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Vitium Vinculum Victus

Elemancer 6 Class & Level
Haunted One Background
Dark Genasi Race
Chaotic Neutral Alignment

Strength 9
-1
Dexterity 15
+2
constitution 19
+4
intelligence 18
+4
wisdom 13
+1
charisma 9
-1
Total Hit Dice 12
Hit Die
1d12+4
+3 proficiency bonus
-1 Strength
+2 Dexterity
+4 Constitution
+7 Intelligence
+4 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+10 Arcana
-1 Athletics
-1 Deception
+7 History
+1 Insight
-1 Intimidation
+7 Investigation
+1 Medicine
+4 Nature
+1 Perception
-1 Performance
-1 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills Arcana x2, History, Investigation, proficiencies

 
17
Armor Class
69
Hit Points
+2
Initiative
30ft
Speed
Gauntlets[roll 1d4 + proficiency]
Sickle[roll 1d4]
Attacks
Saving Throws: Intelligance & Wisdom
Languages: Common, Primordial, Undercommon, Azul, & Entien.
Proficiences
Spellcasting
Similar to other spellcasting classes, you have a spellbook containing spells that show the first glimmerings of your true power. Refer to the official 5th Edition rules on spellcasting. Divine Elemancers Spell Piracy: Up until Level 10, signature spells from a defeated Divine Elemancer can be copied into your spellbook, but a sucessful intelligence check must be done or else the spell will be deleated, never able to be replicated again by anyone. Refer to Divinity (Fake) for more information.
Spellcasting
A key to the family crypt.
40 gold coins
11 gold worth of gold shards
Lore History Book


Equipment
I don’t run from evil. Evil runs from me.

I expect danger around every corner.

I put no trust in divine beings.
Personality Traits
I’ll stop the "spirits" that haunt me or die trying. (Any)

Ideals
I keep my thoughts and discoveries in a journal. My journal is my legacy.

A terrible guilt consumes me. I hope that I can find redemption through my actions.

Bonds
I feel no compassion for the dead. They’re the lucky ones.

Flaws
Haunted One
-Harrowing Event
You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.

-Feature: Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Feats
-Lightly Armored You have trained to master the use of light armor, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with light armor.

-Moderately Armored Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with medium armor and shields.
Features & Traits

Heroes Enabled

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

DnD 5e Curse of Strahd

Monster Hunter's Pack

Adventuring Gear Common

Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

Cost: 33gp Weight: 49lbs


 

DnD 5e SRD

Clothes, Common

Adventuring Gear Common

This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Cost: 5sp Weight: 3lb


 

DnD 5e SRD SRD

Sickle

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Slashing Light

Cost: 1 gp Weight: 2 lb


 

DnD 5 SRD

Scholar's Pack

Adventuring Gear Common

Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Cost: 40gp Weight: 12lb


 

Elemancer's Gauntlets

Spellcasting Focus

Varies

Glove. A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a glove weapon, but you can only attack with the glove weapon if that hand is unoccupied.

A gauntlet worn by an Elemancer that can take the place of an arcane focus

Rather than used solely for protection, a weaponized gauntlet is reinforced for punching attacks, and may feature small barbs or spikes on the knuckles. Suits of armor often incorporate one or two gauntlets like these.

Type Damage Damage Range
Simple Melee 1d4 + proficency Bludgeoning


Weight: 1lb

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD SRD

Chain Shirt Armor

Medium Armor Common

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Type AC STR Req. Stealth Dis. Properties
Medium 13 + Dex modifier (max 2)

Cost: 50 gp Weight: 20 lb


 

Book Of Lore | The Distortion Of Illusions

Scroll

Varies

A book of lore detailing the history of all know attempts of people trying to turn illusions into reality, and the studies of how it may be done.


Weight: 0lb

Smart Phone

Adventuring Gear

Varies

A device able to communicate with others, and hold information.


Weight: 0.3lb

The statblocks of your class features

Elemancer


Hit Points

Hit Dice: d12 per Elemancer level
Hit Points at first Level: 12 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 + your Constitution Modifier per Elemancer level after 1st

