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Zumot

Abjuration Wizard 12 Class & Level
Apprentice Background
Vedalken Race
Lawful Neutral Alignment

Strength 8
-1
Dexterity 12
+1
constitution 14
+2
intelligence 20
+5
wisdom 12
+1
charisma 12
+1
Total Hit Dice 12
Hit Die
1d6+2
+4 proficiency bonus
-1 Strength
+1 Dexterity
+2 Constitution
+9 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+9 Arcana
-1 Athletics
+5 Deception
+9 History
+5 Insight
+1 Intimidation
+5 Investigation
+1 Medicine
+5 Nature
+1 Perception
+1 Performance
+1 Persuasion
+5 Religion
+5 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
15
Armor Class
76
Hit Points
+1
Initiative
30
Speed
Attacks
Skills: Arcana, Deception, History, Insight, Sleight of Hand(d4)

Tools: Alchemist Supplies, Tinkers Tools(d4)

Languages: Abyssal, Celestial, Common, Draconic, Giant, Gnomish, Orc, Vedalken

Dagger
Dart
Light Crossbow
Quarterstaff
Sling
Proficiences
Dagger
Heavy Saber
Spellwoven Robes
Word of Recal Scarab
Compass
Equipment
Abjuration Savant
At 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward
Starting at 2nd level, when you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage. but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Projected Ward
Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points. the warded creature takes any remaining damage.

Improved Abjuration
Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell, you add your proficiency bonus to that ability check.

Linguist
You have studied languages and codes, gaining the following benefits:

• You learn three languages of your choice.

• You can ably create written ciphers. Others cannot decipher a code you create unless you teach it to them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use magic to decipher it.

War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB: P. 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
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 magical items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB: P. 259

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a short piece of copper wire
Duration: 1 round

You point your finger toward a creature within range and whisper a message.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: 1 round
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. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

PHB: P. 255

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

Fire Magic

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level 2d10 , 11th level 3d10 , and 17th level 4d10 .
Available for: Sorcerer, Wizard

Level 1 Spells

PHB pg. 224

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
Duration: 1 Hour
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.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB pg. 211

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Minute
Range/Area: 30 Feet
Components: V, S, M
Materials: A tiny bell and a piece of fine silver wire
Duration: 8 Hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is ho 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.
Available for: Ranger, Wizard

PHB: P. 240

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 feet
Components: V, S, M
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instantaneous

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.
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 you 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 not 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.
Available for: Wizard

PHB: P. 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
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.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

XGtE pg. 150

Absorb Elements

1-level Abjuration

Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
This spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

PHB: P. 231

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 10 minutes

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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

PHB: P. 252

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: a pearl worth at least 100 gp and an owl feather
Duration: Instantaneous
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.
Available for: Artificer, Bard, Wizard

PHB

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal Somatic
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
Available for: Sorcerer, Wizard

PHB pg. 238

Expeditious Retreat

1-level Transmutation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Concentration, Up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 239

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: V, M
Materials: A small feather or piece of down
Duration: 1 minute

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.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB pg. 233

Disguise Self

1-level Illusion

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 1 Hour
You make yourself - including your clothing, armor, weapons, and other belongings on you 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 base 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.
Available for: Bard, Sorcerer, Wizard

PHB: P. 270

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
  The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard

PHB: P. 252

Illusory Script

1-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: S, M
Materials: a lead-based ink worth at least 10 gp, which the spell consumes
Duration: 10 Days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Available for: Bard, Warlock, Wizard

XGtE pg. 155

Earth Tremor

1-level Evocation

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. if the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
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.
Available for: Bard, Druid, Sorcerer, Wizard

Level 2 Spells

PHB: P. 251

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a small, straight piece of iron
Duration: Concentration, Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Paladin (Conquest), Sorcerer, Warlock, Wizard

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB: P. 254

Knock

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
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.
Available for: Bard, Sorcerer, Wizard

PHB: P. 260

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 273

Scorching Ray

2-level Evocation

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

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2*D6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Available for: Artificer (Artillerist), Druid (Wildfire), Sorcerer, Wizard

PHB: P. 274

See Invisibility

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a pinch of talc and a small sprinkling of powdered silver
Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Available for: Artificer, Bard, Sorcerer, Wizard

XGtE P. 153

Dragons Breath

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S, M
Materials: a hot pepper
Duration: Concentration, Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Sorcerer, Wizard

PHB: P. 279

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, M
Materials: a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Duration: Concentration, Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range 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 ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses 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 knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.
If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE P. 154 / EE: P. 17 / PotA: P. 235

Dust Devil

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a pinch of dust
Duration: Concentration, Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its 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.
Available for: Druid, Sorcerer, Wizard

