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J'Zargo Elifyr Nedra

5 Level (0/14000 XP for level-up) Outlander Background Aasimar Race / Species / Heritage Alignment
Aasimar Sorcerer
Level 3
Hit Dice: 3/3
1d6-1 Class 1
Fighter
Level 1
Hit Dice: 1/1
1d10-1 Class 2
Wizard
Level 1
Hit Dice: 1/1
1d6-1 Class 3

STR
14
+2
DEX
10
+0
CON
8
-1
INT
15
+2
WIS
19
+4
CHA
9
-1
26
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
3 / 3
Sorcery Points
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+0 Dexterity
-1 Constitution
+2 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
-1 Deception CHA
+2 History INT
+7 Insight WIS
-1 Intimidation CHA
+2 Investigation INT
skills
+7 Medicine WIS
+2 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 STR 1d4+2 piercing
 finesse, light, thrown (20/60)
Spear +5 STR 1d6+2 piercing
 thrown (20/60), versatile (1d8)
Quarterstaff +5 STR 1d6+2 bludgeoning
 versatile (1d8)
Double Ended Dagger +2 STR 1d4+2 piercing
 finesse, light, thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light +7 1 action Touch 1 hour VM
Nahal's Reckless Dweomer +7 1 bonus action Special Special VS
Radiant Song +7 1 action Touch 1 round VS
Spare the Dying +7 1 action Touch Instantaneous VS
Tear +5 1 action Touch Instantaneous 2d6 VS

Level 1 Spells 6 slots

NAME AB CAST RNG DUR DMG CMP #
Comprehend Languages +7 1 action Self 1 hour VSM
Purify Food and Drink +7 1 action 10 ft Instantaneous VS
Light Drive +7 1 action Self (60 ft line) Instantaneous 2d10 SM

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Light Drive +7 1 action Self (60 ft line) Instantaneous 2d10 + SM

Aasimar


Darkvision
Darkvision

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



Celestial Resistance
Celestial Resistance

You have resistance to necrotic damage and radiant damage.



Fey Ancestry
Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.



Trance
Trance

Aasimar don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.



Shadow Stealth
Shadow Stealth

While in dim light or darkness, Aasimar can take the Hide action as a bonus action.



Innate Magic
Innate Magic

Once you reach 3rd level, you can cast the levitate spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell.



Aasimar Sorcerer


Wild Magic Surge
Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.






























d100Effectd100Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.55-56Your hair falls out but grows back within 24 hours.
07-08You cast fireball as a 3rd level spell centred on yourself.57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10You cast magic missile as a 5th level spell.59-60You regain your lowest level expended spell slot.
11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.61-62For the next minute, you must shout when you speak.
13-14You cast confusion centred on yourself.63-64You cast fog cloud centred on yourself.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.67-68You are frightened by the nearest creature until the end of your next turn.
19-20You cast grease centred on yourself.69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.71-72You gain resistance to all damage for the next minute.
23-24Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.75-76You glow with bright light in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.77-78You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.81-82You can take one additional action immediately.
33-34Maximize the damage of the next damaging spell you cast within the next minute.83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.85-86You cast mirror image.
37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.87-88You cast fly on a random creature within 60 feet of you.
39-40You regain 2d10 hit points.89-90You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.91-92If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.93-94Your size increases by one size category for the next minute.
45-46You cast levitate on yourself.95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.97-98You are surrounded by faint, ethereal music for the next minute.
49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.99-00You regain all expended sorcery points.


Tides of Chaos
Tides of Chaos

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check or saving throw. Once you do so, you must finish a long rest before you can use this feature again.


Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.



Sorcery Points
Sorcery Points

You have 2 sorcery points. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th. You learn other ways to use your sorcery points as you reach higher levels.










Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7


Invoke Duplicity
Invoke Duplicity

You can create an illusory duplicate of yourself.


As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.


For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.



Subclass Options


Careful Spell
Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.



Fighter


Two-Weapon Fighting
Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.



Second Wind
Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.


Once you use this feature, you must finish a short or long rest before you can use it again.



Wizard


Arcane Recovery
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.


For example, if you’re a 4th level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd level spell slot or two 1st level spell slots.



