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Ignis Harbinger

Warlock 7 Class & Level
Charlatan Background
Half-Elf Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 14
+2
constitution 16
+3
intelligence 14
+2
wisdom 14
+2
charisma 18
+4
Total Hit Dice 4
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
+4 Dexterity
+4 Constitution
+4 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+6 Deception
+2 History
+2 Insight
+4 Intimidation
+4 Investigation
+2 Medicine
+2 Nature
+4 Perception
+4 Performance
+4 Persuasion
+2 Religion
+4 Sleight of Hands
+2 Stealth
+4 Survival
skills survival,slight of hand,perception, investigation,deception,arcana proficiencies

 
13
Armor Class
64
Hit Points
+2
Initiative
30
Speed
Mace 1d20+0 1d6+0
Light Crossbow 1d20+0 1d8+0
Dagger 1d20+0 1d4+0
Attacks
Agonizing Blast: when casting eldritch blast add charisma mod to damage
Fey ancestry (adv. charm and cant be put to sleep)
light armor
simple weapons

Proficiences
Eldrichs Blast | 1d20+6 | 2d10+6
Chill Touch | 1d20+6 | 2d8+6
Shocking Grasp | 1d20+0 | 2d8+6
Ray of Frost | 1d20+6 | 2d8+6
Sacred Flame | 2d8+6

Hellish Rebuke | 3d10+6
Witches Bolt| 1d20+6 | 2d12+6
Dissonant Whispers | 4d6+6
Vampiric Touch | 3d6+0
Blight 8d8+0

Spellcasting
Mace
crossbow (light) 20 bolts
2 daggers
leather armor
dungeoneers pack
wand
disguise kit
forgery kit
deck of marked cards
set of fine clothes
clysdale horse
Fancy Gown
3,245 Gold
Stack of incriminating letters
1 point of inspiration
3 Sm. Health Potions
9 Md. Health Potions
Equipment
I have a joke for every occasion, especially occasions where humor is inappropriate.
Personality Traits
Independence. I am a free spirit – no one tells me what to do.
Ideals
A powerful person killed someone I love. Some day soon, I'll have my revenge.
Bonds
I can't resist a pretty face.
Flaws
Awakened Mind
Pact of Tome (pick 3 cantrips)
Dark Vision (60 ft)
You can speak, read, and write Common, Elvish, Deep Speech
Eyes of the Rune: Can read all languages
One With Shadows: When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
REPELLING BLAST Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast. you can push the creature up to 10 feet away from you in a straight line.
Agonizing Blast: when casting eldritch blast add charisma mod to damage
Features & Traits

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

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

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

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Mace

Melee Weapon Common

Type Damage Damage Range Properties
Simple 1d6 Bludgeoning

Cost: 5 gp Weight: 4 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

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

Cost: 2 gp Weight: 1 lb


 

The island of Saram

Battlewand

Wondrous Item While holding this wand and casting spells through it, you gain a +1 bonus to spell attack rolls, spell damage rolls and save DC of your spells.   Uncommon [requires attunement by a spellcaster]


 

The statblocks of your class features

Warlock - Great Old One


Hit Points

Hit Dice: d8 per Warlock - Great Old One level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor
Weapons: All simple weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Class Features

Otherwordly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice, each of which is detailed further below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.   The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.   Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.  

