+0 | Strength |
+1 | Dexterity |
+7 | Constitution |
+8 | Intelligence |
+2 | Wisdom |
-1 | Charisma |
+1 | Acrobatics |
+2 | Animal Handling |
+8 | Arcana |
+0 | Athletics |
-1 | Deception |
+5 | History |
+5 | Insight |
-1 | Intimidation |
+5 | Investigation |
+5 | Medicine |
+5 | Nature |
+5 | Perception |
-1 | Performance |
-1 | Persuasion |
+5 | Religion |
+1 | Sleight of Hands |
+4 | Stealth |
+2 | Survival |
Dagger x4 | 1d20+4 | 1d4+1 P |
---|---|---|
Blood Lance | 1d20+8 | 1d8/12+4 P/N |
Unarmed | 1d20+3 | 1 B |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
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
DnD 5e SRD SRD
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 Players handbook
Adventuring Gear Common
A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.
Cost: 2 gp Weight: 4 lb.
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
The statblocks of your class features
Draining blood from one of its companions to restore himself, a tiefling channels energies from himself into a ball of fiery energies to decimate its foes. He then concentrates as his wounds magically close, before he creates a blood red clone of himself that casts spells on its own. A human clad in scale mail charges into battle. As an arrow is about to strike him, he turns into a puddle of blood, before reemerging and teleporting to the archer and striking it with a deep cut. Smiling wisely, an elf walks through an inn. He walks up to a person, and with no movement the person starts spilling its darkest secrets. The bartender gets suspicious, but only with a look of its eyes, the elf seems to instantly calm him down, as he gives the elf a beer on the house. Blood mages rely on the pure power of their own blood and their own life to access magical powers and dark secrets. They often live secluded lives, where they are free to research and develop their talent without disturbance.
Secrets of The BloodKeeper of forbidden knowledge, blood mages have in one way or another stumbled upon a tome with the knowledge of how to learn these powers, or have been taught by a master. Some even gained knowledge of this power from some malevolent entity. No matter how a blood mage gained its power, they are individuals that sees any means of gaining power as an acceptable way. While blood magic is often viewed with scepticism and is associated with witches and others who use this magic with sacrifices and other terrible methods, some blood mages instead only drain from themselves when performing their magic, and only use the darker side of their powers on the wicked and evil.
Troubled LivesLife for a blood mage is often hard, the magic that surges within them causes great pain whenever used. Additionally, if a blood mage is ever found out, they are often driven away or sometimes even attacked at sight. Another side of it is that many creatures might seek to gain the knowledge the blood mage holds, and might be willing to acquire this knowledge by any means necessary. So a blood mage’s life is one often of great isolation, or one always on the move. As adventurer’s, blood mages are often mercenaries, or hunter’s for knowledge and the secrets of the world. On occasion a greater quest might hit a cord with a blood mage who sets out to complete this mission, or they may be lucky enough to find a group of companions that accepts them for who they are, allowing them to live the life of your average adventurer.
(A) Light Crossbow and 20 Bolts (B) Any Simple Weapon (A) Components Pouch (B) Arcane Focus (A) Scholar's Pack (B) Dungeoneer's Pack Leather Armor, Any Simple Weapon, and Two Daggers
Your research into the power of blood have given you the power to harness this energy to cast spells. See chapter 10 of the player handbook for general rules of spellcasting and the end of this document for the blood mage spell list.
You know three cantrips from the blood mage spell list, Blood Lance and two others of your choice. You learn additional blood mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table.
At 1st level, you know four 1st-level spells of your choice from the blood mage spell list. The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level. When you reach 6th level, for example, you learn a new blood mage spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the blood mage spells you know and replace it with another spell from the blood mage spell list, which also must be of a level for which you have spell slots.
Intelligence is your spellcasting ability for your blood mage spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a blood mage spell you cast and when making an attack roll with one. You also use this for powers and features gain by your blood rituals and through blood mutations.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency
You can cast any blood mage spell you know as a ritual if that spell has the ritual tag. However, to cast a spell as a ritual using blood magic, you must as a part of the ritual sacrifice humanoid creatures with a combined CR value equal to or lower than the level of the spell.
You can use an arcane focus (found in chapter 5 of the player handbook) as a spellcasting focus for your blood mage spells. Alternatively, you can use a dagger.
