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Dresdin

Bard (College of Swords) 18 Class & Level
Charlatin Background
Teifling Race
Chaotic Good Alignment

Strength 7
-2
Dexterity 14
+2
constitution 10
+0
intelligence 12
+1
wisdom 11
+0
charisma 19
+4
Total Hit Dice 18
Hit Die
1d8+0
+6 proficiency bonus
-2 Strength
+8 Dexterity
+0 Constitution
+1 Intelligence
+0 Wisdom
+11 Charisma
saving throws
+14 Acrobatics
+3 Animal Handling
+4 Arcana
+1 Athletics
+11 Deception
+4 History
+9 Insight
+8 Intimidation
+4 Investigation
+3 Medicine
+4 Nature
+3 Perception
+17 Performance
+17 Persuasion
+4 Religion
+14 Sleight of Hands
+5 Stealth
+3 Survival
skills

 
16
Armor Class
87
Hit Points
+2
Initiative
30ft
Speed
Ice Blade 1d20+11 2d6+5
Flame Tongue 1d20+11 3d6+5
Attacks
Infernal
Light/Medium Armor
Simple Weapons
Longswords, Hand Crossbows, Shortbows, Shortsword, Sling
Cards
Lute
Proficiences
Eldritch Blast | 1d20+11 | 1d10 X4
Vicious Mockery | DC 19 WIS Save | 4d4
Spellcasting
Playing Cards
Water Skin
Lute
Bedroll
60ft Hemp Rope
Torches X10
Bedroll

Equipment
Cocky, Talkative, Impulsive, Jaded
Personality Traits
Freedom, Everyone has the right to choose their own path
Ideals
Edna Thorntree (Wife), Lupin Tabknocker (Sister)
Bonds
I act without thinking, I tend to insensitive to others
Flaws
Darkvision 60ft
1d12 Heal on short rest
Add proficiency to offhand attacks
+10ft of movement when make attack action
Can use bardic inspiration to be used when an attack hits (only 1 time per turn)
Flourishes:
Add 1d12 to AC for round
Add 1d12 slashing damage to attack
Push target 1d12+5 ft and then move that amount as reaction
X2 Attacks
Can use 1d6 instead of inspiration for flourishes
X5 bardic inspiration 1d12
Features & Traits

Heroes Enabled

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

Flame Tounge MK. 2

Wondrous Item magical, finesse, light Very Rare

A +3 shortsword that as a bonus action can be ignited by the user and add 2d6 fire damage. On a critical hit it does an extra 3d6 necrotic damage and the user gains HP equal to the damage done.

Type Damage Damage Range Properties
Martial Melee 3d6+3 fire / 3d6 necrotic, user gains HP equal to damage dealt Piercing 5ft magical, finesse, light


 

Frost Brand Mk.2

Weapon Magical, Light, Finesse Varies

A +3 shortsword that does an extra 1d6 of cold damage and glows blue providing a 5ft range of light. Decapitates the target on critical hit. Provides user with resistance to fire damage.

Type Damage Damage Range Properties
Martial Melee 2d6+3 Cold 5ft Magical, Light, Finesse


 

The statblocks of your class features

Bard


Hit Points

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

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments o f your choice
Saving Throws: Dex, Cha
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, 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. 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 o f the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.  

Ability Score Increase

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 s cores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses o f Bardic Inspiration when you finish a short or long rest.  

Countercharm

At 6th level, you gain the ability to use musical notes or words o f power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end o f your next turn. During that time, you and any friendly creatures within 30 feet o f 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).  

Magical Secrets

By 10th level, you have plundered magical knowledge from a w ide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be o f 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 class at 14th level and again at 18th level.  

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


Starting Equipment

• (a) a rapier, (b) a longsword, or (c) any simple weapon   • (a) a diplomat’s pack or (b) an entertainer's pack   • (a) a lute or (b) any other musical instrument   • Leather armor and a dagger


Spellcasting

Cantrips

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

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.  

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells o f your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance o f your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.  

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.


Subclass Options

College of Glamour

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.   The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.  

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.   If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest.  

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.  

College of Lore

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 o f you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses o f 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 o f 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 Swords

Bonus Proficiencies

When you join the College of Swords 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 spellcasting focus for your bard spells.  

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. 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, you learn to perform impressive displays of martial prowess and speed. 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.  

College of Whispers

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.   If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.   You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.   While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.   Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.   Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.  

