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Wyntir

Warlock (RQ) 4 Class & Level
Outlander Background
Tiefling (Levistus) Race
Neutral Good Alignment

Strength 17
+3
Dexterity 10
+0
constitution 17
+3
intelligence 14
+2
wisdom 12
+1
charisma 19
+4
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
+3 Strength
+0 Dexterity
+3 Constitution
+2 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+2 Arcana
+5 Athletics
+4 Deception
+2 History
+1 Insight
+6 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+1 Perception
+4 Performance
+4 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills Languages: common, infernal, dwarvish Medium armor + shields Simple weapons Panflute Banjo proficiencies

 
10
Armor Class
31
Hit Points
+0
Initiative
30ft
Speed
Dagger-- 1d4+0 (piercing)
Attacks
Eldritch Blast | +6 (atk bonus) | 1d10+4 (force)
Spellcasting
Dagger (x3)
Pouch
Leather armor
Backpack
Crowbar
Hammer
10 pitons
10 torches
Tinderbox
10 rations
Waterskin
50ft hemp + rope
Acceptance letter
Cloak of Billowing
Darkshard amulet
1 iridescent beetle
1 red potion of healing
12 magic beans in bag
Ruby (Gift from Storm--worth 5000g)

SP: 60
GP: 34
Equipment
Ridiculously happy + cheerful, loves friends, hesitant to talk about negative feelings, adores Sparrow and would protect him with his life.
Personality Traits
Values friendship + sincerity
Ideals
Values lifelong friend Sparrow, and now his chosen family the Landsharks (Zan, Storm, Fen, & Sparrow)
Bonds
Extremely literal, kind of clumsy
Flaws
120ft dark vision (including magic) [Devil's Sight]
Resistance to ice dmg
Sentinel Raven (Bird) [use CHA modifier when on shoulder]
Wanderer
Geographic memory
Can find food for self + 5 others
Agonizing blast
Moderately armored
Boon: Pact of the Tome [gains grimoire + any 3 cantrips]
Armor of Agathys
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Warlock - Ravenqueen


Hit Points

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

Proficiences

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

Overview & Creation

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


Class Features

Otherworldly Patron


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

Eldritch Invocations


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


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers


Spellcasting

Pact Magic


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

Cantrips


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

Spell Slots


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

Spellcasting Ability


Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability.
In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus


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


Subclass Options

RavenQueen

 

Expanded Spell List

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

Raven Queen Expanded Spells

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

Bonus Cantrip

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

Sentinel Raven

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

Soul of the Raven

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

Raven’s Shield

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

Audience with the Queen

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

Statblocks for your familiars, mounts etc.

SRD

Raven

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

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

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


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


Actions

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


 

Displacer Beast

Large monstrocity (feline), lawful evil
Armor Class 13
Hit Points 85 or 10d10+30
Speed 40ft Climb: 20ft

STR
18 +4
DEX
15 +2
CON
16 +3
INT
6 -2
WIS
12 +1
CHA
8 -1

Senses Darkvision 60 ft., Passive Perception 11
Languages -
Challenge 3 (700xp)


Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.


Actions

Multiattack. The displacer beast makes two attacks with its tentacles. Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.


 

A large, six-legged jaguar shaped monstrosity, usually with 2 barbed tentacles on its back near its shoulder blades.

Forest, Grasslands*, Mountains*, Hills*   * ---> If you ask me, they can work here too.

Statblocks for race/species of the character.

Tiefling (Levistus)

Ability Score Increase Cha +2; Con +1
Size Medium
Speed 30 ft.

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 Stygia. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

 

Languages. You can speak, read, and write Common and Infernal

Statblocks for companions, followers and other allies.

]

Statblocks for your spells.

Level 0 Spells

Ray of Frost

0-level (Cantrip) Evocation

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

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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

Eldritch Blast

0-level (Cantrip) Evocation

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

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

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)

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

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

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

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

Guidance

0-level (Cantrip) Divination

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

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

Druidcraft

0-level (Cantrip) Transmutation

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

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

Class(es): Druid, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Arcane Archer)

Level 1 Spells

Comprehend Languages

1-level Divination (ritual)

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, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
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: 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, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Level 2 Spells

Darkness

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, M
Materials bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.   If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Monk (Way of Shadow), Paladin (Oathbreaker), Rogue (Arcane Trickster)

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)

Spider Climb

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Class(es): Artificer, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Forest)), Druid (Circle of the Land (Mountain)), Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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