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Mareona Gwynn Daelen

3 Level (0/2700 XP for level-up) Charlatan Background Half-Elf Race / Species / Heritage True Neutral Alignment
Lunar Sorcerer
Level 3
Hit Dice: 3/3
1d6-1 Class 1

STR
8
-1
DEX
14
+2
CON
9
-1
INT
12
+1
WIS
14
+2
CHA
18
+4
11
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
4 / 4
Sorcery Points
28 / 54
Sanity
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+6 Deception CHA
+1 History INT
+4 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+1 Nature INT
+2 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +4 DEX 1d8+2 piercing
 Ammunition, range (80/320), loading, two-handed
Dagger -1 STR 1d4-1 piercing
 Finesse, light, thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Moonfire +6 1 Action 60 ft Instantaneous 1d8 VS
 Notes:Innate (Lunar Sorceror Radiant
Mage Hand +6 1 Action 30 ft 1 Hour VS
 Notes:10 lb carry capacity
Minor Illusion +6 1 Action 30 ft 1 Min SM
 Notes:Size: 5 cuft; Investigation check against spell save DC
Prestidigitation +6 1 Action 10 ft 1 Hour VS
 Notes:Size: 1 cuft
Invisibility +6 1 Action Touch 1 Hour (Concentration) VSM
Misty Step +6 1 Bonus Action 30 ft

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Moonfire +6 1 Action 60 ft Instantaneous 1d8 + VS
 Notes:Innate (Lunar Sorceror Radiant
Shield +6 1 Reaction Self 1 Round VS
 Notes:+5 AC; Negates Magic Missile Damage
Invisibility +6 1 Action Touch 1 Hour (Concentration) VSM

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Moonfire +6 1 Action 60 ft Instantaneous 1d8 + VS
 Notes:Innate (Lunar Sorceror Radiant
Invisibility +6 1 Action Touch 1 Hour (Concentration) VSM
Racial:

  • Fey Ancestry

  • Darkvision


Class:

  • Font of Magic

  • Metamagic



Features & Traits
- Cloak of Warmth
  • Fildor's Amulet of Recall
  • Fine Clothes
  • Journal
  • Mending Needle
  • Signet Ring
  • Disguise Kit

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money

      Languages:
    • Common

    • Elven

    • Halfling

    • Proficiencies:


    • Disguise Kit

    • Artisan's Tools (Tailor's/Seamstress's tools)



    Languages & Proficiencies

    • Gaslight

    • Gatekeep

    • Girlboss



    Personality Traits
    $$$

    Ideals
    Seeking the cure - Interested in travel for remedies to illnesses. Any rumored herb or prized potion will peak my interest

    Bonds
    The show must go on - Never drop the act, stop the bit, or break character

    Flaws
    To-buy:
    <ul>
    <li>Fine clothes</li>
    <li>disguise kit</li>
    <li>signet ring of an imaginary duke</li>
    <li>father's silver ring (arcane focus) explorer's pack</li>
    </ul>

    Notes


    ™ & © 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

    Sorcerer

    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 Sorcerer Spell List
    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:
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

    Cantrips

    At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

    Spell Slots

    The 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.

    Spells Known of 1st Level and Higher

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

    The Spells Known column of the Sorcerer table shows when you learn more 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability

    Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell Attack Modifer = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your sorcerer spells.
    class features:
    The Sorcerer Spell Slots Per Level
    Levels Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 +2 1 Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
    2 +2 2 Font of Magic 4 3 3 - - - - - - - -
    3 +2 3 Metamagic 4 4 4 2 - - - - - - -
    4 +2 4 Ability Score Improvement, Sorcerous Versatility (Optional) 5 5 4 3 - - - - - - -
    5 +3 5 Magical Guidance (Optional) 5 6 4 3 2 - - - - - -
    6 +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
    7 +3 7 - 5 8 4 3 3 1 - - - - -
    8 +3 8 Ability Score Improvement, Sorcerous Versatility (Optional) 5 9 4 3 3 2 - - - - -
    9 +4 9 - 5 10 4 3 3 3 1 - - - -
    10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
    11 +4 11 - 6 12 4 3 3 3 2 1 - - -
    12 +4 12 Ability Score Improvement, Sorcerous Versatility (Optional) 6 12 4 3 3 3 2 1 - - -
    13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
    14 +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
    15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
    16 +5 16 Ability Score Improvement, Sorcerous Versatility (Optional) 6 14 4 3 3 3 2 1 1 1 -
    17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
    18 +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
    19 +6 19 Ability Score Improvement, Sorcerous Versatility (Optional) 6 15 4 3 3 3 3 2 1 1 1
    20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

    Sorcerous Origin

      Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

    Font of Magic

    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
    • Sorcery Points:You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
    • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels

      1)Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
      2)Creating Spell Slots:You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
    Creating Spell Slots Chart
    Spell Slot per Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7

    Metamagic

    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
    • 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 Charisma 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 Charisma modifier (minimum of one). You must use the new rolls.

      You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

    • 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.

    • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
      ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell

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

    • Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

    • 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). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Sorcerous Versatility (Optional)

    When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
    • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
    • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

    Magical Guidance (Optional)

    When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

    Sorcerous Restoration

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
    subclass options:

    Sorcerous Origin

    Nightfell - Legacy of the World Below
    The innate magic of sorcerers is well known and feared by many. Some shun these figures of arcane power and drive them away, while others view them as symbols of a power that springs from early sources in its purest form. Some of these individuals bring within them the immanent energies of the earth and stone that were sacred to the ancient peoples of the World Below.   Sorcerers who manifest the Legacy of the World Below learn to unleash the pure and chaotic magic of the bones of the world. Iùrmen's flaming core, enclosed between countless layers of rock as if in a casket, is the very heart of the Primes and one of the few remaining sources of life. These sorcerers can draw on it to unleash extremely destructive elemental spells.
    In past ages, the Lyvar and the Rizadrin have followed customs based on the knowledge of these sorcerers, so attached are they to the cold stone and the dark world beneath the surface. In the Lunar Age, although separated from their underground homeland, some agents of this ancient power still roam Iùrmen, dexterous in mystical abilities drawn from the earth itself.  

    Blood of the Earth

    At 1st level, your AC is equal to 12 + your Dexterity Modifier as long as you remain unarmored.
    Also, when casting a spell, you gain Temporary Hit Points equal to the level of the spell cast (cantrips still grant 1 Temporary Hit Point). These Temporary Hit Points double if you are underground or in a natural cave or chasm.  

    Echo of the Tunnels

    At 1st level, you have Advantage in hearing-based Wisdom (Perception) checks, and as long as you are underground or in a natural cave or chasm, the Skill bonus in these trials is doubled. In addition, you automatically learn the message cantrip.  

    Primeval Momentum

    At 6th level, casting a spell with a casting time of one action allows you to perform a melee spell attack as a bonus action. This attack deals 1d8 force damage, plus 1 additional damage per spell level (cantrip are considered 0-level spells).
    If this attack hits, you may spend 1 to 3 Sorcery Points to unleash your primal arcane energy, selecting one of the following options for each point spent (the same option cannot be chosen multiple times):
    • The attack deals additional damage equal to your Charisma modifier.
    • All other creatures (yourself excluded) within 5 feet of the target takes force damage equal to your Charisma modifier, plus 1 additional damage per spell level.
    • The target is knocked to the ground prone, and its speed is reduced to 10 feet until the end of its next turn.
    • You gain a +2 bonus on AC and Saving Throws until the beginning of your next turn.
    • The target cannot take Reactions and has a -2 penalty to the AC until the beginning of its next turn.
     

