2 | Insight |
+6 | Intimidation |
+7 | Investigation |
+2 | Medicine |
+4 | Nature |
+5 | Perception |
+3 | Performance |
+3 | Persuasion |
+4 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+2 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
• (a) a quarterstaff or (b) a dagger • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) an explorer's pack • A spellbook
Lvl | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | |||||||||
2nd | +2 | Arcane Tradition | 3 | 3 | |||||||||
3rd | +2 | 3 | 4 | 2 | |||||||||
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | ||||||||
5th | +3 | 4 | 4 | 3 | 2 | ||||||||
6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | |||||||
7th | +3 | 4 | 4 | 3 | 3 | 1 | |||||||
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | ||||||
9th | +4 | 4 | 4 | 3 | 3 | 3 | 1 | ||||||
10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | |||||
11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | |||||
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | ||
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
All stats as Wizard plus Subclass abilities below.
The pursuit of knowledge is an admirable goal, but it can also become an obsession. Especially for those who feel called to search for forbidden lore. But the secrets and power that lie within forbidden tomes and forgotten tombs is too great a temptation to be ignored. This tradition is generally not followed by very many formal colleges. Those who study it most often piece together their own understandings as any missteps often end in such a way that little information is left behind for those who might come later. Magic derived from Forbidden Lore, touches on some of the core principles of magic and primarily involves spells from the
abjuration, conjuration, and enchantment schools of magic, rather than specializing in either school. Followers of this tradition are most often known as arcanists or diabolists and tend to represent two sides of the same coin. All wizards who pursue forbidden lore find it unacceptable for that curiosity to be restrained. In a conflict, these mages are often at their best when working in secret or confronting enemy spellcasters. Outside of battle, these wizards often work as advisors and oracles, either manipulating their clients into serving their ends or helping to fight against unknowable evils.
Forbidden Lore Features
Wizard | Level Feature
2 | Dangerous Dealings, Unveiled Mysteries
6 | Disciple of Lost Lore
10 | Seeker of True Names
14 | True Practitioner
Dangerous Dealings
At 2nd level your pursuit of forbidden knowledge has led you to
expand your understanding of languages in order to seek out rarer
sources of information. You learn both Abyssal and Infernal. In
addition, as you have honed your senses to these forces, you can
always tell if there is a fiend within 30 feet of you.
Unveiled Mysteries
At 2nd level, your dedication to unraveling mysteries has made you
more adept at determining the functions of magical items. You add
the spell identify to your spellbook, if it was not there already. In
addition, you can cast identify without expending any spell
slots, materials, or components.
Once you use this feature, you can’t use it
again until you finish a long rest.
Disciple of Lost Lore
Starting at 6th level you have learned enough forbidden lore to
begin to specialize in one particular field of study, learning some
new tricks as a result of your efforts. You gain an ability depending
on your choice of specialization below.
• Demons - Abyssal Corrosion . You call on the magic of the Abyss to
empower your spells. When you roll a 1 on any damage die for a
spell that deals poison or acid damage, you can reroll the die and
must use the new roll, even if the new roll is a 1.
• Devils - Infernal Spellcasting. You channel the magic of Nine
Hells to better control your destructive spells. In addition, you
can cast spells that deal fire spells without any somatic or verbal
components and you add your Intelligence modifier to any
damage you deal with any cantrips that deal fire damage.
• The Weave - Dampen Magic. You focus your efforts on
manipulating the Weave. When a creature you can see makes
a ranged spell attack against a creature other than you that
is within 30 feet of you, you can use your reaction to impose
disadvantage on the attack roll or grant your ally advantage on
the saving throw.
Seeker of True Names
By 10th level, you have begun to learn the true name of things
and gather hidden secrets of the forbidden school of magic you are
specialized in. The abilities you gain are based on the specializations
you choose for your Disciple of Lost Lores at 6th level.
• Demons - Summon Demons. When you cast summon lesser demons
and summon greater demon, the spells function as if they were cast
at one level higher than the spell slot you expended (for example,
if you cast one at 5th level, it counts as a 6th level spell) up to a
maximum of 9th level. You can also cast them at their base level
as a ritual with a casting time of 10 minutes without expending a
spell slot. Any greater demon also has disadvantage on any efforts
to resist your commands because, through your research, you
have learned their true names.
