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Amber

5 Level (0/14000 XP for level-up) Faction Agent Background Kitsune Race / Species / Heritage Alignment
Sorcerer
Level 5
Hit Dice: 5/5
1d6+2 Class 1

STR
12
+1
DEX
14
+2
CON
14
+2
INT
18
+4
WIS
14
+2
CHA
20
+5
32
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
3 / 5
Sorcery Points
Spellcasting ... (Points: 21/27 )
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+2 Dexterity
+5 Constitution
+4 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+10 Arcana INT
+1 Athletics STR
+8 Deception CHA
+4 History INT
+5 Insight WIS
+8 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+2 Perception WIS
+5 Performance CHA
+8 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Ritual Caster

Intelligence or Wisdom of 13 or higher

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.   When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.   If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.


Skill Expert

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.



Metamagic:

Twinned Spell
Quickened Spell

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common
Sylvan
Elvish

Vehicles(Ship)

Languages & Proficiencies


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

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

The statblocks of your class features

Homebrew

Sorcerer (Nine Tailed Heir)

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.   For the Sorcerer Spell list, press this link
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (or 4) + Constitution Modifier
armor proficiencies: None
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: None
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a component pouch or (b) an arcane focus

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • Two daggers

spellcasting:
class features:
Subclass: 9-tailed heir
Mystical Tails
You learn the following spells for free:
Sorcerer Level Spells
1st Mind Sliver, Disguise Self, Charm Person
3rd Invisibility, Blur
5th Major Image, Hypnotic Pattern
7th Confusion, Greater Invisibility
9th Dominate Person, Creation
they count as Sorcerer spells for you, and don't count against your known Spells. Cou cannot retrain these abilities   Magical Tails(1st lvl)
Your tails are a representation of your connection to magic. You can only cast spells of a level smaller or equal to your number of Tails, though you can upcast spellls to the level as determined by the sorcerer Class table. Additionally, you Gain the followiing benefits:
You can Sacrifice one of your tails to cast a spell you know at one level higher than your usual maximum Spell Level, without expending a spellslot. doing so will remove the tail until it can regrow.
On a Long rest, you regrow d(PB) Tails, up to your maximum number of Tails.   Empowered Tails(6th lvl)
Your controll over the innate magical power of your tails grows. Whenever you cast a spell dealing damage, you can drain the power in one of your tails to deal an additional 2d6 of the sametype as your Foxfire type. Additionallly, if the spell already deals damage of that type, you have advantage on the damage roll (roll double the usual dice, and take the highest values. different sided dice are treated seperately).
Draining a tail this way turns the tail into a mundane tail. Mundane tails still count tfor your maximum spell level, but can't be used for the Magical Tails or Empowered Tails features.
On a short rest, up to d(PB) of your mundane Tails turn back into magical tails. On a long rest, all your mundane Tails turn back into magical tails.   Arcane Tails (14th lvl)
whenever you use your magical tail ability, you can choose any sorcerer spell of at most the level of the cast, not just spells you know. alternatively, you can drain one additional tail, turning it mundane, to cast a spell not on your class list
subclass options:

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Homebrew

Kitsune

ability score increase: +2, +1
age:
alignment: usually neutral
Size: Medium
speed: 30
Languages: Common, Sylvan
race features:
Foxfire choose lightning or fire. you have a ranged unarmed attack dealing 1d4 of the chosen damage type with a range of 20. you need at least one tail to use this attack   Kitsune magical knowledge:
  • 1st level: minor illusion
  • 3rd level: Sanctuary
  • 5th level: Suggestion
  Shapeshift (fox): choose a form: tailless or fox. as an action, you can transform into the chosen form, and stay in it indefinitely. as an action you can revert back to your true kitsune from   tailless:
you take the form of a humanoid common where you grew up (typically human)   fox:
you transform into a fox as per the spell polymorph

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

TCoE

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Warlock, Wizard

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
At higher levels: At 5th Level. You can ignore the verbal component of this spell. When you cast this spell, you can make the hand appear fully corporeal, albeit featureless.
At 11th Level. The spell's range increases to 60 feet. When you cast this spell, you can make the hand appear with any features and adornments you like, as long as it retains the general structure of a hand, such as an armored gauntlet, bestial paw or a bloody dismembered limb.
At 17th Level. The hand can carry up to 20 pounds and can be made to appear twice as large.
Available for: Bard, Sorcerer, Warlock, Wizard