Outlander


Wanderer
Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


Features & Traits

Double Ended Dagger x1, Dagger x1, Spear x1, Crowbar x1, Hammer x1, Piton x10, Torch x10, Pipeweed x500g, 50ft Hempen Rope x1, Clothing x1, Staff x1, Hunting Trap x1, Narwhal Horn x1, Staff of Life Bringing x1, Ration x1, Waterskin x3


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 9, Platinum: 0 Money

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spellcasting
Languages

Celestial, Elvish, Draconic



Armour Proficiencies

Shield, Heavy Armour



Weapon Proficiencies

Quarterstaff, Javelin, Spear, Pike, Halberd


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

50ft Hempen Rope

Adventuring Gear

Varies

Rope has 2 hit points and can be burst with a DC 17 Strength check.


Double-Ended Dagger

Weapon

Rare

Finesse, light, thrown (range 20/60)

Type Damage Damage Range
Simple Melee 1d4 Piercing 5ft


Staff of Life Bringing

Adventuring Gear

Legendary

This staff will bring back any humanoid that has been dead for less than one short moon, completely restoring all of their attributes.


Curse. This staff will also bring back and/or restore whomever was directly responsible for said humanoid's demise.


Torch

Adventuring Gear

Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Type Damage Damage Range
None 1 None 5ft


The statblocks of your class features

Aasimar Sorcerers

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
armor proficiencies: None
weapon proficiencies: None
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, Animal Handling, Insight, Investigation, Medicine, Nature and Perception
starting equipment:
spellcasting:

You know four cantrips of your choice from the aasimar sorcerer spell list. You learn additional aasimar sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Aasimar Sorcerer table.

You know two 1st level spells of your choice from the aasimar sorcerer spell list.

The Spells Known column of the Aasimar Sorcerer table shows when you learn more aasimar sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the aasimar sorcerer spells you know and replace it with another spell from the aasimar sorcerer spell list, which also must be of a level for which you have spell slots.

The Aasimar Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier:

your proficiency bonus + your Wisdom modifier


class features:

Level 1

Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

  Wild Magic Surge Table
d100Effectd100Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.55-56Your hair falls out but grows back within 24 hours.
07-08You cast fireball as a 3rd level spell centred on yourself.57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10You cast magic missile as a 5th level spell.59-60You regain your lowest level expended spell slot.
11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.61-62For the next minute, you must shout when you speak.
13-14You cast confusion centred on yourself.63-64You cast fog cloud centred on yourself.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.67-68You are frightened by the nearest creature until the end of your next turn.
19-20You cast grease centred on yourself.69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.71-72You gain resistance to all damage for the next minute.
23-24Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.75-76You glow with bright light in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.77-78You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.81-82You can take one additional action immediately.
33-34Maximize the damage of the next damaging spell you cast within the next minute.83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.85-86You cast mirror image.
37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.87-88You cast fly on a random creature within 60 feet of you.
39-40You regain 2d10 hit points.89-90You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.91-92If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.93-94Your size increases by one size category for the next minute.
45-46You cast levitate on yourself.95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.97-98You are surrounded by faint, ethereal music for the next minute.
49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.99-00You regain all expended sorcery points.
 

Tides of Chaos

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

 

Level 2

Sorcery Points

You have 2 sorcery points. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th. You learn other ways to use your sorcery points as you reach higher levels.

 
Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7
 

Invoke Duplicity

You can create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.


subclass options:

Level 3

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

 

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

 

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

 

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

 

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

 

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

 

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

 

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

 

Level 6

You gain 1 class point.

 

Incorporeal Movement

You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

 

Level 10

You gain 1 class point.

 

Optional Abilities

Aura of Warding

Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

 

Ascendant Step

You can cast levitate on yourself at will, without expending a spell slot or material components.

 

Wandering Dreams

Your dreams have begun to speak to you in strange voices. During a long rest, you may dream to cast the scrying spell once with no material components.

 

Uninterrupted Spellcasting

You can use your reaction to grant yourself protection against interference to your spells. This reaction is taken when you take damage that would normally have interrupted your spellcasting. For one minute, you can’t lose concentration on a spell as a result of taking damage. When you use this feature, you can't do so again until you finish a long rest.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Use Magic Device

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

 

Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Witch Sight

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

 

Improved Duplicity

You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

 

Spell Thief

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a long rest.