    Heart of Stone

    At 14th level, you are Proficient in Wisdom Saving Throws and gain Immunity to Frightened and Charmed conditions as long as you have at least 1 Sorcery Point.  

    Return to the Cave

    At 18th level, when reduced to 0 Hit Points, or when you run out of all spell slots of 4th level or higher, you may decide to use your Reaction to be teleported to a safe, isolated, and uninhabited cave within a 6 miles radius. You do not need to know the location of the cave, nor its actual presence, but you can designate one previously visited as a destination.
    This feature can be used once, then you regain its use after you complete a long rest.
     
      Abberant Mind
    An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

    As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

    Psionic Spells

    Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

    Telepathic Speech

    Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

    The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

    Psionic Sorcery

    Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

    Psychic Defenses

    At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

    Revelation in Flesh

    • Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
    • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
    • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
    • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
    • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.


    Warping Implosion

    At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

    Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
    Clockwork Soul
    The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

    Clockwork Magic

    You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
    In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

    Restore Balance

    Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Bastion of Law

    Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

    The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

    Trance of Order

    Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

    Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

    Clockwork Cavalcade

    • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
    • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
    • Any damaged objects entirely in the cube are repaired instantly.
    • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
    Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
    Draconic Bloodline
    Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

    Dragon Ancestor

    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
    You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

    Draconic Resilience

    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

    Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

    Elemental Affinity

    Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

    Dragon Wings

    At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

    You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

    Draconic Presence

    Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
    Divine Soul
    Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

    A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

    Divine Magic

    Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


    Favored by the Gods

    Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

    Empowered Healing

    Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

    Angelic Form

    Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

    The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

    Unearthly Recovery

    At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

    Once you use this feature, you can’t use it again until you finish a long rest.
    Shadow Magic
    ou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

    The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

    Shadow Sorcerer Quirks

    At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

    Eyes of the Dark

    From 1st level, you have darkvision with a range of 120 feet.

    When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

    Strength of the Grave

    Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

    After the saving throw succeeds, you can't use this feature again until you finish a long rest.

    Hound of III Omen

    • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
    • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
    • It appears with a number of temporary hit points equal to half your sorcerer level.
    • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
    • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
    The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

    Shadow Walk

    At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

    Umbral Form

    Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

    You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
    Storm Sorcery
    our innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

    Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats

    Wind Speaker

    The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

    Tempestuous Magic

    Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

    Heart of the Storm

    At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

    Storm Guide

    At 6th level, you gain the ability to subtly control the weather around you.

    If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

    If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

    Storm's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

    Wind Soul

    At 18th level, you gain immunity to lightning and thunder damage.

    You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
    Wild Magic
    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

    Wild Magic Surge

    Starting when you choose this origin at 1st level, 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.

    Tides of Chaos

    Starting at 1st level, 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.

    Bend Luck

    Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

    Controlled Chaos

    At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

    Spell Bombardment

    Beginning at 18th level, 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
    .
    Pyromancer
    Your innate magic manifests in fire. You are your fire, and your fire is you.

    Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.

    HB You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.

    Heart of Fire

    At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

    Fire in the Veins

    At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

    Pyromancer's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

    Fiery Soul

    At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
    Rune Child (Matthew Mercer, Unofficial Homebrew
    The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.

    The talents of a rune child are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

    Essence Runes

    At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

    At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

    As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

    If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

    Glyphs of Aegis

    Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

    At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

    Sigilic Augmentation

    Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

    Manifest Inscriptions

    At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

    Runic Torrent

    Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

    Arcane Exemplar Form

    Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
    • You have a flying speed of 40 feet.
    • Your spell save DC is increased by 2.
    • You have resistance to damage from spells.
    • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Player's Handbook p38

    Half-Elf

    ability score increase: +2 Charisma, +1 to two Ability Scores of choice
    age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
    alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
    Size: Medium
    speed: 30ft
    Languages: Common, Elvish, one extra language of choice
    race features:
    Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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

    Skill Versatility. You gain proficiency in two skills of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    The Archive of Esoteric Secrets

