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Sidhana Nayar

Bard 17 Class & Level
Spy Background
half-elf Race
CG Alignment

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 10
+0
wisdom 14
+2
charisma 20
+5
Total Hit Dice 17
Hit Die
1d8+2
+6 proficiency bonus
+3 Strength
+9 Dexterity
+6 Constitution
+3 Intelligence
+6 Wisdom
+10 Charisma
saving throws
+15 Acrobatics
+5 Animal Handling
+6 Arcana
+3 Athletics
+17 Deception
+3 History
+14 Insight
+8 Intimidation
+6 Investigation
+5 Medicine
+3 Nature
+14 Perception
+17 Performance
+17 Persuasion
+3 Religion
+9 Sleight of Hands
+15 Stealth
+8 Survival
skills Languages: --common --elven --draconic --orcish proficiencies

 
19
Armor Class
170
Hit Points
+3
Initiative
60+10
Speed
Scimitar +Duwari 3 1d20+12 1d6+6
Scimitar +1 of re-roll 1d20+10 1d6+4
Dagger x2 1d20+9 1d4+3
Bow of Arrows 1d20+10 1d10+5
Short bow 1d20+8 1d6+3
Hand Axe +3 (1 use) 1d20+12 1d6+3
Extra Attack (total 3, 1 is bonus)
Flourish x5+2/rest 1d12 add to att damage and...
defensive: AC
slashing: 2nd enemy w/in 5'
mobile: push enemy 5' + roll
Attacks
Instruments/performance:
--singing
--dance
--violin
--harp
Thieve's tools
Gaming Tools (dragon chess)
Disguise kit
Proficiences
Belt pouch:
-chalk / charcoal
-candle
-flint & steel
-sewing kit
-beads/ribbons/decorative trinkets
-thieve's tools
Backpack:
-bedroll
-tent
-rope / grapple
-waterskin
-rations (15)
-candles (4)
-whetstone
-soap
-envoy uniform
-set of fine clothes
-costumes (2)
-disguise kit
-violin (2nd best)
-dragonchess set
-calligraphy kit (ink, pen, paper, blotter, scrollcase)

Equipment
Always calm, no matter the situation
Personality Traits
Once you have earned my loyalty, it is unshakable
Ideals
I was always close to my family; I still keep in touch as best I can
Bonds
I'd rather kill someone in their sleep than fight fair; succes over personal honor
Flaws
--half elf--
darkvision
adv vs sleep & charm
immune to sleep and memory alteration

--background--
Criminal Contact

--bard--
Inspiration x[5+2] (d12) [regain after short/long rest]
Jack of All Trades (+3)
Song of Rest (d12 HP)

Expertise
-acrobatics
-deception
-insight
-perception
-performance
-persuasion
-stealth

College of Blades
-two-weapon fighting
-flourish (defensive, slashing, mobile)
-extra attack
-master's flourish (+1d6 flourish with no inspiration cost)

--feats--
Prodigy
Actor
Mobile
Telepathic
Telekinetic

--other--

Cooperative Teamwork
-adaptive: 10’ move no AoO
-injurious: adv on next att +1d6
-watchful: (all) adv on Dex save, enemy next att has disadv

Dancing Motes (reaction if hit)
  • +5 AC and can’t be grappled

  • Cuts Both Ways (buff/debuff react)
    Features & Traits

    Heroes Enabled

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

    DnD 5e SRD SRD

    Scimitar

    Melee Weapon Common [Finesse, Light]

    Type Damage Damage Range Properties
    Martial 1d6 Slashing

    Cost: 25 gp Weight: 3 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Shortbow

    Ranged Weapon Ammunition, Two-Handed Common

    Type Damage Damage Range Properties
    Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

    Cost: 25 gp Weight: 2 lb


     

    Dnd 5e SRD SRD

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    The statblocks of your class features

    Bard


    Hit Points

    Hit Dice: d8 per Bard level
    Hit Points at first Level: 8 + Con modifier
    Hit Points at Higher Levels: 1d8 per bard level + Con modifier

    Proficiences

    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, long/shortswords, and rapiers
    Tools: Three musical weapons of your choice
    Saving Throws: Dexterity and Charisma
    Skills: Choose any three

    Class Features

    Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.   Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.   Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.   The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.   Bard College At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.   Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.   Countercharm At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).   Expertise At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   Magical Secrets By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any classes at 14th level and again at 18th level.   Magical Secrets At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any classes at 18th level.   Magical Secrets At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.   Superior Inspiration At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


    Subclass Options

    College of Lore Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.   The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.   The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of ity.   BONUS PROFICIENCIES When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.   CUTTING WORDS Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.   ADDITIONAL MAGICAL SECRETS At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.   PEERLESS SKILL Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.         College of Valor Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.   BONUS PROFICIENCIES When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.   COMBAT INSPIRATION Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.   EXTRA ATTACK Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   BATTLE MAGIC At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action

    College of Swords


    Hit Points

    Hit Dice: d8 per College of Swords level
    Hit Points at first Level: See Bard
    Hit Points at Higher Levels: See Bard

    Proficiences

    Armor: See Bard
    Weapons: See Bard
    Tools: See Bard
    Saving Throws: See Bard
    Skills: See Bard

    Subclass Options

    Bonus Proficiencies

    At 3rd level, you gain proficiency with medium armor and the scimitar.   If you're proficient with a simple or martial melee weapon, you can use it as a spell casting focus for your bard spells.  