 

Pure Energy

You can relinquish your mundane body, becoming a being of raw mystical energy. All creatures within 15 feet must succeed on a Wisdom saving throw against your spell save DC, or become charmed for 1 minute or until they take damage from any source. For 1 minute, you gain resistance to all non-magical damage, a flying movement speed equal to half your average movement speed, and you can telepathically communicate with any creature with at least 3 intelligence points within 30 foot. You don't need to share known languages for this. You can end this effect at any time during your turn.

You must take a long rest before you can use this feature again.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Empty Body

You can use your action to spend 4 sorcery points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 sorcery points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

 

Elusive

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

 

Timeless Body

The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

 

Spell Bombardment

The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Sorcerous Restoration

You regain 4 expended sorcery points whenever you finish a short rest.

 

Aasimar Sorcerer Table

LevelClass PointsAbilitiesOptional AbilitiesSorcery PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
10Spellcasting, Wild Magic Surge, Tides of Chaos---0422------------------------
20Sorcery Points, Invoke Duplicity---2433------------------------
31---Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell34442---------------------
41Ability Score Improvement---45543---------------------
51------556432------------------
62---Incorporeal Movement657433------------------
72------7584331---------------
82Ability Score Improvement---8594332---------------
92------951043331------------
103---Aura of Warding, Ascendant Step, Wandering Dreams, Uninterrupted Spellcasting1061143332------------
113------11612433321---------
123Ability Score Improvement---12612433321---------
133------136134333211------
144---Use Magic Device, Blindsense146134333211------
154------1561443332111---
164Ability Score Improvement---1661443332111---
175---Witch Sight, Improved Duplicity, Spell Thief, Pure Energy17615433321111
186---Empty Body, Elusive, Timeless Body18615433331111
196Ability Score Improvement---19615433332111
207---Sorcerous Restoration20615433332211

Fighters

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Shields and one armour weight of your choice
weapon proficiencies: Choose one group: dagger, shortsword, sickle, whip; javelin, spear, pike, halberd; flail, morningstar, mace, warhammer; dagger, shortbow, longbow, whip; light hammer, warhammer, handaxe, greataxe; lance, shortsword, greatsword, longsword; scimitar, whip, sickle, glaive
tools:
saving throws: Strength, Constitution
skills: Intimidation, Survival
starting equipment:
spellcasting:

None.

class features:

Level 1

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

 
Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

 
Defence

While you are wearing armour, you gain a +1 bonus to AC.

 
Duelling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

 
Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

 
Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

 
Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Level 2

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

 

Level 3

Superiority Dice

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

 

Manoeuvres

You learn three manoeuvres of your choice. You can only use one manoeuvre per attack.

 
Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

 
Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

 
Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

 
Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

 
Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

 
Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

 
Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

 
Manoeuvring Attack

When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

 
Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

 
Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

 
Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.

 
Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

 
Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

 
Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

 
Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

 
Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

 
Guidance

Whenever you or an allied creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the damage roll. You can use this feature equal to your Charisma modifier (minimum of once).

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 6th, 8th, 12th, 14th, 16th and 19th level.

 

Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

 

Level 9

Indomitable

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

subclass options:

Level 3

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Danger Sense

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

 

Combat Inspiration

You learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

 

Level 10

You gain 1 class point.

 

Optional Abilities

Stillness of Mind

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

 

Know Your Enemy

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

 
  • Strength score
  • Dexterity score
  • Constitution score
  • Armour Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
 

Additional Fighting Style

You can choose a second option from the Fighting Style class feature.  

Level 17

You gain 1 class point.

 

Optional Abilities

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

 

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

 

Superior Critical

Your weapon attacks score a critical hit on a roll of 18-20.