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish ashort rest, you can choose expended spell slots to recover.The spell slots can have a combined level that is equal to orless than half your Elemancer level (rounded up), and none of the slots can be 6th level or higher. Upon reaching Divinity (Fake), you may copy Divine Elemancer's signature spells anduse them under "Divine Spells" spell slots. Upon reaching Divinity (True), you may cast Divine Spells without using any spell slots. For spell slots, refer to the official 5th Edition spellslots for the Wizard Class.   Religious Following In Elemancing, practicing religion is an important key to success. You have studied the 4 major religions of Kalma and must decide a religion to thoroughly practice. No matter what religion you practice, your religion skill is increased by +1.
  • Malumism: Worshipping the Audien god of Chaos "Kosreus", those who follow the Malum religion practic eradical concepts, though in the Book of Malum, every radical practice is followed with a rational explanation.Your intimidation skill is increased by +1.
  • Meta-vitanism: Worshipping the Audien god of Life "Shue", Ancient Vitanism was all about healing and life. Meta-vitanism was derrived from just the practice of medicine and healing, including unethical ressurection.Your medicine skill is increased by +1.
  • Speculomania: Worshipping the Audien god of Deception "Gogmarant", lying, decieving and thievary are common practices. An excerpt from the Speculomaniacs Manifestoreads "Those who gain their wealth naturally do not deserve such wealth, thereby deserving of every thieving creature to mooch of such wealth." You gain +1 to your choice of either Deception or Slight of Hand.
  • Musianity: Worshipping the Audien god of music and freedom "Andrend", peace and musical talent can be gained from following Musianity. Many followers of this religion sing their prayers to Andrend, claiming eternal happiness from the the rapudic nature of singing. Yourperformance skill increase by +1.
  Divinity (Fake) Your elemancy has become much improved from when you first picked up the practice, proving yourself to be a worthy opponent and successor to the Divine Elemancers. Though that much is true, you boast yourself to be on par with the Divine Elemancers, giving you the title of Fake Divine. You can now copy the signature spells of the Divine Elemancers without fail. However, you gain disadvantage from using a Divine Spell that was not from your school of choice. You also have 3 Divine Spell slots per short rest.   Dual Elemancy, Tri Elemancy and Quad Elemancy Your elemancing abilities have become improved to the point that you may return to another school to master another element of your choice, overiding the disadvantage gained from Divinity (Fake). Dual elemancy allows you to master 2 elements, Tri elemancy to master 3 elements, and Quad tomaster 4 elements.   Divinity (True) You are finally ascended to True Elemental Divinity, using the power of all 5 elements to bend space and time at your will. With Divine (True), you gain advantage every time you use a signature divine spell, and use no spell slots to cast.

Class Features

Class Features As an Elemancer, you gain the following class features   Hit Points Hit Dice: 1d12 Hit Points at 1st Level: 10 + your Wisdom modifier Hit Points at Higher Levels: 1d10 + your wisdom modifier per Elemancer level after 1st   Proficiencies Armor: None Weapons: Simple Weapons Tools: None Saving Throws: Intelligence, wisdom Skills: Choose two from Arcana, History, Insight and Medicine


Starting Equipment

Equipment You start with the following equipment, in addition to the equipment granted by your background and story requirements:

  • (a) elemancers gauntlet or (b) quarterstaff
  • (a) explorer's pack or (b) scholar's pack
  • (a) Elemancer's gem or (b) arcane focus spellbook

 


Spellcasting

Spellcasting Similar to other spellcasting classes, you have a spellbook containing spells that show the first glimmerings of your true power. Refer to the official 5th Edition rules on spellcasting.Divine Elemancers Spell Piracy: Up until Level 10, signature spells from a defeated Divine Elemancer can be copied into your spellbook, but a sucessful intelligence check must be done or else the spell will be deleated, never able to be replicated again by anyone. Refer to Divinity (Fake) for more information.


Subclass Options

School of Elemancing At Level 3, you have decided to study elemancing and masterone of the 5 elements of the Divine Elemancers. Each school will test your Elemancing skills upon one of the 5 natural elements.

  • Collegium Ignis -You practice Fire Elemancing as your preferred Element. You gain advantage when casting fire-based spells except Nero Forte's Signature Divine Spell.
  • Collegium Terrum -You practice Nature Elemancing as your preferred Element. You gain advantage when doing a nature check and using healing spells except Terra Ligna's Signature Divine Spell.
  • Collegium Unda -You practice Water Elemancing as your preferred Element. You gain advantage when casting water, ice and fog based spells except Cascade's Signature Divine Spell.
  • Collegium Caeli -You practice Air Elemancing as your preferred Element. You gain advantage when doing an Acrobatic check and using lightning, and thunder based spells Except Kumo's Signature Divine Spell.
  • Collegium Tenebris -You practice Dark Matter Elemancing as your preferred Element. You gain advantage when doing a stealth check, and casting necromatic, poison, and illusion based spells except Eclipse's Signature Divine Spell.
Find Mephit After picking your Collegium of Elemancing, you gain the ability to summon a Magma, Dust, Ice, Steam, Or Poison Mephat instead when using the Find Familiar Spell.
  • Collegium Ignis -Magma Mephit
  • Collegium Terrum -Dust Mephit
  • Collegium Unda -Ice Mephit
  • Collegium Caeli -Steam Mephit
  • Collegium Tenebris -Poison Mephit

 


LevelXPAbilities

Statblocks for your familiars, mounts etc.