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.   The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.   When the effect ends, the creature has no understanding of why it held you in such fear.   Once you use this feature, you can’t use it again until you finish a long rest.


LevelProficiencyBonus FeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Bardic Inspiration (d6)242
2nd+2Jack of All Trades, Song of Rest (d6)253
3rd+2Bard College, Expertise2642
4th+2Ability Score Improvement3743
5th+3Bardic Inspiration (d8), Font of Inspiration38432
6th+3Countercharm, Bard College feature39433
7th+33104331
8th+3Ability Score Improvement3114332
9th+4Song of Rest (d8)31243331
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443332
11th+4415433321
12th+4Ability Score Improvement415433321
13th+5Song of Rest (d10)4164333211
14th+5Magical Secrets, Bard College feature4184333211
15th+5Bardic Inspiration (d12)41943332111
16th+5Ability Score Improvement41943332111
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211

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.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase +2 Cha, +1 Int
Size Medium
Speed 30 ft.

Age

Tieflings mature at the same rate as humans but live a few years longer.  

Size

Tieflings are about the same size and build as humans. Your size is Medium.  

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  

Hellish Resistance

You have resistance to fire damage.  

Infernal Legacy

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

Languages. Common, Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 237 SRD

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
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

SRD

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10ft
Duration Up to an 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, Sorcerer, Warlock, Wizard

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

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

Player's Handbook

Friends

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range Self
Duration Concentration, 1 Minute
Components S,M
Materials A small amount of makeup applied to the face as the 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

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

PHB SRD

Feather Fall

1-level Transmutation

Casting Time 1 reaction
Range 60ft
Duration 1 minute
Components V, M
Materials a small feather or piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Class(es): Bard, Sorcerer, Wizard

SRD

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration 1 hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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

SRD SRD

Bane

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration Concentration, Up to 1 minute
Components V, S, M
Materials A drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an Attack roll or a saving throw before the spell ends, the target must roll a 1d4 and subtract the number rolled from the Attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Cleric

PHB, page 233 SRD

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

  The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

  To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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

SRD

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

Level 2 Spells

PHB, page 250 SRD

Hellish Rebuke

1-level Evocation

Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60ft
Duration Instantaneous
Components V, S

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock

Creeping Darkness

2-level Illusion

Casting Time 1 action
Range 300 feet
Duration Concentration, Concentration, up to 10 minutes
Components V, S, M
Materials (a whisker from a black cat and a tiny bottle of smoke)

A cloud of Magical darkness spreads from a point you choose within range. It can be of any shape but fills a volume of 45. If one is out side of the cloud, anything they veiw within the cloud is lightly obscure anything behind it. When the spell is cast or on subsequent turns, one may use their bonus action to move the cloud 20 feet in any direction. All hostel creatures within the cloud may make a Wisdom saving throw upon casting or entering the cloud, if they fail they are blinded and deafened as long as they remain within it. If they succeed on their saving throw, they can hear and but are still blinded until they escape the cloud.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you add 10 square feet to the diameter for each slot level above 2nd.

Class(es): Wizard, Sorcerer, Warlock,

PHB, page 237 SRD

Enhance Ability

2-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V, S, M
Materials Fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

  Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

PHB, page 238 SRD

Enthrall

2-level Enchantment

Casting Time 1 action
Range 60 feet
Duration 1 minute
Components V, S

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Class(es): Bard, Warlock

PHB, page 254 SRD

Knock

2-level Transmutation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

  A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

  If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

  When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Class(es): Bard, Sorcerer, Wizard

Warding Wind

2-level Evocation

Casting Time 1 Action
Range Self
Duration Concentration, up to 10 minute
Components V

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.   The wind has the following effects:  

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

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

Level 3 Spells

PHB, page 234 SRD

Dispel Magic

3-level Abjuration

Casting Time 1 action
Range 120 feet
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

PHB, pg. 240

Feign Death

3-level Necromancy (ritual)

Casting Time 1 action
Range Touch
Duration 1 hour
Components V,S, M
Materials a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.   For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

Class(es): Bard, Cleric, Druid, Wizard, Warlock (The Undying)

SRD

Tiny Hut

3-level Evocation (ritual)

Casting Time 1 minute
Range Self (10ft radius hemisphere)
Duration 8 hours
Components V, S, M
Materials A small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.  
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.  
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Class(es): Bard, Wizard

SRD

Counterspell

3-level Abjuration

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

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

Class(es): Sorcerer, Warlock, Wizard

Level 4 Spells

Locate Creature

4-level Divination

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to an hour
Components V, S, M
Materials A bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.  
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.  
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

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

PHB, page 254 SRD

Invisibility

2-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V, S, M
Materials An eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

SRD

Compulsion

4-level Enchantment

Casting Time 1 action
Range 30ft
Duration Up to 1 minute
Components V, S

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Class(es): Bard

Level 5 Spells

PHB, page 235 SRD

Dominate Person

5-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V, S

You attempt to beguile a humanoid that you can see within range. It 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.