    Fighting Style

    At 3rd level, choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.  
    • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
     

    Blade Flourish

    At 3rd level, whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.  
    • Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
    • Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
    • Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
     

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Master's Flourish

    Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
     

    Prodigy

    half-elf, half-orc, or human

    You have a knack for learning new things. You gain the following benefits:   You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.   Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

    Actor

    Skilled at mimicry and dramatics, you gain the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
    • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.


    Source: PHB, page 165

    Statblocks for your familiars, mounts etc.

    SRD

    Riding Horse

    Large beast, unaligned
    Armor Class 10
    Hit Points 13 2d10+2
    Speed 60ft

    STR
    16 +3
    DEX
    10 0
    CON
    12 +1
    INT
    2 -4
    WIS
    11 0
    CHA
    7 -2

    Senses passive Perception 10
    Challenge 1/4 (50 XP)


    Actions

    Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


     

    Statblocks for race/species of the character.

    Half Elf

    Ability Score Increase +2 Cha, and two other ability scores of your choice +1
    Size Medium
    Speed 30 ft

    Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.  

    Of Two Worlds

    To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.  

    Diplomats or Wanderers

    Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.   In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.  

    Half-Elf Names

    Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.  

    Half-Elf Traits

    Your half-elf character has some qualities in common with elves and some that are unique to half-elves.   Age Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.   Alignment Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.   Size Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.   Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility You gain proficiency in two skills of your choice.

    Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    D&D 5e PHB Page 256

    Mage Hand

    0-level (Cantrip) Conjuration

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

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

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

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Two lodestones

    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.  
    This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

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

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time 1 action
    Range 30ft
    Duration 1 minute
    Components S, M
    Materials 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, Wizard, Warlock

    DND 5e SRD

    Prestidigiation

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 10ft
    Duration 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): Bard, Warlock, Sorcerer, Wizard, Artificier

    PHB

    Vicious Mockery

    0-level (Cantrip) Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V

    You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
    At higher levels: This spell's damage increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ), and 17th level ( 4d4 ).

    Class(es): Bard

    Level 1 Spells

    Player's Handbook

    Command

    1-level Enchantment

    Casting Time 1 action
    Range 60ft
    Duration 1 round
    Components Verbal


    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.   Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.   Drop The target drops whatever it is holding and then ends its turn.   Flee The target spends its turn moving away from you by the fastest available means.   Grovel The target falls prone and then ends its turn.   Halt The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.   At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Class(es): Cleric, Paladin, Knowledge Domain, Order Domain, Oath of the Crown, Oath of Conquest, The Fiend

    Cure Wounds

    1-level Evocation

    Casting Time 1 action
    Range touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

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

    PHB, page 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

      The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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

    PHB

    Dissonant Whispers

    1-level Enchantment

    Casting Time 1 Action
    Range 60 feet
    Duration Instantaneous
    Components V

    You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Bard, Warlock

    Saving ThrowWisdom
    Roll: 3d6Psychic Damage

    Silvery Barbs

    1-level Enchantment

    Casting Time: 1 reaction
    Range/Area: 60ft
    Components: Verbal
    Duration: 1 minute
    Attack/Save: N/A
    Damage/Effect: N/A
    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.   You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

    Unseen Servant

    1-level Conjuration (ritual)

    Casting Time 1 action
    Range 60 ft
    Duration 1 hour
    Components V S M
    Materials A piece of string and a bit of wood

    This spell creates an Invisible, mindless, shapeless force that performs simple tasks at your Command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't Attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a Bonus Action, you can mentally Command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, Mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the Command, the servant performs the task to the best of its ability until it completes the task, then waits for your next Command.   If you Command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
     

    Class(es): Bard, Warlock, Wizard

    Level 2 Spells

    Calm Emotions

    2-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S

    You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.   You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.   Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

    Class(es): Bard, Cleric, Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Archfey)

    PHB, page 231

    Detect Thoughts

    2-level Divination

    Casting Time 1 action
    Range Self
    Duration Concentration, 1 minute
    Components V, S, M
    Materials A copper piece

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

      You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the spell ends.

      Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

      You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

      Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

    Class(es): Bard, Sorcerer, Wizard

    Shatter

    2-level Evocation

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

    A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.  
    A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
    3rd level: [roll 4d8] thunder damage
    4th level: [roll 5d8] thunder damage
    5th level: [roll 6d8] thunder damage
    6th level: [roll 7d8] thunder damage
    7th level: [roll 8d8] thunder damage
    8th level: [roll 9d8] thunder damage
    9th level: [roll 10d8] thunder damage

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

    Level 3 Spells

    Catnap

    3-level Enchantment

    Casting Time 1 Action
    Range 30 ft
    Duration 10 Minutes
    Components S, M
    Materials a pinch of sand

    You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

    Class(es): Bard, Sorcerer, Wizard

    Dispel Magic

    3-level Abjuration

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

    Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

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

    Silvery Barbs

    1-level Enchantment

    Casting Time: 1 reaction
    Range/Area: 60ft
    Components: Verbal
    Duration: 1 minute
    Attack/Save: N/A
    Damage/Effect: N/A
    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.   You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

    Level 4 Spells

    PHB

    Dimension Door

    4-level Conjuration

    Casting Time 1 Action
    Range 500ft
    Duration Instantaneous
    Components V

    You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Vengence), Rogue (Arcane Trickster)

    PHB

    Greater Invisibility

    4-level Illusion

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

    You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

    Class(es): Bard, Sorcerer, Wizard, Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Ranger (Gloom Stalker), Rogue (Arcane Trickster), Warlock (The Archfey)

    Level 5 Spells

    Player's Handbook

    Dream

    5-level Illusion

    Casting Time 1 minute
    Range Same Plane of Existence
    Duration 8 hours
    Components V,S,M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)

    This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.   If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.   You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.   If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

    Class(es): Bard, Warlock, Wizard

    Xanathar's Guide to Everything

    Holy Weapon

    5-level Abjuration

    Casting Time 1 bonus action
    Range Touch
    Duration Concentration, 1 hour
    Components V,S

    You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each Of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

    Class(es): Cleric, Paladin

    Player's Handbook

    Rary's Telepathic Bond

    5-level Divination (ritual)

    Casting Time 1 action
    Range 30 feet
    Duration 1 hour
    Components V, S, M
    Materials Pieces of eggshell from two different kinds of creatures

    You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.   Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

    Class(es): Wizard

    Player's Handbook

    Seeming

    5-level Illusion

    Casting Time 1 action
    Range 30 feet
    Duration 8 hours
    Components V, S

    This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.   The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

    Class(es): Bard, Sorcerer, Wizard, Ranger (Gloom Stalker), Warlock (Archfey)

    Xanathar's Guide to Everything

    Steel Wind Strike

    5-level Conjuration

    Casting Time 1 action
    Range 30 feet
    Duration Instantaneous
    Components S, M
    Materials A melee weapon worth at least 1 sp

    You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

    You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

    Class(es): Ranger, Wizard

    Xanathar's Guide to Everything

    Synaptic Static

    5-level Enchantment

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

    You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

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

    Player's Handbook

    Telekinesis

    5-level Transmutation

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, Up to 10 minutes
    Components V, S

    You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

    • Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
    • Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

    Class(es): Sorcerer, Wizard, Warlock (Great Old One)

    Level 6 Spells

    PHB: P. 284

    True Seeing

    6-level Divination

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell
    Duration: Concentration, 1 hour
    This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
    Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

    Level 7 Spells

    Teleport

    7-level Conjuration

    Casting Time 1 action
    Range 10 feet
    Duration Instant
    Components V

    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 foot 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 familiarily with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.       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 to teleport to a familiar location that no longer exists.   On Target. You and your group (or the target object) appear where you want to.   Off Target. You and your group (or the larget 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 dl0s, 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 designaling 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to 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 thematically similar to the target area. If 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 implemenls 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) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

    Class(es): Bard, Sorcerer, Wizard

    FamiliarityMishapSimilar AreaOff TargetOn Target
    Permanent circle01-100
    Associated object01-100
    Very familiar01-0506-1314-2425-100
    Seen casually01-3334-4344-5354-100
    Viewed once01-4344-5354-7374-100
    Description01-4344-5354-7374-100
    False destination01-5051-100

    Level 8 Spells

    PHB

    Mind Blank

    8-level Abjuration

    Casting Time 1 action
    Range Touch
    Duration 24 hours
    Components V, S

    Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

    Class(es): Bard, Wizard

    Level 9 Spells

    Xanathar's Guide to Everything

    Psychic Scream

    9-level Enchantment

    Casting Time: 1 action
    Range/Area: 90 ft
    Components: Somatic
    Duration: Instantaneous
    Attack/Save: Int save
    Damage/Effect: 14d6 psychic
    You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an intelligence score of 2 or lower are unaffected.   Each target much make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.   A stunned target can make an intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
    Available for: Bard, Sorcerer, Warlock, Wizard

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