Eldritch Invocation

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.   At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.   AGONIZING BLAST Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.   ARMOR OF SHADOWS You can cast mage armor on yourself at will, without expending a spell slot or material components   ASCENDANT STEP Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components.   BEAST SPEECH You can cast speak with animaIs at will, without expending a spell slot.   BEGUILING INFLUENCE You gain proficiency in the Deception and Persuasion skills.   BEWITCHING WHISPERS Prerequisite: 7th level You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.   BOOK OF ANCIENT SECRETS Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any classes spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.   CHAINS OF CARCERI Prerequisite: 15th level, Pact of the Chain feature You can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.   DEVIL'S SIGHT You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   DREADFUL WORD Prerequisite: 7th level You can't do so again until you finish a long rest.   ELDRITCH SIGHT You can cast detect magic at will, without expending a spell slot.   Eldritch Spear Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feel.   Eyes of the Rune Keeper You can read all writing.   FIENDISH VIGOR You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.   GAZE OF TWO MINDS You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.   LIFE DRINKER Prerequisite: 12th level, Pact of The Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).   MASK OF MANY FACES You can cast disguise self at will, without expending a spell slot   MASTER OF MYRIAD FORMS Prerequisile: 15th level You can cast alter self at will, without expending a spell slot   MINIONS OF CHAOS Prerequisite: 9th level You can cast conjure elemental once using a warIock spell slot. You can't do so again until you finish a long rest.   MIRE THE MIND Prerequisite: 5th level You can cast slow once using a warIock spell slot. You can't do so again until you finish a long rest.   MISTY VISIONS You can cast silent image at wilI, without expending a spell slot or material components.   ONE WITH SHADOWS Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.   OTHERWORLDLY LEAP Prerequisite: 9th level You can cast jump on yourself at wiII, without expending a spell slot or material components.   REPELLING BLAST Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast. you can push the creature up to 10 feet away from you in a straight line.   SCULPTOR OF FLESH Prerequisite: 7th level You can cast polymorph once using a warIock spell slot. You can't do so again until you finish a long rest.   SIGN OF ILL OMEN Prerequisite: 5th level You can cast bestow curse once using a warIock spell slot. You can't do so again until you finish a long rest.   THIEF OF FIVE FATES You can cast bane once using a warIock spell slot. You can't do so again until YOII finish a long rest.   THIRSTING BLADE Prerequisite: 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on our turn.   VISIONS OF DISTANT REALMS Prerequisite: 15th level You can cast arcane eye at wilI, without expending a spell slot.   VOICE OF THE CHAIN MASTER Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.   WHISPERS OF THE GRAVE Prerequisite: 9th level You can cast speak with dead at wilI, without expending a spell slot.   WITCH SIGHT Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.  

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.  

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms:   Imp, pseudo dragon, quasit, or sprite.   Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.  

Pact of the Blade

You can use your action lo create a pact weapon in your empty hand. You can choose the form that this melee weapon lakes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity lo nonmagical attacks and damage.   Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again. if you dismiss the weapon (no action required), or if you die,   You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. Vou perform the ritual over the course of 1 hour, which can be done during a short rest. Vou can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. Vou can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the l.hour ritual on a different weapon, or if you use a l.hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space  

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spelllist. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. [f you lose your Book of Shadows, you can perform a l.hour ceremony to receive a replacement from your patrono This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.  

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher level, you gain more warlock spells of your choice that can be cast in this way: one 7th.level spell at 13th level, one 8th.level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.  

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all our expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Starting Equipment

• (a) a light crossbow and 20 bolts or (b) any simple weapon   • (a) a component pouch or (b) an arcane focus   • (a) a scholar's pack or (b) a dungeoneer's pack   • Leather armor, any simple weapon, and two daggers


Spellcasting

Cantrips

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

Spellcasting

Charisma is your spell casting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when selling the saving throw DC for a warlock 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  

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.  

Spells Known of 1st Level and Higher

At 1st level, you know two Isl-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock 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 lable's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.


Subclass Options

Sworn to the Great Old One

Great Old One Spells

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
 

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.  

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself, When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.  

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.  

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane existence.


LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSpell lvlInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st-
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+3-3623rd3
6th+3Otherworldly Patron feature3723rd3
7th+3-3824th4
8th+3Ability Score Improvement3924th4
9th+4-31025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+6-41445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

Statblocks for your familiars, mounts etc.

SRD

Riding Horse

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

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

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


Actions

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


 

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Size Medium
Speed Your base walking speed is 30 feet.

Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility You gain proficiency in two skills of your choice.

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

Statblocks for companions, followers and other allies.

Reese

Cleric 5 Class & Level
Alcolyte Background
Kalashtar Race
Lawful Good Alignment

Strength 12
+1
Dexterity 10
+0
constitution 15
+2
intelligence 13
+1
wisdom 18
+4
charisma 16
+3
Total Hit Dice 5
Hit Die
1d8+2
+3 proficiency bonus
+4 Strength
+3 Dexterity
+5 Constitution
+4 Intelligence
+7 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+1 Arcana
+1 Athletics
+6 Deception
+4 History
+7 Insight
+6 Intimidation
+1 Investigation
+4 Medicine
+1 Nature
+7 Perception
+3 Performance
+6 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+7 Survival
skills deception, history, insight, intimidation (advantage),Perception, Persuasion, Religion, Survival proficiencies

 
14
Armor Class
37
Hit Points
+0
Initiative
30
Speed
Mace 1d20+3 1d6+3
silver Warhammer 1d20+3 1d8+4
Longsword 1d20+3 1d8+7
Attacks
Dual Mind: Advantage on Wisdom Saving throws
Advantage on Intimidation Rolls
Armor: Light, medium , shields
Weapons: Simple & Martial
Languages: Common, Abyssal, Primordial, Goblin, Dwarvish
Proficiences
Chill touch | 1d20+6 | 2d8+6
word of radiance | 2d6+6
toll the dead | 2d8+6 | 1d12+6
sacred flame | 2d8+6
inflict wounds | 1d20+6 | lvl 1 3d10+6 | lvl 2 4d10+6 | lvl 3 5d10+6
ray of sickness | 1d20+6 | lvl 1 2d8+6 | lvl 2 3d8+6 | lvl 3 4d8+6
false life | 1d4+4 | 1d4+9
guiding bolt | 1d20+6 | 4d6+6 | 5d6+6
prayer of healing | 2d8+6
spiritual weapon | 1d20+6 | 1d8+6
Spellcasting
I see omens in every event and action. The gods try to speak to us, we just need to listen.
Personality Traits
Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against their teachings.
Ideals
I owe my life to the priest who took me in when my parents died. (Father Rhinehart)
Bonds
I judge others harshly, and myself even more severely.
Flaws
Dual Mind: Advantage on Wisdom Saving throws
• Mental Discipline: resistance to psychic damage.
• Mind Link: telepathically to any creature you can see within 60 feet of you.
• Psychic Glamour: Adv on Intimidation rolls
• Severed from Dreams: Dream spells/potions immune

Channel Divinity: When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level. (death Domain)

Turn undead: Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. Fails: turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Destroy Undead (CR 1/2)
Features & Traits

Heroes Enabled

Statblocks for your spells.

Level 0 Spells

Eldritch Blast

0-level (Cantrip) Evocation

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

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Chill Touch

0-level (Cantrip) Necromancy

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

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Cleric, Sorcerer (Divine Soul)

Level 1 Spells

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, Paladin (Oathbreaker)

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning 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 if 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 1d12 for each slot level above 1st

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

Dissonant Whispers

1-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V

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

Class(es): Bard, Artificer (Archivist), Warlock (The Great Old One)

Level 2 Spells

Invisibility

2-level Illusion

Casting Time 1 Action
Range Touch
Duration up to 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, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Phantasmal Force

2-level Illusion

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

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

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

Level 3 Spells

Fear

3-level Illusion

Casting Time 1 Action
Range 30 ft. cone
Duration Concentration, 1 Minute
Components V, S, M
Materials A white feather or the heart of a hen

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.   While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

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

Vampiric Touch

3-level Necromancy

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

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
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.

Class(es): Warlock, Wizard

Level 4 Spells

Player's Handbook

Blight

4-level Necromancy

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

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.

Class(es): Druid, sorcerer, warlock, wizard

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


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ZahraMizuhara.

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