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Krane Undel

10 Level (0/85000 XP for level-up) Background High Elf Race / Species / Heritage Alignment
Archfey Patron: Pact of the Bullet
Level 10
Hit Dice: 10/10
1d8+3 Class 1

STR
7
-2
DEX
12
+1
CON
16
+3
INT
10
+0
WIS
11
+0
CHA
20
+5
80
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
-2 Strength
+1 Dexterity
+7 Constitution
+0 Intelligence
+4 Wisdom
+9 Charisma
saving throws
+1 Acrobatics DEX
+8 Animal Handling WIS
+0 Arcana INT
-2 Athletics STR
+5 Deception CHA
+0 History INT
+4 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+8 Nature INT
+4 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

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


™ & © 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

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.

But is it Truly Benevolent

Level 8 warlock. Eldritch blast

You may choose to aim your eldritch blast beams at allies. If you hit an ally with an eldritch blast beam, you roll the dice as healing for them instead.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Then I Started Blasting

Level 5 Pact of the Bullet

You can now get bonuses for your eldritch blasts. When you use your eldritch blast with your rifle form, you can extend the range by 100 feet. You also ignore half and 3/4 cover. When you use it with your pistol form, you can fire an extra beam. Your eldritch blasts also now count for the tipping/dipping/ flipping the scales bonus.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eyes of the Rune Keeper

You can read all writing.

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.

Beast Speech

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

Eldritch Mind

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

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.

 

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.

 

Elven Accuracy

Elf, Half-Elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
   

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

 

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.

Benefits of the Fey

Level 1 Archfey Patron

Starting at 1st level, your patron refuses to be outdone by any other patron. You have been bestowed the Guidance cantrip. This cantrip works as a warlock spell for you and does not count against your cantrips known. At Warlock level 1 guidance now has a range of 30 feet. At warlock level 5, you can now bestow guidance on 2 targets. At warlock level 11, your dice now increase to a d6. At warlock level 17, you may now bestow your guidance on as many targets as your charisma modifier +1 and the range increases to 60ft.

Karma

Level 1 Archfey Patron

At Level 1, As mischievous as they are, the fey do still admire the do-gooders. When you or an ally use the dice from your guidance cantrip, a fey spirit comes to help you out. The fey spirit takes the form that you choose from the provided list. Each creature choice brings something different to the than the others in many ways both in and out of combat. Some things they all have in common are:

  • Their health dice increases at certain levels, 2dX at level 1, 4dX at level 6, 6dX at level 10, and 10dX at level 14.
  • You get Animal Handling Proficiency when you have a creature.
  • It has temporary equal to your Cha mod + Prof mod+ Warlock level.
  • They are controlled on your bonus action in initiative order.
  • You can choose use your bonus action to give it temporary hitpoints equal to your cha mod worth of d4's and move it half it's movement. If you do this, it may not take the attack action, but rather can take the dodge, disengage, or help actions.
  • Outside of combat, you may choose to "heal it's wounds" in which you channel over it for 1 minute and it will replenish it's starting temporary hitpoints.

  The Options:    
 

Fey Presence

Level 1 Archfey Patron

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.

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.

Misty Escape

Level 1 Archfey Patron

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
  You may use them for as many times for your proficiency per day. You may get all uses back when you finish a long rest.

Beguiling Defense

Level 1 Archfey Patron

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

The Gift of the Patrons

Level 5 Warlocks

At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level. You also regain all your eldritch blast slots with this.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Thicc Boi

Large beast, unaligned
Armor Class: 14 + YOUR con mod
Hit Points: d12 multiplied by specified amount
Speed: 30 ft

STR

18 +4

DEX

12 +1

CON

18 +4

INT

8 -1

WIS

8 -1

CHA

11 +0

Saving Throws: Strength, Constitution
Skills: Shares the same skill proficiencies that you do as well as athletics and general strength checks.
Senses: Darkvision 60ft.
Languages: Whatever the Archfey warlock understands

Gives YOU proficiency with Athletics, Intimidation, general strength checks, and strength saving throws. If you already have a proficiency that this gives, you get expertise in the skill.
Charge: If the Thicc Boi moves at least 20ft toward the target and makes a Smash attack, the target is knocked back 10ft (if size medium or smaller) or 5ft (if size large or bigger).