    Moonfire

    9-level Evocation

    Casting Time 1 Action
    Range 120 feet
    Duration Instantaneous
    Components V, S, M
    Materials an opal worth at least 7,500 gp

    A 120-foot cone of fiery white moonlight flies from your fingertips. All creatures in the area must succeed on a Constitution saving throw, taking 8d12 radiant damage on a failure, and half on a success. An undead creature, or a creature with the shapechanger tag have disadvantage on the saving throw.   A creature that fails the saving throw takes an additional 1d6 radiant damage at the start of each of their turns for the next minute.   Additionally, a creature that fails the saving throw cannot assume a different form for 1 minute, be it with a feature, trait, or spell. Creatures currently in another form are also reverted to their true forms.

    Class(es): Cleric, Druid, Warlock, Wizard

    Player's Handbook p256

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time: 1 Action
    Range/Area: 30ft
    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.

    Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

    Player's Handbook p260

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time: 1 Action
    Range/Area: 30ft (5ft cube)
    Components: S, M
    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 5-foot cube. The image can't 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.

    Available for: Bard, Sorcerer, Warlock, Wizard

    Friends

    0-level (Cantrip) Enchantment

    Casting Time 1 Action
    Range Self
    Duration Concentration, up to 1 Minute
    Components S, M
    Materials a small amount of makeup applied to the face as this spell is cast

    For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Player's Handbook p267

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time: 1 Action
    Range/Area: 10ft
    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.

    Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

    Level 1 Spells

    PHB

    Sanctuary

    1-level Abjuration

    Casting Time 1 Bonus Action
    Range 30ft
    Duration 1 Minute
    Components V, S, M
    Materials a small silver mirror

    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.

    Class(es): Artificer, Cleric, Paladin (Oath of Devotion), Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Raven Queen)

    PHB

    Sleep

    1-level Enchantment

    Casting Time 1 Action
    Range 90ft
    Duration 1 Minute
    Components V, S, M
    Materials a pinch of fine sand, rose petals, or a cricket

    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.

    Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

    SRD

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
    Range/Area: self
    Components: VS
    Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
    Available for: Sorcerer, Wizard

    PHB

    Disguise Self

    1-level Illusion

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S

    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.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

    Unearthed Arcana 36 - Starter Spells

    Guiding Hand

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: 5 ft
    Components: V, S
    Duration: Concentration, up to 8 hours
    You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
    Available for: Bard, Cleric, Druid, Sorcerer (Lunar), Wizard

    Acquisitions Inc.

    Distort Value

    1-level Illusion

    Casting Time: 1 minute
    Range/Area: Touch
    Components: V
    Duration: 8 hours
    You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.
    At higher levels: When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Level 2 Spells

    Invisibility

    2-level Illusion

    Casting Time 1 action
    Range Touch
    Duration Concentration, 1 hour
    Components V, S, M
    Materials A piece of transparent clothing

    A creature you touch becomes invisible until the spell ends.

    Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

    Class(es): Eldrani (Protectorate), Fluxxer (Vortex), Fluxxer (Chrysalis), Vujinn'ka (Hexálkin), Vujinn'ka (Valazzían), Vujinn'ka (Ya-Sherái)

    PHB

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

    PHB

    Moonbeam

    2-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials several seeds of any moonseed plant and a piece of opalescent feldspar

    A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.   When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.   A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.   On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

    Class(es): Druid, Paladin (Oath of the Ancients)

    PHB

    Detect Thoughts

    2-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a copper piece

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

    Class(es): Bard, Sorcerer, Wizard, Artificer (Archivist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

    Suggestion

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 ft
    Components: Verbal, Somatic
    Duration: Concentration, up to 8 hours
    Attack/Save: Wisdom Save
    Damage/Effect: Charmed
    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.

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


    Created by

    TheJoneRanger.

    Statblock Type

    Character Sheet (latest)

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