 

Relentless

When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Fighter's Senses

You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

 

Fighter Table

LevelClass PointsAbilitiesOptional Abilities
10Fighting Style, Second Wind---
20Action Surge---
31Superiority Dice, ManoeuvresDanger Sense, Combat Inspiration
41Ability Score Improvement---
51Extra Attack---
61Ability Score Improvement---
71Superiority Die Improvement---
81Ability Score Improvement---
91Indomitable---
102---Stillness of Mind, Know Your Enemy, Additional Fighting Style
112Extra Attack Improvement---
122Ability Score Improvement---
132Superiority Die Improvement, Indomitable Improvement---
142Ability Score Improvement---
152------
162Ability Score Improvement---
173Indomitable ImprovementVolley, Whirlwind Attack, Superior Critical, Relentless
184---Fighter's Senses
194Ability Score Improvement---
204Extra Attack Improvement---

Wizards

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
armor proficiencies: None
weapon proficiencies: Quarterstaff
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine and Religion
starting equipment:
spellcasting:

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

You have a spellbook containing six 1st level wizard spells of your choice. Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd level wizard, you have four 1st level and two 2nd level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st level spell magic missile, you can cast it using a 1st level or a 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

 

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

 

Spellcasting Focus

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

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier:

your proficiency bonus + your Intelligence modifier


class features:

Level 1

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.

For example, if you’re a 4th level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd level spell slot or two 1st level spell slots.

 

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 18

Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

 

Level 20

Signature Spells

You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.


subclass options:

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

  School of Abjuration

School of Abjuration

Level 2

Abjuration Savant

The gold and time you must spend to copy an abjuration spell into your spellbook is halved.

 
Arcane Ward

You can weave magic around yourself for protection. 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.

 

Level 6

Projected Ward

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.

 

Level 10

Improved Abjuration

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

 

Level 14

Spell Resistance

You have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

  School of Conjuration

School of Conjuration

Level 2

Conjuration Savant

The gold and time you must spend to copy a conjuration spell into your spellbook is halved.

 
Minor Conjuration

You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

 

Level 6

Benign Transposition

You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

 

Level 10

Focused Conjuration

While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

 

Level 14

Durable Summons

Any creature that you summon or create with a conjuration spell has 30 temporary hit points.

  School of Divination

School of Divination

Level 2

Divination Savant

The gold and time you must spend to copy a divination spell into your spellbook is halved.

 
Portent

Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

 

Level 6

Expert Divination

Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

 

Level 10

The Third Eye

You can use your action to increase your powers of perception. When you do so choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

 

Level 14

Greater Portent

The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

  School of Enchantment

School of Enchantment

Level 2

Enchantment Savant

The gold and time you must spend to copy a enchantment spell into your spellbook is halved.

 
Hypnotic Gaze

Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

 

Level 6

Instinctive Charm

When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

 

Level 10

Split Enchantment

When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

 

Level 14

Alter Memories

You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

  School of Evocation

School of Evocation

Level 2

Evocation Savant

The gold and time you must spend to copy an evocation spell into your spellbook is halved.

 
Sculpt Spells

You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

 

Level 6

Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

 

Level 10

Empowered Evocation

You can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.

 

Level 14

Overchannel

You can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

  School of Illusion

School of Illusion

Level 2

Illusion Savant

The gold and time you must spend to copy an illusion spell into your spellbook is halved.

 
Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

 

Level 6

Malleable Illusions

When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

 

Level 10

Illusory Self

You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Level 14

Illusory Reality

You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

  School of Necromancy

School of Necromancy

Level 2

Necromancy Savant

The gold and time you must spend to copy a necromancy spell into your spellbook is halved.

 
Grim Harvest

You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

 

Level 6

Undead Thralls

You add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

 
  • The creature’s hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
 

Level 10

Injured to Undeath

You have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become injured to some of their worst effects.

 

Level 14

Command Undead

You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

  School of Transmutation

School of Transmutation

Level 2

Transmutation Savant

The gold and time you must spend to copy a transmutation spell into your spellbook is halved.

 
Minor Alchemy

You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

 

Level 6

Transmuter's Stone

You can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

 
  • Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
 

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter’s stone, the previous one ceases to function.

 

Level 10

Shapechanger

You add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

 

Level 14

Master Transmuter

You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.

Major Transformation. You can transmute one non-magical object - no larger than a 5-foot cube - into another non-magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.


