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Xin Es'a'alrais

12 Level (0/120000 XP for level-up) Far Traveler Background Githyanki Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 12
Hit Dice: 8/12
1d6+1 Class 1

STR
16
+3
DEX
11
+0
CON
12
+1
INT
20
+5
WIS
11
+0
CHA
9
-1
77
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+3 Strength
+0 Dexterity
+1 Constitution
+9 Intelligence
+4 Wisdom
-1 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+9 Arcana INT
+3 Athletics STR
-1 Deception CHA
+5 History INT
+4 Insight WIS
-1 Intimidation CHA
+9 Investigation INT
skills
+0 Medicine WIS
+5 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+5 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +7 STR 2d6+3 Slashing
 Heavy, Two-Handed
Sanguine +10 INT 3d6 Slashing
 Heavy, Two-Handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand 1 Action 30 Ft 1 Minute V,S
 Notes: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.
Booming Blade +9 1 Action Self 1 Round 1d8 S,M
 Notes:If the target willingly moves 5 feet or more before the start of your next turn, the target takes 1d8 thunder damage, and the spell ends. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8.
Green-flame Blade +9 1 Action Self Instantaneous 1d8 S,M
 Notes:You can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier.
Shape Water 1 Action 30 Ft Instantaneous S
 Notes:You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Toll the Dead 1 Action 60 Ft 3d8 V,S
 Notes:You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels: (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Prestidigitation 1 Hour 10 Ft V,S
 Notes: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.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
False Life 1 Action Self 1 Hour 1d4+4 V,S,M
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Shield 1 Reaction Self V,S
 Notes: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

