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Mickey Mouse

9 Level (0/64000 XP for level-up) Background

Half-Elf

Ability Score Increase +2 Cha +1 X +1 Y
Size Medium
Speed 30ft

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.

Race / Species / Heritage Alignment
Dragon Thrall-Pact of the Bullet
Level 9
Hit Dice: 9/9
1d8+2 Class 1

STR
8
-1
DEX
8
-1
CON
14
+2
INT
12
+1
WIS
17
+3
CHA
20
+5
54
Hit Points
-1
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
-1 Dexterity
+6 Constitution
+1 Intelligence
+7 Wisdom
+9 Charisma
saving throws
-1 Acrobatics DEX
+7 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+5 Deception CHA
+1 History INT
+11 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+7 Medicine WIS
+5 Nature INT
+3 Perception WIS
+5 Performance CHA
+13 Persuasion CHA
+5 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, elvish, orkish

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

The statblocks of your class features

Lucky

You have inexplicable luck that seems to kick in at just the right moment.
   

  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • You regain your expended luck points when you finish a long rest.

 

Spell Sniper

The ability to cast at least 1 spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
   

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

 

Elemental Adept

The ability to cast at least 1 spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

  • Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • You can select this feat multiple times. Each time you do so, you must choose a different damage type.

 

Whispers of the Grave

9th Level

You can cast Speak With Dead at will, without expending a spell slot.

Gripping the Scales

Level 9 Pact of the Bullet

When you use a spell or cantrip in conjunction with a form, you can add a +2 to either your chance to hit or your dc (form depending)

Council's Advantage

Enemies within melee range no longer take cause you disadvantage on ranged spell attacks for your subclass free cantrip. This also counts for any of the cantrips that the Archfey and Celestial Patrons get from the fighting styles for pact of the blade.

Eyes of the Rune Keeper

You can read all writing.

Twice the Pride, Double the Fall

Level 9 Warlock

You may hold concentration on 2 spells at a time. A target may only be effected by 1 concentration spell from you at a time. If an enemy gets out of one of the spells and ends it or you drop one, this does not end the other. But if you take damage and have to roll to keep your concentration, you make only 1 roll. If you succeed, you keep both. If you fail, you lose both.

Ghostly Gaze

7th Level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.   Once you use this invocation, you can’t use it again until you finish a short or long rest.

Crits FTW

Level 8 Eldritch Blast Invocation, cannot be taken with Focus Your Force

You will roll your eldritch blasts 1 at a time. If you crit with one of the beams, that beam is automatically max damage. And every other beam is automatically a critical hit but the damage has to be rolled.

Agonizing Blast

Eldritch Blast Cantrip

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Pact of the Bullet

Level 3 Warlock

This Pact Boon has different forms that you can swap between. Each form does different things that supplement your spells and/or cantrips in different ways.
  This Ethereal Gun counts as a spell focus for you
  You may switch form as a free action once on your turn. To do so again, you must sacrifice half your movement. If you wish to swap forms again or dont have the movement to spend, you must use your bonus action.
Forms:

Pistol Form- This form effects your ranged attack roll cantrips. If you cast a cantrip that has a ranged attack roll, you may add 1 more damage dice of force damage to the damage roll. The dice size is the dice of the cantrip. The range is extended by 10ft and 10 more for each cantrip level up (5,11,17)
Rifle Form-This form effects ranged attack roll spells of first level or higher. If you cast a ranged attack roll of first level or higher while wielding this form, you can add 50ft t the range. you can also add 1d6 force damage for each level of the spell cast.
RPG Form- This form effects spells and cantrips that force the enemy to mace dexterity/strength saving throws. if an enemy fails the saving throw for your spell, you may add 1d8 1d8 force damage per level of the spell. if they succeed, you may add 1d4 force damage per level of the spell. If it is a cantrip, you may add the dice worth for the cantrip level.
Flashbang Form-This form effects spells and cantrips that force enemies to make wisdom, charisma, intelligence, and constitution saving throws. this extends the range of the area effected by 5ft per level of the spell. If an enemy fails the roll, you may target 1 more enemy with this spell as long as they are in the range. This only happens 1 time per spell cast.
Holster Form- It's difficult to keep the conversation light when weapons are out. when you put away your ethereal weapon, it swaps to a trinket that wouldn't be absurd to see someone carrying around and fiddling with. Either come up with something that the DM agrees with or roll on the table below if you cant decide.This one doesnt necessarily help with spells, but it stil has its uses. While you have your trinket, you get expertise with 1 of the 5 charisma skill that you already have proficiency with. You can change which one each level.