Actions

Smash: Thicc Boi makes a Melee Weapon Attack- +Strength mod to hit, reach 5ft, 1 target. Hit:1d12 + Str mod Bludgeoning damage

The "Tank" of the group. Not the most useful in and out of combat, but not the least either. You choose the form it takes like a bear, horse, moose, elephant etc. Mountable, but charge mode is only available in combat when mounted.

Fly Guy

Tiny beast, unaligned
Armor Class: 13 + Cha mod
Hit Points: d6 multiplied by specified amount
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

12 +1

CON

8 -1

INT

18 +4

WIS

16 +3

CHA

10 +0

Saving Throws: Intelligence, Wisdom
Skills: Shares the same skill proficiencies as you as well as proficiency in investigation.
Senses: Darkvision 120ft
Languages: Whatever the Archfey warlock understands

Gives YOU proficiency in investigation as well as tracking and hunting parts of survival. if you already have proficiency in these skills, Fly Guy gives you expertise. Fly by: Fly Guy doesn't provoke attacks of opportunity.

Actions

Peck (5ft)- YOUR Cha mod + prof bonus to hit. d4 + Your Int mod damage piercing

Your eye in the sky. A useful companion both in and out of combat. You choose the form that the beast takes like owl, falcon, pigeon, dove, hawk, etc.

The Friend

Tiny beast, unaligned
Armor Class: 8+ Your int mod
Hit Points: d4 multiplied by specific amount
Speed: 20 ft , climb: 10 ft

STR

4 -3

DEX

10 +0

CON

4 -3

INT

18 +4

WIS

14 +2

CHA

14 +2

Saving Throws: Dexterity, Intelligence
Skills: Shares the same skill proficiencies as and general int checks
Senses: Darkvision 60ft
Languages: Whatever the Archfey warlock understands

Gives YOU proficiency in Investigation, Sleight of Hand, Persuasion, Performance, Survival, Insight, Perception, Deception, Nature, Medicine, Stealth, general int checks, and int saving throws (If within 10ft).
Hard to Hit: Although The Friend can't deal damage in combat, It is hard to hit. Enemies may try to attack it at disadvantage and It has advantage on dex, wisdom, and Int saving throws.

Actions

May only take the Hide, Disengage, Help, And dodge actions.

The friend is you go to for any out of combat situation. Pass any of your skill checks with this guy. It's too cute to pass up. Weasels, stoats, housecats, ferrets, etc.

Vicious Beast

Medium beast, unaligned
Armor Class: 12 + Prof mod
Hit Points: d8 Multiplied by specified amount
Speed: 35 ft

STR

16 +3

DEX

18 +4

CON

14 +2

INT

6 -2

WIS

10 +0

CHA

8 -1

Saving Throws: Dexterity, Wisdom
Skills: Shares the same skill proficiencies that you do as well as general dex proficiency and dex saving throws.
Condition Immunities: Cannot be blinded unless smell is blocked
Senses: Darkvision 60ft
Languages: Whatever the Archfey warlock understands

Heightened Sense: Gives advantage on dex daves to itself, you, and all allies within 10ft of it.

Actions

Fangs: YOUR cha mod _Prof mod to hit. 1d8 piercing damage. Heals for 1d8 on hit. Slash: YOUR cha mod +prof mod to hit. 2d6 +YOUR cha mod + YOUR prof mod slash damage

The combat monster. not too useful for roleplaying or really anything outside of combat, but a feisty boi nonetheless. Felines and canines.