Player's Handbook 5E (WoC)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 ft
Components: Somatic, Material
Materials: A bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object- such as a chair, muddy footprints, or a small chest- it must be no larger than a 5ft cube. The image cannot create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
At higher levels: At 5th Level. When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.
At 11th Level. The spell has a range of 60 feet.
At 17th Level. You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
At higher levels: At 5th Level. You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can dry any willing creature that you can see within range.
At 11th Level. The spell has a range of 30 feet. You can light or snuff out any number of candles, torches, and small campfires within range simultaneously.
At 17th Level. You can clean or soil an object no larger than 5 cubic feet and can chill, warm or flavor up to 5 cubic feet of nonliving material. You can also create a nonmagical trinket or illusory image that can fit in a 1-foot cube. The duration of all of your non-instantaneous effects increases up to 8 hours.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Firebolt

0-level (Cantrip) Evocation

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

Replacement Series

Manipulate Water

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30ft
Components: V,S
Duration: varies
You shape water you can see within range, causing it to move and shape at to your command, selecting one of the following effects:
  • You can move or direct the flow of a 5-foot cube of water in direction, but the water will collapse back to following the flow of gravity at the start of your next turn unless you concentrate on keeping it in place.
  • You can form the water into shapes or cause it to animate. This change lasts for 1 minute.
  • You can change the color or opacity of water in a 5-foot cube. This change lasts for 1 hour.
  • You can freeze up to a 5-foot cube of water or thaw up to a 5-foot cube of ice. The water unfreezes or refreezes naturally based on the environmental conditions (usually taking an hour or more to melt or freeze, unless in extreme conditions).
At higher levels: At 5th Level. You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can boil the water, provided that there are no creatures in it. The water cools in 1 hour.
At 11th Level. You can manipulate other liquids you can see if at least half of their content is water. Additionally, you can move water in any direction within range if it fits within a 1- foot cube.
At 17th Level. You can move up to five 1-foot cubes of water simultaneously. The duration of all of your non-instantaneous effects increases up to 8 hours. Additionally, you can cause the water to form into complex shapes.
Available for: Druid, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Sanctuary

1-level Abjuration

Casting Time: 1BA
Range/Area: 30ft
Components: V/S/M
Materials: a small silver mirror*
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Buff, Warding
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Available for: Artificer, Cleric, The Genie (Warlock), Oath of Devotion (Paladin), Oath of Redemption (Paladin)

Detect Magic

1-level Divination

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

PHB p233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Bard, Inventor, Sorcerer, Wizard

Player's Handbook p221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
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 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.

Available for: Bard, Druid, Sorcerer, Warlock, Wizard, Trickery Domain

PHB pg 240

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 ft.
Components: Verbal, Somatic, Material
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Strixhaven: A Curriculum of Chaos

Silvery Barbs

1-level Enchantment

Range/Area: 60ft
Components: Verbal
Materials: E
Attack/Save: None
Damage/Effect: None
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Available for: Bard, Sorcerer, Wizard

Level 2 Spells

SRD

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VM
Materials: A snake's tongue and either a bit of honeycomb or a drop of sweet oil, or focus
Duration: up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Invisibility

2-level Illusion

Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an eyelash encased in gum arabic
Duration: 1 hour
Attack/Save: None
Damage/Effect: Invisible
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Blur

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
Available for: Inventor, Sorcerer, Wizard

SRD

Misty Step

2-level Conjuration

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

SRD

Enhance ability

2-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Fur or a feather from a beast, or focus
Duration: up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.
At higher levels: When you cast this spell 3rd level or higher, you can target one additional creature for each level above 2nd.
Available for: Bard, Cleric, Druid, Inventor, Ranger, Sorcerer, Wizard

SRD

Flaming Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron, or focus
Duration: up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell 3rd level or higher, the damage increases by 1d6 for each level above 2nd.
Available for: Druid, Sorcerer, Wizard

Level 3 Spells

SRD

Major Image

3-level Illusion

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

SRD

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: SM
Materials: A glowing stick of incense, or a crystal vial filled with phosphorescent material, or focus
Duration: up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: S
Duration: instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At higher levels: When you cast this spell 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell level you used
Available for: Sorcerer, Warlock, Wizard

Replacement Series

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: A tiny ball of bat guano and sulfur, or focus
Duration: instantaneous
A marble-sized ball of flame appears in your hand before darting out and exploding at a point you choose within range. Every creature within 20 feet of the point must make a Dexterity saving throw, taking 7d6 fire damage on a failure of half as much on a success.   The blast spreads around corners and ignites flammable objects that aren't being worn or carried.
At higher levels: When you cast this spell 4th level or higher, the damage increases by 1d6 for each level above 3rd.
Available for: Sorcerer, Wizard

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