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Misty Step 1 Bonus Action 30 Ft Instantaneous V
 Notes:Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
False Life 1 Action Self 1 Hour 1d4+4 + V,S,M
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Project Pain 1 Reaction 30 Ft 4d6 V
 Notes:You project pain you have just suffered into the mind of another. Choose one creature that you can see within range. The target must make a Wisdom saving throw, taking 4dk psychic damage on a failed save, or half as much damage on a successful one. In addition, if the triggering damage forces you to make a Constitution saving throw to maintain concentration on a spell, you have advantage on the saving throw.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
False Life 1 Action Self 1 Hour 1d4+4 + V,S,M
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Project Pain 1 Reaction 30 Ft 4d6 + V
 Notes:You project pain you have just suffered into the mind of another. Choose one creature that you can see within range. The target must make a Wisdom saving throw, taking 4dk psychic damage on a failed save, or half as much damage on a successful one. In addition, if the triggering damage forces you to make a Constitution saving throw to maintain concentration on a spell, you have advantage on the saving throw.
Fireball +9 1 Action 150 Ft Instantaneous 8d6 V,S,M
 Notes:A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Counterspell 1 Reaction 60 Ft S
 Notes: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
Haste 1 Action 30 Ft V,S,M
 Notes:Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Animal Adaptation 1 Action Self Concentration, Up to 1 minute V,S,M
 Notes:You gain a functional trait of an animal. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one if you have the material components for a fitting animal. Flight. You gain a set of functional wings styled after the animal of your choice, from bat wings to eagle or bug wings, granting you a fly speed equal to your walking speed. Climbing adaptation. You develop a prehensile tail or other extra appendages, such as a spider’s legs, which you can use for climbing or combat. While you have the extra limbs, climbing does not take extra movement speed, and you have advantage on athletics or acrobatics checks made to maintain grip or balance while climbing or walking, or to resist being tripped or knocked prone. You can also use your adaptation to attempt to trip a target as a bonus action. Make opposed athletics checks. If successful, the target is knocked prone. Adapted speed. Your legs grow thick and powerful, you develop hooves or extra legs, or otherwise adapt your body for moving quickly. Your movement speed increases by ten feet, and you may take the dash action as a bonus action on your turn. While in this adaptation, attacks of opportunity against you have disadvantage. Animal senses. You grow dog or cat ears, your eyes gain focus, your nose becomes a sensitive snout, and you otherwise adapt to better observe your surroundings. While in this adaptation, you gain darkvision with a range of 60 feet. You have advantage on Perception and Investigation checks that rely on your physical senses, and your passive perception increases by 5 while in this adaptation.
Speak with Dead 10 Minutes 10 Ft V,S,M
 Notes:You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
False Life 1 Action Self 1 Hour 1d4+4 + V,S,M
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Project Pain 1 Reaction 30 Ft 4d6 + V
 Notes:You project pain you have just suffered into the mind of another. Choose one creature that you can see within range. The target must make a Wisdom saving throw, taking 4dk psychic damage on a failed save, or half as much damage on a successful one. In addition, if the triggering damage forces you to make a Constitution saving throw to maintain concentration on a spell, you have advantage on the saving throw.
Fireball +9 1 Action 150 Ft Instantaneous 8d6 + V,S,M
 Notes:A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Raulothim's Psychic Lance 1 Action 120 Ft 7d6 V
 Notes:You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 Psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
Shadow Refuge 1 Bonus Action Self 4d6 V,S
 Notes:You step into a shrouded space outside reality for a brief moment, gathering your power and waiting for a chance to strike. Until the start of your next turn, you cannot be targeted by spells and you are heavily obscured by magical darkness. Your first successful attack during your next turn inflicts an additional 4d6 psychic damage and knocks your target prone.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
False Life 1 Action Self 1 Hour 1d4+4 + V,S,M
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Project Pain 1 Reaction 30 Ft 4d6 + V
 Notes:You project pain you have just suffered into the mind of another. Choose one creature that you can see within range. The target must make a Wisdom saving throw, taking 4dk psychic damage on a failed save, or half as much damage on a successful one. In addition, if the triggering damage forces you to make a Constitution saving throw to maintain concentration on a spell, you have advantage on the saving throw.
Fireball +9 1 Action 150 Ft Instantaneous 8d6 + V,S,M
 Notes:A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Raulothim's Psychic Lance 1 Action 120 Ft 7d6 + V
 Notes:You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 Psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
Hold Monster 1 Action 90 Ft Concentration, up to 1 minute V,S,M
 Notes:Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Steel Wind Strike 1 Action 30 Ft 6d10 S,M
 Notes:You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Wall of Force 1 Action 120 Ft Concentration, up to 10 minutes V,S,M
 Notes:An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot by 10 foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
False Life 1 Action Self 1 Hour 1d4+4 + V,S,M
 Notes:Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Project Pain 1 Reaction 30 Ft 4d6 + V
 Notes:You project pain you have just suffered into the mind of another. Choose one creature that you can see within range. The target must make a Wisdom saving throw, taking 4dk psychic damage on a failed save, or half as much damage on a successful one. In addition, if the triggering damage forces you to make a Constitution saving throw to maintain concentration on a spell, you have advantage on the saving throw.
Fireball +9 1 Action 150 Ft Instantaneous 8d6 + V,S,M
 Notes:A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Raulothim's Psychic Lance 1 Action 120 Ft 7d6 + V
 Notes:You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 Psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
Disintegrate 1 Action 60 Ft 10d6+40 V,S,M
 Notes:A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
----Race----
--Gith--
  • +1 Intelligence

  • Invisible Mage Hand

--Githyanki--
  • +2 Strength

----Class----
  • Spell Casting

  • Arcane Restoration

  • Dissolution

  • Features & Traits

    Equipment Copper: 0, Silver: 56, Electrum: 0, Gold: 208, Platinum: 0 Money
    ----Languages----
    • Gith

    • Thieves' Cant

    • Draconic

    ----Proficiencies----
    --Armor--
    • Light Armor

    • Medium Armor

    --Melee--
    • Daggers

    • Short Sword

    • Long Sword

    • Great Sword

    • Quarterstaff

    --Ranged--
    • Darts

    • Sling

    • Large Crossbow

    --Misc--
    • Disguise Kit

    • Dulcimer

    Languages & Proficiencies
    Patience in all facets of life. Honorable for those without. Open.