Untersee Boot

Medium beast, unaligned
Armor Class: 8 +Prof mod + YOUR cha mod
Hit Points: d10 multiplied by specific amount
Speed: , swim: 39 ft

STR

16 +3

DEX

14 +2

CON

16 +3

INT

6 -2

WIS

6 -2

CHA

14 +2

Saving Throws: Wisdom, Constitution, Dexterity
Skills: Shares all the same proficiencies that you do.
Senses: Darkvision 120ft
Languages: Whatever the Archfey warlock understands

Advantage on all underwater abilities.

Actions

Binding Strike: Cha mod to hit. 1d6 + Cha mod + prof mod. Target is grappled (escape DC is your DC). Until grapple ends, beast can't use on another target.

Only good in water, but also the only real option for water. :can be dopphin or shark or octopus etc.

Statblocks for your spells.

Level 0 Spells

Archfey Guidance

0-level (Cantrip) Divination

Casting Time: 1 Action
Range/Area: 30
Components: Verbal, Somatic
Duration: 1 Minute
You touch one willing creature. Once before the spell ends, the target can roll a d6 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Your patron refuses to be outdone by any other patron. You have been bestowed the Guidance cantrip. This cantrip works as a warlock spell for you and does not count against your cantrips known. Guidance has a range of 30 feet for you, you can now bestow guidance on 2 targets.
At higher levels: At warlock level 17, you may now bestow your guidance on as many targets as your charisma modifier +1 and the range increases to 60ft.
Available for: Archfey Patron

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

Elemental Evil Player's Companion

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 60ft (5ft Cube)
Components: Verbal, Somatic
Duration: Concentration, 1 Minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren’t being worn or carried.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Xanathar's Guide To Everything

Toll of the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 60 ft
Components: Verbal, Somatic
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Available for: Cleric, Warlock, Wizard

Basic Rules

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120ft
Components: Verbal, Somatic
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard, Circle of Spores

Basic Rules

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120ft
Components: Verbal, Somatic
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Available for: Warlock

Level 1 Spells

Basic Rules

Faerie Fire

1-level Evocation

Casting Time: 1 Action
Range/Area: 60ft (20ft Cube)
Components: Verbal
Duration: Concentration, 1 Minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Artificer, Bard, Druid, Archfey Patron, Light Domain, Swarmkeeper, Twilight Domain

Basic Rules

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90ft (20ft Sphere)
Components: Verbal, Somatic, Material
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 Minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard, Archfey Patron, Oath of Redemption, Twilight Domain

Basic Rules

Entangle

1-level Conjuration

Casting Time: 1 Action
Range/Area: 90ft (20ft Cube)
Components: Verbal, Somatic
Duration: Concentration, 1 Minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
  When the spell ends, the conjured plants wilt away.
Available for: Druid, Ranger, Archfey Patron

Basic Rules

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 1 Hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard, Fey Wanderer, Trickery Domain

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

Level 2 Spells

Basic Rules

Calm Emotions

2-level Enchantment

Casting Time: 1 Action
Range/Area: 60ft (20ft Sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 Minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Available for: Bard, Cleric, Oath of Redemption, The Archfey Patron

Basic Rules

Spike Growth

2-level Transmutation

Casting Time: 1 Action
Range/Area: 150ft (20ft Sphere)
Components: Verbal, Somatic, Material
Materials: Seven sharp thorns or seven small twigs, each sharpened to a point
Duration: Concentration, 10 Minutes
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Available for: Druid, Ranger, Archfey Parton, Circle of the Land (Arctic), Circle of the Land (Mountain), Nature Domain

Tasha's Cauldron of Everything

Summon Beast

2-level Conjuration

Casting Time: 1 Action
Range/Area: 90ft
Components: Verbal, Somatic, Material
Materials: A feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
Duration: Concentration, 1 Hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, 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.
   

Bestial Spirit

Small Beast

Armor Class 11 + the level of the spell (natural armor)
    Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
  Speed 30 ft.; climb 30 ft. (Land only fly 60 ft. (Air only swim 30 ft. (Water only)

Str Dex Con Int Wis Cha
18(+4) 11(+0) 16(+3) 4(-3) 14(+2) 5(-3)


Senses darkvision 60 ft., passive Perception 12
    Languages understands the languages you speak
  Challenge — Proficiency Bonus equals your bonus

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
    Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  Water Breathing (Water Only). The beast can breathe only underwater.