As a part of casting a spell using blood magic, you must expend a portion of your own vitality to have it work. The amount of Hit Points you loose is determined by the level of the spell cast, as shown in the table below. You cannot cast a spell if the damage from casting it would reduce you to 0 hit points or lower. Hit Points lost to blood magic always takes of your actual Hit Points, ignoring all forms of temporary Hit Points and wards. Spells of 6th level and higher are particularly taxing to cast. You can only use blood magic to cast one spell of each level of 6th or higher. You can’t cast another spell of the same level using blood magic until you finish a long rest.
Spell level - Hit Point Cost
1st - 4 HP
2nd - 8 HP
3rd - 12 HP
4th - 16 HP
5th - 20 HP
6th - 25 HP
7th - 30 HP
8th - 35 HP
9th - 40 HP
Whenever you expend hit points to cast a spell using blood magic, you gain an amount of corruption equal to half the amount of Hit Points spent (rounded down). Corruption is a magical sickness that lingers, reducing the effect of incoming healing magic. You can never have more corruption than your maximum hit points. Whenever you regain Hit Points through magic, and have any corruption, an amount of corruption equal to the Hit Points received is instead removed. If this reduces the corruption to 0, any leftover Hit Point restoration works normally. IE. If you have 20 Corruption and is healed for 30 Hit Points, your corruption is reduced to 0, and you regain 10 Hit Points. Additionally, any effect that removes a curse, removes 5d10 points of corruption on you. You also lose all corruption during a long rest, or 2d10 points of corruption during a short rest. Hit Points regained from spells or abilities gained through the blood mage class as well as healing from nonmagical sources ignores corruption, instead healing you directly.
Blood Rituals
When it comes the time for a blood mage to make a blood ritual, they choose how they want to focus and improve their power, and performs a ritual accordingly. Although many different blood rituals exist, only two are commonly known: the ritual of the Juggernaut, and the ritual of the Maleficarum.
The ritual you performed, enhanced your physical prowess, allowing for effective use of weapons and armor in combination with your blood magic. Additionally, it comes with the power to greater use blood magic for defensive purposes, and to even cheat death.
Bonus ProficienciesWhen you choose this ritual at 2nd level, you gain proficiency in medium armor, shields, and martial weapons.
Crimson ArmamentsAfter having completed the ritual of the Juggernaut at 2nd level, you learn how to empower your weapons and armor using your innate blood magic. You perform a 1 hour ritual with either a weapon or a suit of armor, at the end of this duration, you magically bond it to your blood. You can magically store the armor or weapon within yourself as a bonus action. You can use another bonus action to have it magically reappear in your hand or on you. The weapon or armor ceases being your crimson armament if you die, or if you perform a 1-hour ritual to break your bond with it. The weapon or armor appears at your feet if it is inside you when the bond breaks.
If a weapon, the weapon counts as magical for the purpose of overcoming damage resistances and immunities, additionally, whenever you hit with the weapon, you can spend up to 5 blood points. For every blood point spent in this way, your attack deals an additional 1d6 points of the weapons damage type.
If a piece of armor, the armor counts as magical for the purpose of effects that targets nonmagical armors, additionally, whenever you are hit by a melee attack by a creature within 5 feet of you, you can spend up to 5 blood points. For every blood point spent in this way, the attacker takes 1d8 necrotic damage as tendrils of blood assaults the attacker.
Extra AttackStarting at 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Sanguine ReservoirWhen you reach 10th level, you learn to manipulate your blood magic in such a way to not leave you vulnerable afterwards. You gain a special ward called the Sanguine Reservoir. Whenever you loose Hit Points as part of casting a blood magic spell, the Sanguine Reservoir gains the same amount of Hit Points as you lost Hit Points. The combined value of your Hit Points and those of the reservoir can never exceed your maximum Hit Points. If it ever does, the reservoir looses an amount of Hit Points until the combined value equals your maximum Hit Points. Whenever you take damage, the Sanguine Reservoir takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. Temporary Hit Points are expended before the ward is damaged.
Born AgainStarting at 14th level, when you are reduced to 0 Hit Points and are not killed outright, you can choose to drop to 1 Hit Point instead. You can additionally consume an amount of blood point of your choice, gaining 10 Hit Points per blood point consumed this way. Once you have used this ability, you can’t use it again until you finish a long rest.