LevelAbilitiesCantrips Known1st2nd3rd4th5th6th7th8th9th
1Spellcasting, Arcane Recovery32------------------------
2Arcane Tradition33------------------------
3---342---------------------
4Ability Score Improvement443---------------------
5---4432------------------
6Arcane Tradition Improvement4433------------------
7---44331---------------
8Ability Score Improvement44332---------------
9---443331------------
10Arcane Tradition Improvement543332------------
11---5433321---------
12Ability Score Improvement5433321---------
13---54333211------
14Arcane Tradition Improvement54333211------
15---543332111---
16Ability Score Improvement543332111---
17---5433321111
18Spell Mastery5433331111
19Ability Score Improvement5433332111
20Signature Spell5433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Aasimar

ability score increase: Your Wisdom score increases by 2 and your Charisma score increases by 1
age: Baby/Toddler: 0-11, Child: 12-29, Teen: 30-45, Young Adult: 46-67, Adult: 68-157, Elder: 158+, Average Lifespan: 225 years
alignment: 30ft
Size: Medium
speed: 30ft
Languages: Elvish, Celestial
race features:

Darkvision

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

 

Celestial Resistance

You have resistance to necrotic damage and radiant damage.

 

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance

Aasimar don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

 

Shadow Stealth

While in dim light or darkness, Aasimar can take the Hide action as a bonus action.

 

Innate Magic

You know the light cantrip. Once you reach 3rd level, you can cast the levitate spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: tbd
Duration: 1 hour
Attack/Save: Dexterity saving throw

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 coloured 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.

Nahal's Reckless Dweomer

0-level (Cantrip) Evocation

Casting Time: 1 bonus action
Range/Area: Special
Components: V, S
Duration: Special

Intentionally create a wild surge, with a slight chance of casting the intended spell.

This spell is the wild mage's ultimate last-resort spell. When cast, the mage attempts a rapid weaving of the pattern which releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. Creating the desired spell effect is highly unlikely, but something almost always occurs in the process.

Before casting the spell, the sorcerer announces the spell effect they are trying to create. The mage must be able to cast the spell, but not have the spell slots for the spell. After announcing the spell, along with the target and any other conditions required by the spell, the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Wild Surge Results.

If the result indicates success, the mage has shaped the magical energy into the desired effect. If not, then the wild surge is released - The result may be beneficial to the mage (cure wounds on themselves) or it may be completely disastrous (the mage explodes this is the risk the mage takes in casting Nahal's reckless dweomer.

The higher spell slot level the spell being attempted, the more likely the resulting failure. Modify the results by reducing the resulting roll by 5 x the spell slot level used.

 
d100 | Failure/Success | Side Effect

001 | Failure | You explode, dealing (your level)d10 damage to everything within 30ft of you. You immediately drop to 0 hp. Roll your death saves with disadvantage until you are stable again.

002 | Failure | You create an implosion around yourself. It functions like the fireball spell except it also targets you and damage is 4d4 piercing and 4d4 slashing damage.

003 | Failure | You cast

fireball

, centred on you.

004 | Failure | You lose (your level)d4 maximum hit points until you complete a long rest.

005 | Failure | All of your spell splots are instantly spent.

006 | Failure | Half of the total wealth of your party vanishes for 1d4 short moons.

007 | Failure | The target(s) of your desired spell effect lose the ability to cast spells or use magical items. This effect lasts for 1d4 short moons.

008 | Success | Heat metal is cast upon all metal objects in a 30ft radius.

009 | Failure | You cast true polymorph on yourself and turn into a creature of your DMs choosing. You cannot break concentration on this spell, but it also cannot be made permanent.

010 | Success | If your spell does damage, it will do the minimum amount possible. If your spell has a saving throw, the target automatically succeeds.

011 | Failure | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

012 | Success | All your rolls are doubled until you complete a long rest. However, you may not gain any advantage on the next roll that you make.

013 | Failure | Your spell succeeds, but an antimagic field appears, centred on you, for 1 round, causing your spell to have no effect. This field also dispels all magic that is centred on you, including your own spells.

014 | Failure | You take 2d8 radiant damage and the ally closest to you regains hit points equal to the damage you took.

015 | Failure | If your desired spell has a saving throw, you must make this saving throw instead. If you fail, you become blinded and deafened. You may attempt to make a new saving throw at thr beginning of each of your turns. The effects of this spell end upon a successful saving throw.

