+1 | Strength |
+2 | Dexterity |
+7 | Constitution |
+10 | Intelligence |
+0 | Wisdom |
-1 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+10 | Arcana |
+1 | Athletics |
-1 | Deception |
+10 | History |
+0 | Insight |
-1 | Intimidation |
+10 | Investigation |
+0 | Medicine |
+5 | Nature |
+0 | Perception |
-1 | Performance |
-1 | Persuasion |
+5 | Religion |
+7 | Sleight of Hands |
+7 | Stealth |
+0 | Survival |
Weapon | Attack | Damage |
---|---|---|
Musket | [1d20+13] | [1d12+6(40/120)] |
Longsword | [1d20+10] | [1d8+5] |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Wondrous Item Rare
This candle is made out of two different types of waxes, one that is black of colour and one that is white of colour. Inscribed along the surface of the candle is images of both Bahati and Heppni. When lit and creature is forced to make a saving throw within the candles range, the flame turns a deep black. The user must take the 'Use magic item' action in order to light this candle. Once lit, the candle lasts for 1d12 minutes. The candle sheds bright light for 10ft and dim light for 20ft. When a creature is forced to make a saving throw while within the area of bright lite, roll a 1d10 in addition to the 1d20 for the saving throw. If a creature does not roll a natural 1, the creature automatically passes the check and the candle lasts for a number of round less equal to the 1d10 roll. If the creature rolls a natural 1, the effects that caused the saving throw are doubled and the candle lasts for a additional number of rounds equal to the result of the 1d10 roll.
Cost: 500gp
Weapon Ammunition (40/120), loading, two-handed Uncommon (this item requires attunement)
+1 Musket. Make three consecutive shots with the rifle, on the fourth shot the weapon's damage type changes to Force damage.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 1d12+1+DEX | Piercing | 40/120ft | Ammunition (40/120), loading, two-handed |
Cost: 250gp Weight: 3lbs
Ring Rare (this item requires attunement)
This oriculum ring has a deep level of patina that almost gives it two colours: Green and Black.
This ring has three charges and all charges are regained at dawn. While the wearer is attuned to the ring, the wearer can use their reaction and expend a charge in order to half the damage to the wearer from any spell that could be found on the Druid or Ranger spell list or a source that deals necrotic damage.
In addition, the wearer can see a bright aura shedding from any undead creature and the wearer cannot be slowed by any plant life that would impose difficult terrain.
Cost: 600gp
Ring Rare (this item requires attunement)
This glows with the same light that as if it has just come out of the forge.
This ring has three charges and all charges are regained at dawn. While the wearer is attuned to the ring, the wearer can use their reaction and expend a charge in order to half the damage to the wearer from any source that would deal cold or fire damage.
In addition, the wearer gains a swim speed equal to half their movement speed and the ring sheds dim light for 10ft.
Cost: 600gp
Wondrous Item
Rare
This deck of cards consists solely of the ace of spades. The deck repeatedly replenishes itself.
If the bearer takes a card from the deck and places it on a recently (within the past nine seconds) deceased opponent, all creatures that can see this must make a save versus the bearers spell save DC. If a creature fails the save, the bearer gains advantage on the next three attacks against the target.
Cost: 900gp
Weight: 2lbs
Ring
Legendary
This ring has three charges and regains all charges at dawn. As an action, the wearer can expend a charge to attempt to charm a creature the wearer can see within 30ft. The target must make a DC 14 Wisdom saving throw else be charmed by the wearer for a minute. While charmed the target may be forced to move up to 15ft and may take an action or a bonus action and may not take reactions. The saving throw may be repeated if target takes damage.
Cost: 1000gp
Weapon
Legendary
Reaload (5 shots), Two Handed
This etched hunting rifle has a faint smell of ink and dried newspaper.
When this rifle is successfully used to make an attack, roll an additional d20. On a one, two, or three, a man wearing a brown duster appears and a guitar twang occurs.The Mysterious Stranger fights for you a number of rounds equal to your Dexterity Modifier (min 1)
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 2d10+DEX | Piercing | 80/240 |
Cost: 2gp
The statblocks of your class features
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Level | Prof. Bonus | Features | Infusions | Infused Items | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Magical Tinkering, Spellcasting | — | — | 2 | 2 | — | — | — | — |
2nd | +2 | Infuse Item | 4 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | — | — | — | — |
5th | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | — | — | — |
6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | — | — | — |
7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | — | — | — |
9th | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | — | — |
10th | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | — | — |
11th | +4 | Spell Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders through mundane items or outlandish inventions.