Poison Mephit CR: 1/2

Small small elemental, neutral evil
Armor Class: 11
Hit Points: 21 (6d6) 6d6
Speed: 30 ft , fly: 30 ft

STR

5 -3

DEX

14 +2

CON

10 +0

INT

11 +0

WIS

11 +0

CHA

10 +0

Skills: +2 Perception, +4 Stealth
Damage Vulnerabilities: radient
Damage Immunities: necromantic, poison
Condition Immunities: poisoned
Senses: darvision 60ft., passive Perception 12
Languages: Primordial
Challenge Rating: 1/2

Death Burst. When the mephit dies, it explodes in a burst of poison gas. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Innate Spellcasting (1/day) The mephit can innately cast Cause Fear, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) poison damage.
Poison Breath (Recharge 6). The mephit exhales a 15- foot cone of poison gas. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Statblocks for race/species of the character.

Dark Genasi

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

Genasi Traits Your genasi character has certain characteristics in common with all other genasi.   Languages You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.   Ability Score Increase Your Constitution score increases by 2.   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.   Size Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.   Speed Your base walking speed is 30 feet.   Dark Genasi As a Dark Genasi, you are descended from Eclipse. While not neccisarily evil, you pay great mind to the fact that you were abandonded. As such most Dark Genasi, while may usually be calm and collected, can be easily swayed in for the fact of revenge. You tend to avoid rash decisions, but when put into the face of revenge you will most likely lose reason.   Dark Genasi usually have dark gray or black skin, hair, and eyes. While some Genasi have features such as wind constantly blowing past them, or being feeling fevirishly hot. Dark Genasi feel cool to the touch and stagnent, almost as if they don't exist much at all. By no means literally translucent, but without noticing their strange charatistics it is easy to pass them up. When walking by on a street or sitting in a tavern they are only noticeable when paying attention. Their hair and clothing stay stagnent without moving, and with almost solid colored eyes where they are looking may be unoticable. These features of stagnicity make Dark Genasi sometimes hard to get along with as their voices may not change in tone, except when they have made a new grudge against someone or are fixated on a previous one. Even if meaning well and being truthful their voice may sound monotone or still.   Ability Score Increases Your Dexterity or Intelligence score increases by 1.   Necrotic Resistance You have resistance against necrotic damage.   Mask You can breathe air and poisonous gas.   Grasp The Shadows You know Chill Touch cantrip. When you reach 3rd level, you can cast the Shadow Blade spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Consitution is your spellcasting for these spells.    
 

Languages. Common & Primordial

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

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

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

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

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

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.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell

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

Poison Spray

0-level (Cantrip) Conjuration

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

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Class(es): Druid, Sorcerer, Warlock, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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

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)

Find Familiar

1-level Conjuration (ritual)

Casting Time 1 Hour
Range 10ft
Duration Instantaneous
Components V, S, M
Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. At your DM's choice, the options of an almiraj, a flying monkey, or a tressym may be available. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.   Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.   You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Class(es): 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)

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90ft
Duration 1 Minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

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, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

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)

Level 2 Spells

Invisibility

2-level Illusion

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials an eyelash encased in gum arabic

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.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Arcane Lock

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Until dispelled
Components V, S, M
Materials gold dust worth at least 25 gp, which the spell consumes

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes.   While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

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

Knock

2-level Transmutation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.   A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.   If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.   When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

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

Shatter

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S, M
Materials a chip of mica

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.

Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Detect Thoughts

2-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Class(es): Bard, Sorcerer, Wizard, Artificer (Archivist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

Xanathar's Guide to Everything

Shadow Blade

2-level Illusion

Casting Time 1 bonus action
Range Self
Duration Concentration, Up to 1 minute
Components V, S

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.


At higher levels: When you cast this spell using a 3rd- or 4th- level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th- level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Class(es): Sorcerer, Wizard, Warlock

Level 3 Spells

Player's Handbook

Dispel Magic

3-level Abjuration

Casting Time 1 action
Range 120ft
Duration Instantaneous
Components Verbal, Somatic


Choose one 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.

Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer, Trickery Domain, Arcana Domain, Oath of Devotion

Bestow Curse

3-level Necromancy

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

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:  

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
  A Remove Curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Class(es): Bard, Cleric, Wizard

Animate Dead

3-level Necromancy

Casting Time 1 Minute
Range 10 ft.
Duration Instantaneous
Components V, S, M
Materials A drop of blood, a piece of flesh, and a pinch of bone dust

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).   On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Class(es): Cleric, Wizard

Counterspell

3-level Abjuration

Casting Time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range 60 ft
Duration Instantaneous
Components S

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

Glyph of Warding

3-level Abjuration

Casting Time 1 hour
Range Touch
Duration Until dispelled or triggered
Components V, S, M
Materials Incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.   If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose explosive runes or a spell glyph.   Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.   Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Class(es): Bard, Cleric, Wizard

Haste

3-level Transmutation

Casting Time 1 Action
Range 30 ft.
Duration Concentration, 1 Minute
Components V, S, M
Materials A shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Class(es): Sorcerer, Wizard

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


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RiftWolfen.

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