016 | Failure | You create a portal between you and your target, causing you to switch places.

017 | Failure | Everyone within 30ft of you suffers from the effects of the inflict wounds spell, as if it was cast with a spell slot of the same level as the spell that you were attempting to cast.

018 | Failure | You are held in place, as if under the effect of the hold person spell.

019 | Failure | You become allergic to magic items until dispel magic or lesser restoration is cast upon you. Everytime you have a magic item on you, you are overcome by fits of sneezes and intense itching. You automatically fail on all Stealth (Dexterity) checks and cannot maintain concentration on spells.

020 | Failure | For the next minute, you must move your maximum walking distance away from your current position each turn. This path must be as straight as possible. If you hit a wall, you take 1d6 bludgeoning damage and stop. Make a DC 10 Dexterity saving throw or fall prone.

021 | Success | Your clothes become itchy. Your initiative is reduced by 4 until either your outfit is changed or the spell is ended by the likes of a dispel magic spell.

022 | Failure | You become encumbered. You can only move half of your total speed for 1 minute.

023 | Failure | You become frightened of your target and must move your next movement to move as far away from your target as physically possible.

024 | Failure | You are enraged. The next time your spell fails or your attack misses during the same encounter, you must take a bonus action to attack the closest target to you.

025 | Failure | No effect.

026 | Failure | You are the target of a charm person spell. If you fail your saving throw, you are charmed by the target of your spell.

027 | Success | A magical flame spreads outwardly from you and returns nature to the area. All vegetation in a 20 foot radius, centred on you, grows exponentially to 10x normal size.

028 | Failure | You smell like a skunk for 1d4 short moons. You gain disadvantage on all Charisma rolls. People with a Constitution score of 12 or less must flee if within 3 feet of you.

029 | Failure | You become mute for the next minute.

030 | Failure | You are overwhelmed by an intense dizziness. You must make a Dexterity saving throw against your own spell save DC on the beginning of each of your turns. If you fail, you fall prone. Whenever you attempt to concentrate on a spell, you must attempt a Wisdom saving throw against your own spell save DC, or lose concentration on the spell. The effects of this spell end upon completion of a short or long rest.

031 | Failure | Instead of words, colourful bubbles come out of your mouth when you try to speak. This effect lasts for 1 round.

032 | Failure | All of your hair falls out. However, it regrows upon completion of a long rest.

033 | Failure | Roll a d20. Your age either increases or decreases by a number of long moons equal to the number rolled. An even number results in an increase, and an uneven number results in a decrease.

034 | Failure | Roll a d10. Your height either increases or decreases by a number of inches equal to the number rolled. An even number results in an increase, and an uneven number results in a decrease.

035 | Failure | A bright light flashes in the air around you. Make a Wisdom saving throw. On a failure, you are blinded for 1d6 turns.

036 | Success | Your spell succeeds, but the target becomes an ally of the DM's choosing.

037 | Success | No side effect.

038 | Success | The target(s) of your spell must make a Constitution saving throw or become petrified.

039 | Success | The spell succeeds, but you suffer the same effect as your target(s).

040 | Failure | You cast detect thoughts on the original target of your attempted spell. If the spell did not have a target, you instead take 1d6 psychic damage.

041 | Failure | For the next minute any flammable object you touch that isn't being worn or carried by a creature catches fire.

042 | Success | You also cast goodberry.

043 | Failure | Grass grows on the ground in a 60 foot radius centred on the target of your intended spell. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.

044 | Failure | A cloud of 600 oversized butterflies fills a 30 foot radius centred on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.

045 | Failure | Heavy rain falls in a 60 foot radius centred on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.

046 | Failure | An animal appears in the unoccupied space nearest the target of your intended spell at the start of each of their rounds. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears.

047 | Failure | A scattering of petals harmlessly fall around you.

048 | Failure | A burst of colourful shimmering light extends from you in a 30 foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

049 | Failure | Hold person is cast on everyone in a 60 foot radius.

050 | Failure | You sound off a magical alarm. This alarm can be heard clearly for 60 feet and heard faintly for another 60 feet.

051 | Success | You are immune to all poisons for 5d4 short moons.