PHB: P. 255

Levitate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Duration: Concentration, Concentration, up to 10 minutes
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.   When the spell ends, the target floats gently to the ground if it is still aloft.   Wizard of the Coasts (2018): In the first sentence, “One creature or object” is now “One creature or loose object.”
Available for: Artificer, Sorcerer, Wizard

EE: P. 17 / PotA: P. 235

Earthbind

2-level Transmutation

Casting Time: 1 action
Range/Area: 300 feet
Components: V
Duration: Concentration, Concentration, up to 1 minute
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
Available for: Druid, Sorcerer, Warlock, Wizard

PHB: P. 264

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of fleece
Duration: Concentration, Concentration, up to 1 minute
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.
Available for: Bard, Sorcerer, Wizard

PHB: P. 259

Melfs Acid Arrow

2-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: powdered rhubarb leaf and an adder’s stomach
Duration: Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
Make a ranged spell attack against the target. On a hit, the target takes 4*D4 acid damage immediately and 2*D4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1*D4 for each slot level above 2nd.
Available for: Artificer (Alchemist), Wizard

PHB: P. 287

Web

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of spiderweb
Duration: Concentration, Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range.
The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 237

Enlarge / Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A pinch iron powder
Duration: Concentration, Concentration, up to 1 minute
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.   Enlarge: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.   Reduce: The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Available for: Artificer, Sorcerer, Wizard

PHB: P. 245

Gentle Repose

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
Duration: 10 Days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Available for: Cleric, Wizard

Level 3 Spells

PHB: P. 228

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/Area: 60 feet
Components: S
Duration: Instantaneous
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.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 234

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
Choose one 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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

PHB: P. 241

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: A tiny ball of bat guano and sulfur
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Artificer (Artillerist), Sorcerer, Wizard

PHB: P. 250

Haste

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a shaving of licorice root
Duration: Concentration, Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 277

Slow

3-level Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a drop of molasses
Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.   Wizards of the Coasts (2018): In the final paragraph, “at the end of its turn” is now “at the end of each of its turns.” 
Available for: Sorcerer, Wizard

PHB: P. 283

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a small clay model of a ziggurat
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

PHB: P. 258

Major Image

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a bit of fleece
Duration: Concentration, Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
  As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
  Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 265

Phantom Steed

3-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30 feet
Components: V, S
Duration: 1 hour
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range.
You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Available for: Wizard

PHB: P. 255

Leomunds Tiny Hut

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self (10-foot-radius hemisphere)
Components: V, S, M
Materials: a small crystal bead
Duration: 8 hours
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.
Available for: Bard, Wizard

PHB: P. 274

Sending

3-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: V, S, M
Materials: a short piece of fine copper wire
Duration: 1 round

You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
Available for: Bard, Cleric, Wizard

PHB: P. 218

Bestow Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.
Available for: Bard, Cleric, Wizard

PHB: P. 243

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a wing feather from any bird
Duration: Concentration, Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Artificer, Sorcerer, Warlock, Wizard

Level 4 Spells

PHB: P. 217

Banishment

4-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Materials: An item distasteful to the target
Duration: Concentration, Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Available for: Paladin, Cleric, Sorcerer, Warlock, Wizard

Polymorph

4-level Transmutation

Casting Time: 1 Action
Range/Area: 60 ft.
Components: Verbal, Somatic, Material
Materials: A caterpillar cocoon
Duration: Concentration, 1 Hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Available for: Bard, Druid, Sorcerer, Wizard

Vitriolic Sphere

4-level Evocation

Casting Time: 1 Action
Range/Area: 150 ft
Components: Verbal, Somatic, Material
Materials: A drop of giant slug bile
Duration: Instantaneous
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Available for: Sorcerer, Wizard

PHB

Confusion

4-level Enchantment

Casting Time 1 Action
Range 90ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials Three nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.   An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Class(es): Bard, Druid, Sorcerer, Wizard, Cleric (Knowledge Domain), Fighter (Eldritch Knight), Paladin (Oathbreaker), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Level 5 Spells

PHB: P. 274

Seeming

5-level Illusion

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

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

Teleportation Circle

5-level Conjuration

Casting Time: 1 minute
Range/Area: 10 ft
Components: Verbal, Material
Materials: Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes
Duration: 1 round
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.   Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.   You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Available for: Bard, Wizard, Sorcerer

Level 6 Spells

XGtE P. 161

Mental Prison

6-level Illusion

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: Concentration, Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw.
The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Available for: Sorcerer, Warlock, Wizard

Player's Handbook

Globe of Invulnerability

6-level Abjuration

Casting Time 1 action
Range Self (10-foot radius)
Duration Concentration, 1 minute
Components V,S,M (a glass or crystal bead that shatters when the spell ends)

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Class(es): Sorcerer, Wizard

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


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Grant2516.

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