Class(es): Bard, Sorcerer, Wizard

PHB, page 236 SRD

Dream

5-level Illusion

Casting Time 1 minute
Range Special
Duration 8 hours
Components V, S, M
Materials 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

Level 6 Spells

Mass Suggestion

6-level Enchantment

Casting Time 1 action
Range 60ft
Duration 24 hours
Components V, M
Materials A snake's tongue and either a bit of honeycomb or a drop of sweet oil.

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.  
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.  
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.  
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At higher levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

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

SRD

Circle of Death

6-level Necromancy

Casting Time 1 action
Range 150ft
Duration Instantaneous
Components V, S, M
Materials The powder of a crushed black pearl worth at least 500 gp.

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic 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, the damage increases by 2d6 for each slot level above 6th. 7th level 10d6 , 8th level 12d6 , 9th level 14d6 .

Class(es): Sorcerer, Warlock, Wizard

Level 7 Spells

SRD

Resurrection

7-level Necromancy

Casting Time 1 hour
Range Touch
Duration Instantaneous
Components V, S, M
Materials A diamond worth at least 1,000gp, which the spell consumes

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.  
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life.  
This spell closes all mortal wounds and restores any missing body parts.  
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.  
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Class(es): Bard, Cleric

PHB, page 243 SRD

Forcecage

7-level Evocation

Casting Time 1 action
Range 100ft
Duration 1 hour
Components V, S, M
Materials ruby dust worth 1,500gp

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.
  A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
  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.

Class(es): Bard, Warlock, Wizard

Level 8 Spells

SRD

Power Word Stun

8-level Enchantment

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.  
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

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

Antimagic Field

8-level Abjuration

Casting Time 1 action
Range Self
Duration Concentration, Up to 1 hour
Components V, S, M
Materials A pinch of powdered iron or iron filings

A 10-foot-radius Invisible Sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the Sphere, Spells can't be cast, summoned creatures disappear, and even Magic Items become mundane. Until the spell ends, the Sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the Sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its Duration.

Targeted Effects: Spells and other magical effects, such as Magic Missile and Charm Person, that target a creature or an object in the Sphere have no effect on that target.

Areas of Magic: The area of another spell or magical effect, such as Fireball, can't extend into the Sphere. If the Sphere overlaps an area of magic, the part of the area that is covered by the Sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the Sphere, creating a gap in the wall if the overlap is large enough.

Spells: Any active spell or other magical effect on a creature or an object in the Sphere is suppressed while the creature or object is in it.

Magic Items: The properties and powers of Magic Items are suppressed in the Sphere. For example, a +1 long sword in the Sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the Sphere or wielded by an attacker in the Sphere. If a Magic Weapon or piece of magic ammunition fully leaves the Sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel: Teleportation and Planar Travel fail to work in the Sphere, whether the Sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the Rope Trick Spells, temporarily closes while in the Sphere.

Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the Sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the Sphere.

Dispel Magic: Spells and magical effects such as Dispel Magic have no effect on the Sphere. Likewise, the spheres created by different antimagic field Spells don't nullify each other.

Class(es): Cleric, Wizard

PHB, page 235 SRD

Dominate Monster

8-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 hour
Components V, S

You attempt to beguile a creature that you can see within range. It 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.

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

Level 9 Spells

Player's Handbook

Power Word Heal

9-level Evocation

Casting Time 1 action
Range Touch
Duration Instantanious
Components Verbal, Somatic

A wave of healing energy washes over the creature you touch. The target regains all hit points. If the target is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use it's reaction to stand up. The spell has no effect on undead or constructs.

Class(es): Bard

SRD

Wish

9-level Conjuration

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

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.  
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice.  

  • You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

  • You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current    
    The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d0 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.

    Class(es): Sorcerer, Wizard

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