052 | Failure | Leaves grow from the original target of your desired spell. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

053 | Success | Your limbs and any objects you hold become invisible for 1 hour. Your first attack of each round has advantage.

054 | Success | After casting your spell, you become petrified for 1 round.

055 | Success | All doors, windows, chests and anything else with a locking mechanism within 60 feet of you instantly unlock.

056 | Success | The skin of the intended target of the original spell turns bright blue in colour for 1d4 short moons. If you chose a point in space, the creature nearest to that point is affected.

057 | Failure | All members of your party swap places with one another at random.

058 | Failure | Sparkling motes dance about the caster's head until the completion of a long rest.

059 | Failure | You glow with a bright light. Any creatures ending their turn within 5ft of you are blinded until the end of their next turn.

060 | Success | You are overcome with an intense alertness. Gain a +4 bonus to all initiative rolls. This effect lasts for 1 short moon.

061 | Success | You grow an eye in the middle of your forehead. For the next minute you can see as if with true seeing, but you must make all Charisma checks with disadvantage.

062 | Failure | Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category - from Medium to Small, for example. Until the spell ends, you also have disadvantage on Strength checks and Strength saving throws. Your weapons also shrink to match your new size. While these weapons are reduced, your attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

063 | Failure | A Modron chosen and controlled by the DM appears in an unoccupied space.

064 | Failure | Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Until the spell ends, you also have advantage on Strength checks and Strength saving throws. Your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.

065 | Success | 5d20 gold pieces materialise on your person.

066 | Failure | A random item or treasure is created on the original target of the intended spell's person.

067 | Success | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from your finger's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.

068 | Failure | You cast bless on yourself. This spell does not require concentration and therefore lasts for 1 minute.

069 | Success | You cast sanctuary on yourself, without expending a spell slot.

070 | Success | The next creature to die will automatically be brought back to full hit points and lose all status effects/conditions.

071 | Failure | The original target of your intended spell gains the benefits of the mirror image spell.

072 | Failure | You teleport to random place up to 60 feet away from your current position.

073 | Success | The original target of your intended spell is knocked prone. If there is not a target, you are immediately knocked prone.

074 | Success | The original target of your intended spell becomes encumbered for 1 minute. Their movement is cut in half.

075 | Failure | You create a temporary double of the original target of your intended spell. This double will follow and mimic it's original and lasts until the next round. If your inteded spell has no target, you are considered the target.

076 | Failure | You cast sleep, centred on you.

077 | Success | A small black rain cloud forms over the original target of your intended spell for 10 minutes. At the start of each of your turns, a bolt of lightning strikes 2d4 Lightning damage.

078 | Failure | The original target of your inteded spell must make a Wisdom saving throw against your spell save DC. On a failed save, they fall madly in love with you. Affected creatures can make a new save every minute.

079 | Failure | All creatures with 30 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, creatures develop the hiccups for 1 hour.

080 | Failure | Each creature with 30 feet of you takes 1d6 necrotic damage. You regain hit points equal to the sum of necrotic damage dealt.

081 | Success | Everyone within 30 feet of you gains the effects of the cure wounds spell, as if it was cast with a spell slot of a level equal to that of the spell that was cast using Nahal's Reckless Dweomer.

082 | Success | 1d4 local guards emerge from nowhere and fight by your side for up to 5 turns.

083 | Failure | You are transported to the Astral Plane until the end of their next turn, reappearing in the same square or the nearest available one.

084 | Success | Your AC goes up by 4 for 1 minute, and you become immune to the magic missile spell.

085 | Success | Your maximum hit points go up by 2d10 for 1 minute.

086 | Success | All nonmagical plant life within 10 feet of you withers. You may roll a d4 and regain a spell slot of a level equal to the number that you rolled.

087 | Success | Your maximum hit points go up by 1d10 for 1 minute.

088 | Success | You cast true polymorph on yourself and turn into a creature of your choosing. You gain the form’s stats and abilities. You do not need to concentrate on this spell and it does not become permanent. Instead, you keep this form until either you complete a long rest or someone dispels its magic.

089 | Failure | At the end of every round, for 1 minute, you cast polymorph on yourself. You do not get to choose what form you polymorph into, and this form is instead chosen at random.