Artificer Level | Spells |
---|---|
3rd | Healing Word, Ray of Sickness |
5th | Flaming Sphere, Melf's Acid Arrow |
9th | Gaseous Form, Mass Healing Word |
13th | Blight, Death Ward |
17th | Cloudkill, Raise Dead |
d6 | Effect |
---|---|
1 | Healing: The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. |
2 | Swiftness: The drinker's walking speed increases by 10 feet for 1 hour. |
3 | Resilience: The drinker gains a +1 bonus to AC for 10 minutes. |
4 | Boldness: The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
5 | Flight: The drinker gains a flying speed of 10 feet for 10 minutes. |
6 | Transformation: The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Artificer Level | Spells |
---|---|
3rd | Shield, Thunderwave |
5th | Scorching Ray, Shatter |
9th | Fireball, Wind Wall |
13th | Ice Storm, Wall of Fire |
17th | Cone of Cold, Wall of Force |
Turret | Activation |
---|---|
Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 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. |
Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Artificer Level | Spells |
---|---|
3rd | Heroism, Shield |
5th | Branding Smite, Warding Bond |
9th | Aura of Vitality, Conjure Barrage |
13th | Aura of Purity, Fire Shield |
17th | Banishing Smite, Mass Cure Wounds |
Item | Attunement |
---|---|
Alchemy Jug | No |
Armblade | Yes |
Bag of Holding | No |
Cap of Water Breathing | No |
Goggles of Night | No |
Prosthetic Limb | Yes |
Rope of Climbing | No |
Sending Stones | No |
Wand of Magic Detection | No |
Wand of Secrets | No |
Item | Attunement |
---|---|
Boots of Elvenkind | No |
Cloak of Elvenkind | Yes |
Cloak of the Manta Ray | No |
Eyes of Charming | Yes |
Gloves of Thievery | No |
Lantern of Revealing | No |
Pipes of Haunting | No |
Ring of Water Walking | No |
Wand Sheath | Yes |
Item | Attunement |
---|---|
Boots of Striding and Springing | Yes |
Boots of the Winterlands | Yes |
Bracers of Archery | Yes |
Brooch of Shielding | Yes |
Cloak of Protection | Yes |
Eyes of the Eagle | Yes |
Gauntlets of Ogre Power | Yes |
Gloves of Missile Snaring | Yes |
Gloves of Swimming and Climbing | Yes |
Hat of Disguise | Yes |
Headband of Intellect | Yes |
Helm of Telepathy | Yes |
Medallion of Thoughts | Yes |
Periapt of Wound Closure | Yes |
Pipes of the Sewers | Yes |
Quiver of Ehlonna | No |
Ring of Jumping | Yes |
Ring of Mind Shielding | Yes |
Slippers of Spider Climbing | Yes |
Ventilating Lungs | Yes |
Winged Boots | Yes |
Item | Attunement |
---|---|
Amulet of Health | Yes |
Arcane Propulsion Arm | Yes |
Belt of Hill Giant Strength | Yes |
Boots of Levitation | Yes |
Boots of Speed | Yes |
Bracers of Defense | Yes |
Cloak of the Bat | Yes |
Dimensional Shackles | No |
Gem of Seeing | Yes |
Horn of Blasting | No |
Ring of Free Action | Yes |
Ring of Protection | Yes |
Ring of the Ram | Yes |
Level | Prof. Bonus | Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (x1) |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack(x1) |
6th | +3 | Ability Score Improvement |
7th | +3 | Martial Archetype feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable (x1) |
10th | +4 | Martial Archetype feature |
11th | +4 | Extra Attack (x2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (x2) |
14th | +5 | Ability Score Improvement |
15th | +5 | Martial Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (x2), Indomitable (x3) |
18th | +6 | Martial Archetype improvement |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (x3) |
Fighter Level | Cantrips | Spells | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Fighter Level | Number of Runes |
3rd | 2 |
7th | 3 |
10th | 4 |
15th | 5 |
Level | Prof. Bonus | Features | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Arcane Recovery, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Arcane Tradition | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
You may pick either (a) or (b):
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
Spell Level | Spells |
---|---|
1st | Dissonant Whispers, Tasha's Hideous Laughter |
2nd | Detect Thoughts, Phantasmal Force |
3rd | Clairvoyance, Sending |
4th | Dominate Beast, Evard's Black Tentacles |
5th | Dominate Person, Telekinesis |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Specialized Design: You gain one skill proficiency and one tool proficiency of your choice. Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
Languages. Common, and any one other language
Statblocks for companions, followers and other allies.
Might of the Master: The following numbers increase by 1 when your proficiency bonus increases by 1: Skills, Saving Throws, to Hit, Damage, HP restored from repair.
Rend: Melee attack: +6 to hit, reach 5ft, one target, 1d8+4 Force Repair(3/day) 2d8 + 4 HP
Deflect Attack. Impose disadvantage on an attack roll of an enemy within 5ft. who is attacking someone other then the defender
Quite literally just a gonk droid.
Statblocks for your spells.
0-level (Cantrip) Transmutation
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 cloak, 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.
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
0-level (Cantrip) Conjuration
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Conjuration
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.
1-level Divination
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1-level Divination
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
1-level Transmutation
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.
1-level Enchantment
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
1-level Enchantment
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.
1-level Enchantment
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends
1-level Divination (ritual)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
1-level Conjuration
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
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
1-level Enchantment
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
1-level Conjuration (ritual)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. At your DM's choice, the options of an almiraj, a flying monkey, or a tressym may be available. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
2-level Transmutation
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
2-level Transmutation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
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.
2-level Evocation
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Learned By
2-level Abjuration
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. Learned By
2-level Evocation
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.
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Statblocks for your Trinkets, businesses, building, castles, empires.