Body DiveWhen you reach 18th level, you can channel the energies within yourself and dive into a creature, before emerging from another creature. Choose a creature with blood that is the same size as you or larger within 30 feet of you. You rapidly speed and jump into the creature. The creature must make a Constitution saving throw against your spell save DC or take 10d10 piercing damage, taking half damage on a successful save. You then choose another creature with blood of the same size as you or larger that you know about on the same plane of existence. You immediately emerge to a spot within 5 feet of the creature, which must succeed on a Constitution saving throw or take 10d10 piercing damage, taking half damage on a successful saving throw. A creature that fails a save against this effect is also stunned until the end of your next turn. Additionally, the damage of this ability ignores all resistances. Once you have used this ability, you cannot use it again until you finish a short or a long rest.
The ritual you performed has more greatly enhanced the magical capabilities of your blood, allowing you even greater feats of magic through your blood magic. You have also learned the secrets to manipulate the wellspring within you to grander effects.
Expanded Spell ListThe Maleficarum rituals gives you access to additional spells. You gain access to these spells at the levels specified below. Once you gain access to your blood ritual spells, they are added to your spell list. These spells don’t count against the number of spells known.
2nd - Burning Hands, Chromatic Orb
3rd - Aganazzar's Scorcher, Blur (C)
5th - Dispel Magic, Fireball
7th - Elemental Bane (C), Ice Storm
9th - Cone of Cold, Maelstrom (C)
Empowered Well of BloodWhen you choose this ritual at 2nd level, you learn how to gain even more power out of the wellspring within you. When you use a blood point, it now reduces the Hit Point cost of a blood magic spell by 5. Additionally, you can now spend up to three blood points at a time to reduce the Hit Point cost of a blood magic spell.
Essence StealerWhen you reach 6th level, you learn to leech the life force from those you slay. Whenever you reduce a creature to 0 Hit Points with a blood magic spell, you gain 1 blood point. You can still not have more blood points than your maximum amount indicated in the Blood Points column of the Blood Mage table.
Blood Siphon At 10th level, you learn to restore yourself by draining the life of your enemies, or your friends. As an action, you choose a creature with blood within 10 feet of you, and expend 1 to 5 blood points. You can instead use a bonus action if the target is willing. The creature must succeed on a Constitution saving throw against your blood magic spell save DC. On a failed save, a creature takes 1d10 piercing damage per blood point spent. On a successful save, a creature takes half damage. Either way, you regain an amount of Hit Points equal to half the damage dealt (rounded up). This effect, cannot reduce a creature below 1 Hit Point. If used on a willing target, the target can choose to fail the saving throw. If it does so, the damage ignores all resistances and immunities the target has. Additionally, you regain an amount of Hit Points equal to the damage dealt, instead of half. Simulacrum of BloodWhen you reach 14th level, you gain the ability create a clone of yourself out of your own blood. As an action, you can cast the simulacrum spell with the following changes: The simulacrum can only cast spells of 5th level and lower, it does not have access to blood points nor to your blood mutations. The simulacrum can not regain Hit Points from any outside source. The simulacrum lasts for only 10 minutes You ignore the material components, instead using your own blood You sacrifice an amount of Hit Points of your choice as a part of casting the spell, The Simulacrum has twice this amount as Hit Points
Eternal WellUpon reaching 18th level, you have learned how to more quickly restore the wellspring within your blood. Once per day when you finish a short rest, you can recover half your maximum amount of blood points (rounded down). This cannot exceed your maximum amount of blood points.
