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Tesla

Wizard 19 Class & Level
Charlatan/Sage Background
High Elf Race
Chaotic Good Alignment

Strength 13
+1
Dexterity 18
+4
constitution 18
+4
intelligence 20
+5
wisdom 16
+3
charisma 16
+3
Total Hit Dice 19
Hit Die
1d6+4
+6 proficiency bonus
+1 Strength
+4 Dexterity
+4 Constitution
+11 Intelligence
+9 Wisdom
+3 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+11 Arcana
+1 Athletics
+9 Deception
+11 History
+9 Insight
+3 Intimidation
+5 Investigation
+3 Medicine
+5 Nature
+3 Perception
+3 Performance
+3 Persuasion
+11 Religion
+10 Sleight of Hands
+4 Stealth
+3 Survival
skills ST's: INT & WIS Skills: Arcana, Deception, History, Insight, Religion, Sleight of Hand proficiencies

 
23
Armor Class
162
Hit Points
+9
Initiative
30'
Speed
AttackBonusDamage
Eldritch Blast 1d20+11 1d10 Force DMG; 4 separate blasts
Poison SprayCON ST, DC 21 4d12 Posion DMG
BlightCON ST, DC 21 8d8 Necrotic DMG; half on save
Mordenkainen's Faithful Hound 1d20+13 4d8 Piercing DMG
Call LightningDEX ST, DC 21 10d8 Lightning DMG, half on save
DisintegrateDEX ST, DC 21 10d6+40 Force DMG
Attacks
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Rapiers
Disguise Kit, Forgery Kit
Common, Elemental, Draconic, Abyssal, Elvish, Dwarvish, Halfling
Proficiences
Spellcasting Ability: Intellect, +5
Spell Save DC: 21
Spell Attack Bonus: +13
Spellcasting
Arcane Focus (Amulet)
Main Spellbook
Shield +3
Ioun Stone of Absorption
Periapt of Wound Closure
Robes of the Archmagi
1" Tarrasque Imprisoned in Diamond
Equipment
Warcaster
Alert
Magic Initiate: Warlock
Eldritch Adept
-Devil's Sight: 120' darkvision
Portent 3d20

Choose 1 per long rest:
Ethereal Sight: 60'
Read any language
See Invisibility: 10'
Features & Traits

Heroes Enabled

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

Ioun Stone of Absorption

Wondrous Item

Very Rare Requires Attunement

An Ioun Stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stone exist, each type a distinct combination of shape and color.


When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of [1d3]' and confers a benefit to you. Thereafter another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful Acrobatics check (DC 24). You can use an action to seize and stow the stone, ending its effect.


A stone has AC 24, 10hp, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.




Type: Absorption


While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting you only.


Once the stone has cancelled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher that the number of spell levels the stone has left, the stone can't cancel it.


DnD 5e SRD

Periapt of Wound Closure

Wondrous Item Neck Uncommon (this item requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.

Weight: 1


 

Robe of the Archmagi

Wondrous Item

Legendary Requires Attunement

(requires attunement by a sorcerer, warlock, or wizard)

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robes color corresponds with the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a Robe of the Archmagi that doesn't correspond to your alignment.


You gain these benefits while wearing the robe:


  • If you aren't wearing any armor, your base Armor Class is 15 + your Dexterity modifier.

  • You have advantage on saving throws against spells and other magical effects.

  • Your spell save DC and spell attack bonus each increase by 2.



The statblocks of your class features

Wizard

hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (4) + Constitution modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:

  • a quarterstaff or a dagger

  • a component pouch or an arcane focus

  • a scholar's pack or an explorer's pack

  • a spellbook


spellcasting:
See table for spell slots available per level.
You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Each time you gain a wizard level, you can add two spells to your spellbook for free, as long as they are of a level you can cast.
class features:

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.  