    Personality Traits
    Life before Death, Strength before Weakness, Journey before Destination.

    Ideals
    Life is but a spark in the dark. We all go dark, but those who dare can burn bright.

    Bonds
    Does what he believes to be what people need, whether good or bad. I pretend not to understand the local language in order to avoid conflict.

    Flaws
    cetteth
    Lohezet
    Pearl of Power - 7 recharges a day restore spell slots

    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

    DnD 5e PHB

    Greatsword

    Weapon

    Common

    Heavy, Two-Handed

    Heavy
    Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
    Two-Handed
    This weapon requires two hands to use.

    Type Damage Damage Range
    Martial Melee 2d6 Slashing 5 ft

    Cost: 50gp
    Weight: 6 lb

    World of Arafel

    Sanguine, the Thirsting Blade

    Weapon

    Legendary Requires Attunement

    This sentient weapon has three states of awareness. When found and first attuned to, it begins at Dormant.   Dormant:
    • +1 shifting sword (Sanguine starts in the form of a Dual Broadsword, but will shift into a blade the user is most comfortable with)
    • 1d6 necrotic damage in addition to weapon damage.
    • Allows the one attuned to Sanguine to cast vampiric touch at third level. Once this feature is used, it cannot be used again until the following dusk.
    • If any other than the attuned attempt to pick up sanguine they must make a DC 17 con check, taking 5d6 piercing damage as blood forms spikes in the hilt, causing them to drop the blade. On a success they take half damage and can hold on. The save is repeated each round until the sword is free released.
    • Keep track of kills the blade makes (this feature does not count for creatures who do not have blood)
    Awakened: Sanguine reaches awakened upon either feasting upon 100 enemies, or personal growth/bonding of the attuned (Role playing beats)  
    • +2
    • Necrotic damage upgrades to 2d6
    • A relic from a world lost to fire, Sanguine has drank deep in its many centuries of existence, though it ever thirsts for more. Instead of making your normal attack action, you can have Sanguine launch three blood spikes at your enemies. Roll to hit for each of them, using your Dex modifier +3 as an attack bonus. The spikes deal 1d8 +3 magical piercing damage on a hit. Roll a D6 afterwards. This ability reacharges on a 6.
    Exalted: Sanguine reached exalted upon reaching 1,000 kills (or with the Attuned completing a quest for Sanguine, depending on DM's decision)
    • +3
    • Necrotic upgrades to 2d8
    • Vampiric Touch upgrades to level 5
    • Two extra spikes are launched.
    • Bloodstorm: As an action, you can have Sanguine unleash a portion of the vitae he has stored, created a storm of blood in a 30ft sphere centered around you. Enemies within the sphere when it first forms must make a DC 18 Dex save or take 4d6 Necrotic damage, and half as much on a successful save. This save must be repeated every turn they start in the storm there after. The storm counts as difficult terrain and heavily obscured, and lasts for a minute. Once this feature is used, it cannot be used again for 3d10+4 days.

    Sanguine is a sentient weapon, brought to Arafel from another world alongside the Shadowborn exodus. But Sanguine's story began long before that.

    Sanguine was once a living being, belong to a religious order of warriors who venrated the aspect of Wrath, a subsect of the Church of Shadow. In life, he had forgone his name to join the order, using a form of hemocraft to empower his rages. Over time his thirst for blood started to become all consuming, and he threw himself into the midst of battle without any care for his well being, or for those around him as long as he was bathed in the vitae of his foes. Such recklessness would eventually lead to his downfall. At the second siege for Umbra, though his efforst aided in repelling those that would invade those ancient walls, he was laid low at last. But death did not grant his soul peace.

    Finding himself adrift in the well of souls, his rage and anger abated now, he found himself still with an unending thirst, one that was near consuming. When the Soul Smiths of Umbra sought a new soul to imbue into a blade, Sanguine was quick to offer himself to their works, and was imbued into a blade, turning it a deep crimson, from whence his name came. Paired with another blade, named Mortis, the two were unused for many years, until coming into possession of the Last Lord of Umbra, and served him for many centuries until the great exodus.