• Devils - Summon Devils. When you cast infernal calling, the spell
functions as if it was cast at one level higher than the spell slot
you expended (for example, if you cast it at 6th level, it counts
as a 7th level spell) up to a maximum of 9th level. You can also
cast it at its base level as a ritual with a casting time of 10 minutes
without expending a spell slot. Any devil you summon also has
disadvantage on any efforts to resist your commands because,
through your research, you have learned its true name
• The Weave - Reflect Magic. If a creature makes a ranged spell
attack against you, you can attempt to use your reaction to try
and reflect the spell back at the caster. Make an Intelligence check
against a DC of 10 + the level of the spell being cast at you. On a
successful save, expend a spell slot equal of either the same level
or higher as the slot used to cast the spell. The initial caster then
suffers the spell’s damage and must make the requisite saving
throws associated with their spell, if any, at either their or your
spell save DC, whichever is higher. On a failed save you take
damage from the spell as normal. .
True Practitioner
By 14th level, you have become well versed in your chosen field
of study and are a true practitioner of your magical craft, able to
confidently defend yourself against its dangers. At your option,
you also gain minor physical attributes reminiscent of your
specialization.
• Demons - Aura of Corruption. As a bonus action, you can choose
to emit an aura of corruption 30 feet in every direction. Plants
that aren’t creatures wither in the aura, and the ground in it is
difficult terrain for other creatures. While a hostile creature
is in this aura, it has disadvantage on Constitution saving
throws against spells that deal poison or acid damage and
gains vulnerability to poison and acid damage unless they have
resistance or immunity to such damage. This aura lasts for 10
minutes or until you choose to end it as a bonus action. Once you
use this feature you can’t use it again until you finish a long rest.
• Devils - Hellfire Evocation. While you are concentrating on a
spell that deals fire damage, your concentration can’t be broken
as a result of taking damage. When you cast a spell that deals fire
damage and has a casting time of 1 action, you can expend a spell
slot of the next highest level to instead cast it as a bonus action.
The spell still counts as being cast at its base level.
• The Weave - The Flow of Magic. In combat, you get a special
reaction that you can take once every round. You can use this
special reaction only to use your Dampen Magic and Reflect
Magic features or to cast counterspell. When you counterspell a
spell cast by a creature, the target creature takes psychic damage
equal to your Wizard level + the spell’s level.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
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.
Size.
Tieflings are about the same size and build as humans. Your size is Medium.
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.
Legacy of Cania.
You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands 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 flame blade 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. You can speak, read, and write Common and Infernal
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
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)
Ranged Spell Attack | 1d10 | Fire Damage |
---|
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
0-level (Cantrip) Conjuration
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 magic items, or carry more than 10 pounds.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.
Xanathar's Guide to Everything
0-level (Cantrip) Conjuration
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
https://media.wizards.com/2019/dnd/downloads/UA-PsychicSoulPsionics.pdf
0-level (Cantrip) Enchantment
1-level Divination (ritual)
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.
1-level Transmutation
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
1-level Divination
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.
1-level Evocation
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.
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
1-level Abjuration
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
1-level Conjuration
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.
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
2-level Illusion
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Elemental Evil Player's Companion , pg. 150
2-level Evocation
Book of Vile Darkness
2-level Transmutation
Grimlore's Grimoire
2-level Evocation
Grimlore's Grimoire
2-level Necromancy
Grimlore's Grimoire
2-level Necromancy
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Champions of the Blood War
3-level Evocation
XGtE P. 167
3-level Conjuration
D6 | Demons Summoned |
---|---|
1-2 | Two demons of challenge rating 1 or lower |
3-4 | Four demons of challenge rating 1/2 or lower |
5-6 | Eight demons of challenge rating 1/4 or lower |
3-level Abjuration
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
XGtE P. 161 / EE: P. 20 / PotA: P. 238
3-level Evocation
Book of Vile Darkness
3-level Necromancy
Grimlore's Grimoire
3-level Evocation
Grimlore's Grimoire
4-level Evocation
4-level Transmutation
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
PHB: P. 261
4-level Conjuration
Grimlore's Grimoire
4-level Abjuration
Grimlore's Grimoire
4-level Transmutation
Grimlore's Grimoire
4-level Enchantment
Grimlore's Grimoire
5-level Evocation
5-level Conjuration
Grimlore's Grimoire
5-level Conjuration
Grimlore's Grimoire
5-level Conjuration
Grimlore's Grimoire
5-level Conjuration
Grimlore's Grimoire
5-level Conjuration
PHB
6-level Transmutation
Grimlore's Grimoire
6-level Conjuration
Grimlore's Grimoire
6-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.