Actions

  Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
Available for: Druid, Ranger, Archfey Patron

Basic Rules

Darkness

2-level Evocation

Casting Time: 1 Action
Range/Area: 60ft (30ft Sphere)
Components: Verbal, Somatic, Material
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, 10 Minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
  If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
  If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
At higher levels: For Every Level spell cast higher, it takes a light spell above that to dispel it.
Available for: Sorcerer, Warlock, Wizard, Circle of the Land (Swamp), Oathberaker

Xanathar's Guide To Everything

Mind Spike

2-level Divination

Casting Time: 1 Action
Range/Area: 60 ft
Components: Somatic
Duration: Concentration, 1 Hour
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard

Basic Rules

Shatter

2-level Evocation

Casting Time: 1 Action
Range/Area: 60ft (10ft Sphere)
Components: Verbal, Somatic, Material
Materials: A chip of mica
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
    A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard, Armoror, Artillerist, Tempest Domain

Level 3 Spells

Basic Rules

Blink

3-level Transmutation

Casting Time: 1 Action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 Minute
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Available for: Artificer, Sorcerer, Wizard, Trickery Domain, The Archfey Patron

Basic Rules

Conjure Animals

3-level Conjuration

Casting Time: 1 Action
Range/Area: 60 ft
Components: Verbal, Somatic
Duration: Concentration, 1 Hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The GM has the creatures' statistics. Sample creatures can be found below.
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Available for: Druid, Ranger

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

Basic Rules

Fly

3-level Transmutation

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

Tasha's Cauldron of Everything

Summon Fey

3-level Conjuration

Casting Time: 1 Action
Range/Area: 90ft
Components: Verbal, Somatic, Material
Materials: A gilded flower worth at least 300 gp
Duration: Concentration, 1 Hour
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the 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.

FEY SPIRIT

Small fey
Armor Class 12 + the level of the spell (natural armor)
  Hit Points 30 + 10 for each spell level above 3rd
  Speed 40 ft.  

Str Dex Con Int Wis Cha
13(+1) 16(+3) 14(+2) 14(+2) 11(+0) 16(+3)

Condition Immunities charmed
    Senses darkvision 60 ft., passive Perception 10
  Languages Sylvan, understands the languages you speak
  Challenge — Proficiency Bonus equals your bonus

Actions


  Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).
  Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

Bonus Actions


  Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:
  Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
  Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
  Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Ranger, Warlock, Wizard

Basic Rules

Tongues

3-level Divination

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

Level 4 Spells

Basic Rules

Dominate Beast

4-level Enchantment

Casting Time: 1 Action
Range/Area: 60 ft
Components: Verbal, Somatic
Duration: Concentration, 1 Minute
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
    While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
  You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
  Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Available for: Druid, Ranger, Sorcerer, Archfey Patron, Nature Domain, Oath of Conquest

Basic Rules

Polymorph

4-level Transmutation

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

Level 5 Spells

Basic Rules

Dominate Person

5-level Enchantment

Casting Time: 1 Action
Range/Area: 60 ft
Components: Verbal, Somatic
Duration: Concentration, 1 Minute
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
    While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
  You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
  Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Available for: Bard, Sorcerer, Wizard, Archfey Patron, Oath of Conquest, Oathbreaker, Order Domain, Trickery Domain

Basic Rules

Mislead

5-level Illusion

Casting Time: 1 Action
Range/Area: Self
Components: Somatic
Duration: Concentration, 1 Hour
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
    You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
  You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Available for: Bard, Warlock, Wizard, Archfey Patron, Fey Wanderer, Twilight Domain

Xanathar's Guide To Everything

Far Step

5-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 Minute
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Available for: Sorcerer, Warlock, Wizard

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