    With the death of his world, and the Sundering of Arafel, the Last Lord of Umbra found himself a broken man, and sealed his blades away, binding shadow demons to watch over them and prevent the unworthy from wielding them. In time, Sanguine was rescued from his captivity by hired mercanaries, and sold to a merchant. Now, he finds himself bonded to D.E.C.o.Y., another soul bonded to a form that was not originally there's. Time will tell how deep their bond with go.

    Type Damage Damage Range
    Martial Melee 2d6 + STR / 1d6 Necrotic Slashing 5ft


    DnD 5e PHB

    Half plate

    Armor (Medium)

    Common

    Type AC STR Req. Stealth Dis.
    Medium 15 + Dex modifier (max 2) Yes

    Cost: 750gp
    Weight: 40 lb

    Gloves of Thievery

    Wondrous Item

    Uncommon

    These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.


    Homebrew

    Spellbook of Mages

    Spellcasting Focus

    Rare

    Cast 1 spell at random from 1st - 3rd level.


    Pearl of Power

    Wondrous Item

    Varies Requires Attunement

    While this pearl is on your person, you can use an action to speak its command word and regain expended spell points, using the Rarity Table to determine the amount regained. Once you use the pearl, it can't be used again until the next dawn.
    RaritySpell Points Regained
    Uncommon 3
    Rare 5
    Very Rare 7
    Legendary 9


    The statblocks of your class features

    Wizard

    Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
    hit dice: 1d6
    hit points at 1st level: 6 + Constitution Modifier
    hit points at higher levels: 1d6 (4) + Constitution Modifier
    armor proficiencies: None
    weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
    tools: None
    saving throws: Intelligence, Wisdom
    skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a quarterstaff or (b) a dagger

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

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

    • A spellbook


    spellcasting:
    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

    Cantrips

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

    Spellbook

    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

    Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

    Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

    Preparing and Casting Spells

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

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

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

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

    Spellcasting Ability

    Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    Ritual Casting

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

    Spellcasting Focus

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

    Learning Spells of 1st Level and Higher

    Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
    class features:
    The Wizard Spell Slots Per Level
    level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 +2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
    2 +2 Arcane Tradition 3 3 - - - - - - - -
    3 +2 Cantrip Formulas (Optional) 3 4 2 - - - - - - -
    4 +2 Ability Score Improvement 4 4 3 - - - - - - -
    5 +3 - 4 4 3 2 - - - - - -
    6 +3 Arcane Tradition feature 4 4 3 3 - - - - - -
    7 +3 - 4 4 3 3 1 - - - - -
    8 +3 Ability Score Improvement 4 4 3 3 2 - - - - -
    9 +4 - 4 4 3 3 3 1 - - - -
    10 +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
    11 +4 - 5 4 3 3 3 2 1 - - -
    12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
    13 +5 - 5 4 3 3 3 2 1 1 - -
    14 +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
    15 +5 - 5 4 3 3 3 2 1 1 1 -
    16 +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
    17 +6 - 5 4 3 3 3 2 1 1 1 1
    18 +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
    19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
    20 +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

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

    Arcane Tradition

    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    Cantrip Formulas (Optional)

    At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

    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.

    Spell Mastery

    At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

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

    Signature Spells

    When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

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

    The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

    Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

    Abjuration Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.

    Arcane Ward

    Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

    While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

    Once you create the ward, you can't create it again until you finish a long rest.

    Projected Ward

    Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

    Improved Abjuration

    Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

    Spell Resistance

    Starting at 14th level, you have advantage on saving throws against spells.

    Furthermore, you have resistance against the damage of spells.
    Bladesinger

    Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

    In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

    You also gain proficiency in the Performance skill if you don’t already have it.

    Bladesong

    Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

    While your Bladesong is active, you gain the following benefits:

    1)You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
    2)Your walking speed increases by 10 feet.
    3)You have advantage on Dexterity (Acrobatics) checks.
    4)You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

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

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

    Song of Defense

    Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

    Song of Victory

    Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
    Chronurgy

    Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

    Chronal Shift

    At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

    You can use this ability twice, and you regain any expended use when you finish a long rest.