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy  

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you hvae them prepared.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a sort or long rest.
subclass options:
LEVELFEATURESCANTRIPS1ST2ND3RD4TH5TH6TH7TH8TH9th
1stSpellcasting, Arcane Recovery32--------
2ndArcane Tradition33--------
3rd-342-------
4thAbility Score Improvement or Choose a feat443-------
5th-4432------
6thArcane Tradition feature4433------
7th-44331-----
8thAbility Score Improvement or Choose a feat44332-----
9th-443331----
10thArcane Tradition feature543332----
11th-5433321---
12thAbility Score Improvement or Choose a feat5433321---
13th-54333211--
14thArcane Tradition Feature54333211--
15th-543332111-
16thAbility Score Improvement or Choose a feat543332111-
17th-5433321111
18thSpell Mastery5433331111
19thAbility Score Improvement or Choose a feat5433332111
20thSignature Spell5433332211

School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
hit dice: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
hit points at 1st level: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
hit points at higher levels: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
armor proficiencies: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
weapon proficiencies: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
tools: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
saving throws: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
skills: See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard
starting equipment:
See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard.
spellcasting:
See [url:

Paladin

hit dice: 1d10
hit points at 1st level: 10 + Constitution modifier
hit points at higher levels: 1d10 (or 6) + Constitution modifier
armor proficiencies: All Armor Types, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • a martial weapon and a shield or 2 martial weapons

  • five javelins or a simple melee weapon

  • a priest's pack or an explorer's pack

  • chain mail and a holy symbol


spellcasting:
See table for spell slots available per level. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. You can change the list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any beings whose presence you sense, but not its identity. Within the same radius you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.  

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to you paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty.
  • Defense: While wearing armor, you have a +1 bonus to AC.
  • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or a 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The damage is 2dg for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Oath spells granted do not count against the number of spells you can prepare each day. You must finish a short or long rest to regain Channel Divinity uses.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once. whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10' of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30'.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10' of you can't be frightened while you are conscious. At 18th level, the range of this aura becomes 30'.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
subclass options:
LEVELFEATURES1ST2ND3RD4TH5TH
1stDivine Sense, Lay on Hands-----
2ndFighting Style, Spellcasting, Divine Smite2----
3rdDivine Health, Sacred Oath3----
4thAbility Score Improvement or Choose a feat3----
5thExtra Attack42---
6thAura of Protection42---
7thSacred Oath feature43---
8thAbility Score Improvement or Choose a feat43---
9th-432--
10thAura of Courage432--
11thImproved Divine Smite433--
12thAbility Score Improvement or Choose a feat433--
13th-4331-
14thCleansing Touch4331-
15thSacred Oath Feature4332-
16thAbility Score Improvement or Choose a feat4332-
17th-43331
18thAura Improvements43331
19thAbility Score Improvement or Choose a feat43332
20thSacred Oath feature43332
Wizard.
class features:

Divination Savant

Beginning at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.  

Portent

Starting at 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll 2 d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these, foretelling rolls. You must choose to do so before the roll, and you can replace a roll this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.  

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.  

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest.
  • Darkvision. You gain darkvision out to a range of 60'.
  • Ethereal Sight. You can see into the Ethereal Plane within 60' of you.
  • Greater Comprehension. You can read any language.
  • See Invisibility. You can see invisible creatures and objects within 10' of you that are within line of sight.
 

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll 3 d20s for your Portent feature, rather than two.
subclass options:

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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

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

PHB

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)

Friends

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range Self
Duration Concentration, up to 1 Minute
Components S, M
Materials a small amount of makeup applied to the face as this spell is cast

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

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

PHB

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

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.

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

PHB

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

Player's Handbook

Poison Spray

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 10ft
Duration Instant
Components V,S
Materials N/a

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: At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).

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

Level 1 Spells

PHB

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials a piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

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

PHB

Expeditious Retreat

1-level Transmutation

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

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Class(es): Artificer, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

PHB

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

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

PHB

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)

PHB

Tasha's Hideous Laughter

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials tiny tarts and a feather that is waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of it's turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends

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

PHB

Hex

1-level Enchantment

Casting Time 1 Bonus Action
Range 90ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Warlock

Level 2 Spells

PHB

Phantasmal Force

2-level Illusion

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials A bit of Fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

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

PHB

Mirror Image

2-level Illusion

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

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.

Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

PHB

Blindness/Deafness

2-level Necromancy

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

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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): Bard, Cleric, Sorcerer, Wizard, Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend),

Tasha's Cauldron of Everything

Tasha's Mind Whip

2-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: Verbal
Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
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. The creatures must be within 30 feet of each other when you target them.
Available for: Sorceror, Wizard

Wristpocket

2-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Self
Components: Somatic
Duration: Concentration, 1 Hour
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.   Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
Available for: Wizard

Fortune's Favor

2-level Divination

Casting Time: 1 Minute
Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: a white pearl worth at least 100 gp, which the spell consumes
Duration: 1 Hour
You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.   If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
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.
Available for: Wizard

Conjuration Magic

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

Level 3 Spells

PHB

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: instantaneous
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.

PHB

Sleet Storm

3-level Conjuration

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Duration: Concentration, 1 minute
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Illusion Magic

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: S, M
Materials: A glowing stick of incense or a crystal vial filled with phosphorescent material
Duration: Concentration, Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.   The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Blink

3-level Transmutation

Casting Time: 1 action
Range/Area: self
Duration: 1 minute
Roll a 1d20 at the end of each of your turos for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turo, and when the spell ends ifyou are on the Ethereal Plane, you returo to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. lf no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. Vou can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

phb 228

Counterspell

3-level Abjuration

Casting Time: 1 Reaction
Range/Area: 60 ft
Components: Somatic
Duration: Instantaneous
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.
Available for: Sorcerer, Warlock, Wizard

PHB

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: V, S, M
Materials: a wing feather from any bird
Duration: Concentration, 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless It can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Level 4 Spells

Basic Rules, pg. 217

Banishment

4-level Abjuration

Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S, M
Materials: An item distasteful to the target
Duration: Concentration, 1 Minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Available for: Cleric, Paladin, Sorcerer, Warlock, Wizard, Oath of Vengeance, Oath of the Crown, Oath of the Watchers, Community Domain

Basic Rules, pg. 219

Blight

4-level Necromancy

Casting Time: 1 Action
Range/Area: 30ft.
Components: V, S
Duration: Instanteous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Warlock, Wizard, Circle of the Land (Desert), Death Domain, Oathbreaker, Grave Domain, Circle of Spores, Alchemist

Conjuration Magic

Mordenkainen's Faithful Hound

4-level Conjuration

Casting Time: 1 Action
Range/Area: 30 feet
Components: V, S, M
Materials: A tiny silver whistle, a piece of bone, and a thread
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.   The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.   At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Available for: Artificer, Wizard

PHB: 214

Arcane Eye

4-level Divination

Casting Time: 1 action
Range/Area: 500 feet
Components: Verbal, Somatic, Material
Materials: A bit of bat fur
Duration: Concentration, Up to 1 hour
You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Available for: Artificer, Wizard

Level 5 Spells

PHB

Contact Other Plane

5-level Divination

Casting Time: 1 minute
Range/Area: self
Components: V
Duration: 1 minute
You mentally contact a demigod, the spirit of a long.dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish, A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions, You must ask your questions before the spell ends, The DM answers each question with one word, such as "yes," "no," "maybe," "never/' "irrelevant." or "unclear" (if the entity doesn't know the answer to the question), ]f a one-word answer would be misleading, the DM might instead offer a short phrase as an answer,

PHB

Scrying

5-level Divination

Casting Time: 10 minutes
Range/Area: self
Components: V, S, M
Materials: a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a foot filled
Duration: 10 minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge | Save Modifier secondhand (you have heard of the target) | +5 Firsthand (you have met the target) | +0 Familiar (you know the tarted well) | -5 Connection | Save Modifier Likeness or picture | -2 possession or garment | -4 Body part, Lock of hair, Bit of nail, or the like | -10   On a successful save. the target isn't affected. and you can't use this spell against it again for 24 hours.
On a failed save. the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature. you can choose a location you have seen before as the target of this spell. When you do, the sensor appears al that location and doesn't move.