090 | Failure | A random creature within 60 feet of you becomes poisoned for d4 hours.

091 | Success | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell.

092 | Failure | All magic weapons within 60 feet of you disappear for 1d4 rounds.

093 | Success | You regain a number of spell slots of a summated level equal to your sorcerer level.

094 | Success | All allies in 20 foot radius of you are under the effect of a haste spell for 1 minute.

095 | Success | If you die within the next minute, you immediately come back to life as if by reincarnate spell.

096 | Failure | All creatures within 60 feet of you are under the effects fo an alter self spell and appear as the caster.

097 | Failure | Stacks of books appear in a 30 foot radius, centred on the original target of the intended spell (or you if your spell had no target). They open and begin to read themselves out loud, and loudly. Verbal communication impossible and any creature within hearing range of the books is treated as if deafened. The area is considered difficult terrain. This effect lasts 1 minute, at the end of which a book remains, offering to provide this service again for a monthly payment of 2 silver pieces.

098 | Success | If your spell does damage, it will do the minimum amount possible. If your spell has a saving throw, the target automatically succeeds.

099 | Success | You feel rejuvinated. You gain the benefits of a long rest.

100 | Success | You may choose one of the following effects: The target of your spell automatically fails any saving throws; The effectiveness (range, duration, area of effect, damage, etc.) of your spell is doubled; If your spell requires concentration, then concentration is no longer required, and the spell automatically lasts for the maximum possible duration.

101 | Success | No effect.

102 | Success | Time is stopped for a brief period of time. This allows the caster to perform 4 nonmagical actions. After your last action, you collapse and fall prone. You must spend 2 turns resting before you can recover enough energy to pick yourself up.

103 | Success | If your spell has a saving throw, the target automatically fails.

104 | Success | If your spell requires concentration, then concentration is no longer required, and the spell automatically lasts for the maximum possible duration.

105 | Success | If your spell does damage, it will do the maximum possible damage. If it does not, the next damage spell you cast does the maxium possible damage instead.

106 | Success | You gain 1 temporary hit point for each point of damage dealt by your spell.

107 | Success | Your spell takes effect again at the beginning of each round for a number of turns equal to the spell's slot level. The spell effect is created in the same area or against the same targets as in the original cast of it.

108 | Success | A charged item on, or within 30 foot of, your person regains 1d4 charges. If no charged item exists within range, a random mundane item becomes magical.

109 | Success | The effectiveness (range, duration, area of effect, damage, etc.) of your spell is doubled.

110 | Success | If your spell requires concentration, then concentration is no longer required, and the spell automatically lasts for the maximum possible duration.

111+ | Success | The effectiveness (range, duration, area of effect, damage, etc.) of your spell is doubled.

At higher levels:

When you cast this spell using a spell slot of 1st level or higher to generate a wild surge, you may add 5 x the spell slot level used to the wild surge result.

Radiant Song

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 round

You touch a creature and cause an eerie song to play, warding away danger.

The creature you touch has advantage on saving throws until the start of your next turn.

Available for: Aasimar Sorcerers

Spare the Dying

0-level (Cantrip) Necromancy

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

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Tear

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Attack/Save: melee spell attack
Damage/Effect: slashing

You cause the matter of a creature or object that you touch to split apart. Make a melee spell attack against the target. On a hit, the target takes 2d6 slashing damage.

At higher levels:

This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Level 1 Spells

See Through

1-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Until dispelled

You touch a simple surface such as a door, a wall, or even a shield to see through it as if it was transparent. The target area can vary from 1 to 5 square feet, as chosen when the spell is cast. The surface appears to be non-existent from the side of the caster, yet the other side remains completely normal and solid.

The spell can see through 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: Ikaia Cultists, Wizards

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: tbd
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.

Light Drive

1-level Evocation

Casting Time: 1 action
Range/Area: Self (60ft line)
Components: S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: radiant

An orb of radiant power forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Creatures in the orb's path must make a Dexterity saving throw or take 2d10 radiant damage, or half as much on a successful save.

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: Paladins

Purify Food and Drink

1-level Transmutation

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

All nonmagical food and drink within a 5 foot radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.

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Narwhal Horn

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Rare



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