    Temporal Awareness

    Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

    Momentary Stasis

    When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

    You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Arcane Abeyance

    At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.

    A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.

    Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

    Convergent Future

    Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

    When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
    Conjuration

    As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

    Conjuration Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

    Minor Conjuration

    Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

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

    Benign Transportation

    Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

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

    Focused Conjuration

    Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

    Durable Summons

    Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
    Divination

    The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

    Divination Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

    Portent

    Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

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

    Expert Divination

    Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

    The Third Eye

    Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

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

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

    Greater Comprehension. You can read any language.

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

    Greater Portent

    Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
    Enchantment

    As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

    Enchantment Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

    Hypnotic Gaze

    Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

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

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

    Instinctive Charm

    Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

    On a successful save, you can't use this feature on the attacker again until you finish a long rest.

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

    Split Enchantment

    Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

    Alter Memories

    At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

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

    You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

    Evocation Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved.

    Sculpt Spells

    Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

    Potent Cantrip

    Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

    Empowered Evocation

    Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

    Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

    OverChannel

    Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell.

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

    Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

    Adjust Density

    At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

    While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

    While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

    Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

    Gravity Well

    When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

    Violent Attraction

    At 10th level, When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

    Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

    You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Event Horizon

    Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

    Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
    Illusion

    You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

    Illusion Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.

    Improved Minor Illusion

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

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

    Malleable Illusions

    Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

    Illusory Self

    Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

    Illusory Reality

    By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

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

    The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

    Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

    Necromancy Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

    Grim Harvest

    At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

    Undead Thralls

    At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

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

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

    Inured to Undeath

    Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

    Command Undead

    Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

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

    Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

    Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

    Wizardly Quill

    At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

    1)The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
    2)The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.3)You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

    This quill disappears if you create another one or if you die.

    Awakened Spellbook

    Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

    At 2nd level, while you are holding the book, it grants you the following benefits:

    1)You can use the book as a spellcasting focus for your wizard spells.
    2)When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
    3)When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

    If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

    Manifest Mind

    At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

    While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

    Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

    The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

    Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

    Master Scriviner

    At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

    The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

    You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

    One with the Word

    At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

    Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.

    Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.

    Once you use this reaction, you can't do so again until you finish a long rest.
    Transmutation

    You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

    Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

    Transmutation Savant

    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.

    Minor Alchemy

    Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

    Transmuter's Stone

    Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

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

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

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

    Shapechanger

    At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

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

    Master Transmuter

    Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

    Major Transformation. You can transmute one nonmagical object – no larger than a 5-foot cube – into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
    Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
    Restore Life. You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.

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

    A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.

    Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

    In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"

    Arcane Deflection

    At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

    When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

    Tactical Wit

    Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

    Power Surge

    Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

    You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

    Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

    Durable Magic

    Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

    Deflecting Shroud

    At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.

    Wizard of Onomancy


    Hit Points

    Hit Dice: d6 per Wizard of Onomancy level
    Hit Points at first Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st

    Proficiences

    Armor: none
    Weapons: daggers, darts, slings, quarterstaffs, light crossbows
    Tools: none
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

    Overview & Creation

    Onomancy

      Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it. That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms


    Class Features

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th level or higher.   For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.  

    Arcane Tradition

      When you reach 2nd Level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th 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.  

    Spell Mastery

    At 18th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level Wizard spell and a 2nd-level Wizard spell that are in your Spellbook. You can cast those Spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the Spells you chose for different Spells of the same levels.  

    Signature Spells

    When you reach 20th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level Wizard Spells in your Spellbook as your signature Spells. You always have these Spells prepared, they don't count against the number of Spells you have prepared, and you can cast each of them once at 3rd Level without expending a spell slot. When you do so, you can't do so again until you finish a short or Long Rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.  

    Arcane Traditions

      The study of Wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.   The most Common arcane traditions in the multiverse revolve around The Schools of Magic. Wizards through the ages have cataloged thousands of Spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the Spells of each school require mastery of different Techniques.