Produce Dragon Flame Feature

Level 1 Dragon Warlock

Starting at 1st level, You know the Produce Flame Cantrip. This does not count against the Cantrips you know. And it works differently than the normal cantrip. For 1, the damage type is the damage element associated with your patron. Whenever you hit the enemy with the cantrip, it marks them for 1 minute. When you hit an enemy with this cantrip, they are marked for 1 minute. When YOU hit them with damage of that element type again in that minute, you consume the mark and add another damage dice of the spell used to the damage roll. this mark does not stack when you hit them with this cantrip back to back, but rather it consumes the mark like any other instance would and applies a new mark. At level 5, you may apply your charisma modifier to the damage roll of the cantrip. At 11th level, the range increases to 75ft. At 17th level, if you attack a marked target with this cantrip, you get advantage on the attack roll.

Going Places

Level 1 Dragon Warlock

Starting at 1st level, you get a swimming and climbing speed equal to your walking speed.

Aspect of the Dragon

Level 6, Dragon Warlock

Starting at 6th level, you gain advantage against saving throws for being charmed or frightened.
    If your patron is a gem dragon, your swimming and climbing speeds increase to double your walking speed. You also get advantage on rolls to hold your concentration. At level 14, your DC to keep concentration on a spell can't be higher than 15.

Eldritch Blast

5th level warlock

As a Bonus Action, you send a pair of beams of crackling energy streaking towards an enemy. Make a ranged spell attack against the target for each beam. On a successful hit, the target takes 1d10 force damage per beam.
The beams may be shot at separate targets as long as they are within your range. At level 11, you gain a 3rd beam per use and at level 17, you gain a 4th beam per use.
You may use this feature as many times as your proficiency modifier. You get all uses on a long rest, short rest, or when you channel to get back your spells used.
This may be buffed with eldritch invocations that were formerly for the cantrip. These do not count against your invocations known. You get 1 at level 5 when you get the feature, a 2nd one at level 9, a 3rd at level 13, a 4th at level 17, and a 2 more at level 20 for a final total of 6.

Draconic Resilience

Level 10 Dragon Warlock

Starting at 10th Level, you gain expertise in any charisma ability rolls that you have chosen and dont already have expertise in. You also gain resistance in the element of your patron as well as ignore enemy resistance of your patron's element.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase +2 Cha +1 X +1 Y
Size Medium
Speed 30ft

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.

Statblocks for your spells.

Level 0 Spells

Elemental Evil Player's Companion

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5ft
Components: Somatic
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

Basic Rules

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Somatic
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 magic items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard, Arcane Trickster, Swarmkeeper

Eldritch Conquest

Produce Dragon Flame

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: Self (then up to 30 ft)
Components: Verbal, Somatic
Duration: 1 Minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Patron's Element
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 of your patron's element damage.
At higher levels: 1d8 Per Cantrip Level
At Level 5, you can add your charisma modifier to the damage rolls
At Level 11, The Range Increases to 75ft
At Level 17, if you attack a marked target with this cantrip, you get advantage on the attack roll.
Available for: Dragon Pact Warlock

Level 1 Spells

Player's Handbook

Hex

1-level Enchantment

Casting Time: 1 Bonus Action
Range/Area: 90ft
Components: Verbal, Somatic, Material
Materials: The petrified eye of a newt
Duration: Concentration, 1 Hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
    If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Warlock

Basic Rules

Hellish Rebuke

1-level Evocation

Casting Time: Reaction-which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60 ft
Components: Verbal, Somatic
Duration: Instantaneous
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.
Available for: Warlock, Oathbreaker