1 | --- | Blood Magic | 4 | --- | |
---|---|---|---|---|---|
2 | 2 | Blood Ritual, Well of Blood | 5 | --- | |
3 | 3 | Blood Mutation | 6 | 2 | |
4 | 4 | Ability Score Improvement | 7 | 2 | |
5 | 5 | --- | 8 | 3 | |
6 | 6 | Blood Ritual Feature | 9 | 3 | |
7 | 7 | --- | 10 | 4 | |
8 | 8 | Ability Score Improvement | 11 | 4 | |
9 | 9 | --- | 12 | 5 | |
10 | 10 | Blood Ritual Feature | 14 | 5 | |
11 | 11 | --- | 15 | 5 | |
12 | 12 | Ability Score Improvement | 15 | 6 | |
13 | 13 | --- | 16 | 6 | |
14 | 14 | Blood Ritual Feature | 18 | 6 | |
15 | 15 | --- | 19 | 7 | |
16 | 16 | Ability Score Improvement | 19 | 7 | |
17 | 17 | --- | 20 | 7 | |
18 | 18 | Blood Ritual Feature | 22 | 8 | |
19 | 19 | Ability Score Improvement | 22 | 8 | |
20 | 20 | Master Blood Mage | 22 | 8 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Skill. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
Languages. Reikspiel (Common)
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB, page 230 SRD
0-level (Cantrip) Evocation
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
0-level (Cantrip) Evocation
A shard of blood streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage. After having rolled, but before knowing if the attack hit or not, you can use 1 blood point to increase the damage die to 1d12.
At higher levels: The spell’s damage increase by 1d8 whenever you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Using a blood point changes all damage die to d12s.
SRD
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
SRD
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
SRD
1-level Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable Objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
2nd level 4d6 , 3rd level 5d6 , 4th level 6d6 , 5th level 7d6 , 6th level 8d6 , 7th level 9d6 , 8th level 10d6 , 9th level 11d6 .
1-level Evocation
You target a creature within range, which erupt in tiny lesions. Constructs and undead, as well as creatures without blood are immune to this effect. The target instantly takes 1d4 point of piercing damage. Additionally, whenever the creature takes damage, it must succeed on a Constitution saving throw or also take 1d6 additional piercing damage. On a successful save a creature takes no additional damage.
Once a creature succeeds on three saving throws, the effect ends for it. The effect also ends if you cast this spell again before its duration has expired.
At higher levels: When you cast this spell using a slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
PHB, page 253 SRD
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
1-level Evocation
Dark violet energies erupt from your hand to a creature which begins to tense up. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 necrotic damage, and on each of your turns for the duration, you can use your action to deal 1d10 necrotic damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or of it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st.
Xanathar's Guide to Everything
2-level Evocation
A line of roaring flame 30 feet long and 5 feet wide emanate from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast the spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2-level Evocation
Speeds up the natural healing of the target creature, allowing them to roll up to 2 hit dice + targets Constitution modifier.
At higher levels: Add another Hit die for each level cast above 2nd level. 3rd (3) 4th (4) 5th (5) 6th (6) 7th (7) 8th (8) 9th (9)
PHB, page 231 SRD
2-level Divination
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.
PHB, page 245 SRD
2-level Necromancy (ritual)
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
PHB, page 251 SRD
2-level Enchantment
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
3-level Evocation
You attempt to boil the blood of one creature that you can see within range. If the body of the target has blood, the creature must succeed on a Constitution saving throw. On a failed save, it takes 3d6 fire damage as its blood begins to heat to a boil. A creature affected by this spell can make another saving throw at the end of each of its turns. On a failed save, the creatures takes 3d6 fire damage. On a success, the spell ends for it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd. Additionally, if cast using a spell of 5th level or higher, it can target two creatures within range, and if cast using a spell of 7th level or higher, it can target three creatures within range.
SRD
3-level Abjuration
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.
PHB, page 234 SRD
3-level Abjuration
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
PHB, page 241 SRD
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3-level Necromancy
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. The caster does gain 1 level of exhaustion whenever they cast this spell.
PHB, page 243
3-level Transmutation
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.
Xanathar's Guide to Everything
4-level Transmutation
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
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. The creatures must be within 30 feet of each other when you target them.
PHB, page 252 SRD
4-level Evocation
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
4-level Abjuration
You attempt to send one creature that you can see within range to another place 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 that 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.
4-level Necromancy
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. 5th level: 2d8 . 6th level: 3d8 . 7th level: 4d8 . 8th level: 5d8 . 9th level: 6d8 .
4-level Evocation
Spell Cost double the health to cast, deals full corruption, and Blood points can't bring it down. Blood gets pulled out of a cut into a mist and gets sharpened into hundreds of tiny projectiles. Deals 10d6 damage on hit.
Statblocks for your Trinkets, businesses, building, castles, empires.