PHB

Dominate Person

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, 1 minute
You attempt to beguile a humanoid that you can see within range. lt must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell using a 6th level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

PHB

Geas

5-level Enchantment

Casting Time: 1 minute
Range/Area: 60ft
Components: V
Duration: 30 days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. ]f the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At higher levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Level 6 Spells

PHB

Chain lightning

6-level Evocation

Casting Time: 1 action
Range/Area: 150ft
Components: V,S,M,
Materials: a bit of fur, a piece of amber, glass, or a crystal rod, and three silver pins
Duration: instantaneous
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets. each of which must be within 30 feet of the tirst target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes [10d8] lightning damage on a failed save. or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher. one additional bolt leaps from the first target to another target for each slot level above 6th.

PHB

Disintegrate

6-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: a lodestone and pinch of dust
Duration: instantaneous
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6+40 force damage. If this damage reduces the target to O hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

PHB

Plane Shift

7-level Conjuration

Casting Time: 1 action
Range/Area: touch
Components: V, S, M
Materials: a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
Duration: instantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. Ir you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. Ir the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Level 7 Spells

Transmutation Magic

Reverse Gravity

7-level Transmutation

Casting Time: 1 action
Range/Area: 100 feet
Components: V, S, M
Materials: A lodestone and iron filings
Duration: Concentration, Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.   If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.   At the end of the duration, affected objects and creatures fall back down.
Available for: Druid, Sorcerer, Wizard

PHB

Teleport

7-level Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V
Duration: instantaneous
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10.fool cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the table.
Familiarity | Mishap | Similar Area | Off Target | On Target permanent circle | -- | -- | -- | 01-100 Associated object | -- | -- | -- | 01-100 very familiar | 01-05 | 06-13 | 14-24 | 25-100 seen casually | 01-33 | 34-43 | 44-53 | 25-100 viewed once | 01-43 | 44-53 | 54-73 | 74-100 description | 01-43 | 44-53 | 54-73 | 74-100 false destination | 01-50 | 51-100 | -- | --
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting lo teleport to a familiar location that no longer exists.
on Target. You and your group (or the target object) appear where you want to.
OffTarget. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two dlOs, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass ]f you were teleporting lo a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or the magically similar to the target area. ]f you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) lakes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

PHB

Forcecage

7-level Evocation

Casting Time: 1 action
Range/Area: 100ft
Components: V, S, M
Materials: Ruby dust worth 1,500gp
Duration: 1 hour
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit Inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave It by nonmagical means, If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by Dispel Magic.

PHB

Sequester

7-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: V, S, M
Materials: a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes.
Duration: until dispelled
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

Level 8 Spells

PHB

Demiplane

8-level Conjuration

Casting Time: 1 Action
Range/Area: 60ft
Components: S
Duration: 1 hour
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures lo pass through unhindered. When opened, the door leads lo a demiplane that appears to be an empty room 30 feet in each dimension, made of wood 01' stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

PHB

Dominate Monster

8-level Enchantment

Casting Time: 1 action
Components: V, S
Duration: Concentration, 1 hour
You attempt to beguile a creature that you can see within range. lt must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell with a 9th level spell slot, the duration is concentration, up to 8 hours.

Level 9 Spells

PHB

Imprisonment

9-level Abjuration

Casting Time: 1 minute
Range/Area: 30ft
Components: V, S, M
Materials: a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500gp per Hit Die of the target
Duration: until dispelled
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

PHB

Gate

9-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: a diamond worth at least 5,000gp
Duration: Concentration, 1 minute
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). ]f that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. lt might leave, attack you, or help you.

Tasha's Cauldron of Everything

Blade of Disaster

9-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
  The blade can harmlessly pass through any barrier, including a Wall of Force.
Available for: Sorcerer, Warlock, Wizard

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

Dimensional Shackles

Wondrous Item Rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.   You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature breaks free and destroys the shackles.


 

Driftglobe

Wondrous Item Varies

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


 

Gloves of Missile Snaring

Adventuring Gear Varies

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.


 

Iron Flask

Wondrous Item

Legendary Conjuration

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.

You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask.


Potion of Invisibility

Potion Varies

The container looks empty, but it feels like it holds liquid. Smells like empty space.   When you drink this potion, you become Invisible for an hour. Anything you wear or carry is Invisible as long as its on your person. The effect ends early if you Attack or Cast a Spell.


 

Created by

Adwian.

Statblock Type

Character Sheet (Legacy)

Link/Embed