Elemental Evil Player's Companion

Absorb Elements

1-level Abjuration

Casting Time: Reaction
Range/Area: Self
Components: Somatic
Duration: 1 Round (Which you take when you take acid, cold, fire, lightning, or thunder damage)
The 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, Artificer

Basic Rules

Animal Friendship

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A morsel of food
Duration: 24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Available for: Bard, Druid, Ranger, Nature Domain

Level 2 Spells

Basic Rules

Invisibility

2-level Illusion

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: An eyelash encased in gum arabic
Duration: Concentration, 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, Circle of the Land (Grassland)

Basic Rules

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal
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, Circle of the Land (Coast), Fey Wanderer, Horizon Walker, Oath of the Ancients, Oath of Vengeance

Fizban's Treasury of Dragons

Nathair's Mischief

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft (20ft radius)
Components: S,M
Materials: A Piece Of Crust From An Apple Pie
Duration: 1 Minute
Attack/Save: None
Damage/Effect: Crowd Control
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
 
d4 Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.
Available for: Bard, Sorcerer, Wizard, Dragon Thrall

Basic Rules

Alter Self

2-level Transmutation

Casting Time: 1 Action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 Hour
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
    Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
  Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
  Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Available for: Artificer, Sorcerer, Wizard

Level 3 Spells

Basic Rules

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 ft
Components: Somatic
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
Available for: Sorcerer, Warlock, Wizard, Oath of Redemption, Oath of the Watchers

Xanathar's Guide To Everything

Thunder Step

3-level Conjuration

Casting Time: 1 Action
Range/Area: 90ft
Components: Verbal
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
    You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Ashardalon's Stride

3-level Transmutation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V,S
Duration: 1 Minute
Attack/Save: None
Damage/Effect: Fire
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Available for: Artificer, Ranger, Sorcerer, Wizard, Dragon Thrall

Basic Rules

Glyph of Warding

3-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Incense and powdered diamond worth at least 200 gp, which the spell consumes
Duration: Until Dispelled or Triggererd
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
    The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
  You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
  You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
  When you inscribe the glyph, choose explosive runes or a spell glyph.
  Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
  Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Available for: Artificer, Bard, Cleric, Wizard

Level 4 Spells

Basic Rules

Dimension Door

4-level Conjuration

Casting Time: 1 Action
Range/Area: 500ft
Components: Verbal
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
  If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Available for: Bard, Sorcerer, Warlock, Wizard, Fey Wanderer, Oath of Vengeance, Trickery Domain

Basic Rules

Blight

4-level Necromancy

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
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.
Available for: Druid, Sorcerer, Warlock, Wizard, Alchemist, Circle of Spores, Circle of the Land (Desert), Death Domain, Grave Domain, Oathbreaker

Elemental Evil Player's Companion

Storm Sphere

4-level Evocation

Casting Time: 1 Action
Range/Area: 150ft (20ft Sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 Minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
    Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
  Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Available for: Sorcerer, Wizard, Genie (Marid) Patron

Basic Rules

Guardian of Nature

4-level Transmutation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 Minute
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
    Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.

  Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
 
  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Available for: Druid, Ranger

Level 5 Spells

Xanathar's Guide To Everything

Negative Energy Flood

5-level Necromancy

Casting Time: 1 Action
Range/Area: 60 ft
Components: Verbal, Material
Materials: A broken bone and a square of black silk
Duration: Instantaneous
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
    If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
Available for: Warlock, Wizard

Xanathar's Guide To Everything

Synaptic Static

5-level Enchantment

Casting Time: 1 Action
Range/Area: 120ft (20ft Sphere)
Components: Verbal, Somatic
Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Available for: Bard, Sorcerer, Warlock, Wizard

Summon Draconic Spirit

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V,S,M
Materials: an object with the image of a dragon engraved on it, worth at least 500 gp
Duration: 1 Hour
Attack/Save: None
Damage/Effect: Summoning
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Sorcerer, Wizard, Dragon Thrall

Xanathar's Guide To Everything

Wrath of Nature

5-level Evocation

Casting Time: 1 Action
Range/Area: 120ft (60ft Cube)
Components: Verbal, Somatic
Duration: Concentration, 1 Minute
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
  Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
  Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
  Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Available for: Druid, Ranger

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