    Starting Equipment

    You start with the following items, plus anything provided by your Background. • (a) a Quarterstaff or (b) a Dagger • (a) a Component pouch or (b) an arcane focus • (a) a Scholar's Pack or (b) an Explorer's Pack • A Spellbook


    Spellcasting

    As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.   Cantrips   At 1st Level, you know three Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.   Spellbook   At 1st Level, you have a Spellbook containing six 1st-level Wizard Spells of your choice. Your Spellbook is the repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind.   Preparing and Casting Spells   The Wizard table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.   You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.   For example, if you're a 3rd-level Wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.   You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.   Spellcasting Ability   Intelligence is your Spellcasting Ability for your Wizard Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Wizard spell you cast and when Making an Attack roll with one.   Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier   Ritual Casting   You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.   Spellcasting Focus   You can use an arcane focus as a Spellcasting focus for your Wizard Spells.   Learning Spells of 1st Level and Higher   Each time you gain a Wizard level, you can add two Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).


    Subclass Options

    Arcane Tradition

      At 2nd level, a wizard gains the Arcane Tradition feature. Here is a playtest option for that feature: the tradition of Onomancy.

    Onomancy

    Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it. That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms.

    True Names

    Onomancy, or naming magic, is a method of spellcasting that uses a creature’s true name to enhance a spell’s effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name’s origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, “My name is …” Your true name is how you finish that sentence. You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one’s true name is never a quick choice; it’s something that happens over time as a name becomes the creature’s truth. As a quick guide, a creature has a true name if it understands at least one language or it has an alignment.

    Bonus Proficiencies

    2nd-level Onomancy feature You learn one language of your choice and gain proficiency with calligrapher’s tools.

    Extract Name

    2nd-level Onomancy feature You can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target’s name or the fact that the target lacks a name. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    Fateful Naming

    2nd-level Onomancy feature You can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The bane and bless spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don’t count against the number of spells you can prepare. You can cast either spell without expending a spell slot if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

    Resonant Utterance

    6th-level Onomancy feature You learn words of power called Resonants, which allow you to tailor your spells through the use of a target’s true name. Resonants Known. When you gain this feature, you learn two Resonants of your choice, which are detailed in the “Resonant Options” section. Each time you gain a level in this class, you can replace one resonant you know with a different one. Using a Resonant. You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell.   You can use Resonants a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest. Resonant Options. Here are your options when choosing a Resonant: Absorption. When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class . Devastation. If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell. Dissolution . The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class . Nullification. If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell . Puppetry. The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you. Sympathy . If the named creature is within range of the spell, you can target the creature with the spell even if you can’t see the creature or it has total cover against the spell.

    Inexorable Pronouncement

    10th -level Onomancy feature You learn two new Resonants of your choice from your Resonant Utterance feature .

    Relentless Naming

    14th -level Onomancy feature You have learned how to bypass a named creature’s defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell’s normal damage type.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Githyanki

    The warlike githyanki and the contemplative githzerai are a sundered people – two cultures that utterly despise one another. The brutal githyanki are trained from birth as warriors, while the githzerai hone their minds to a razor’s edge in their fortresses within Limbo. But before there were githyanki or githzerai, these creatures were a single race enslaved by the illithids.

    Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the illithids enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.

    The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons – the legendary silver swords with which they cut through their foes. Since winning their freedom from the illithids, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.

    ability score increase: Your Strength score increases by 2, and your Intelligence score increases by 1.
    age: Gith reach adulthood in their late teens and live for about a century.
    Size: Medium
    speed: Your base walking speed is 30 feet.
    Languages: You can speak, read, and write Common and Gith.
    parent race: Gith
    race features:

    Decadent Mastery

    You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.

    Martial Prodigy

    You are proficient with light and medium armor and with shortswords, longswords, and greatswords.

    Githyanki Psionics.

    You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
    • When you reach 3rd level, you can cast the Jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest.
    • Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
    Gith are taller and leaner than humans, with most a slender 6 feet in height.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    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.

    SRD

    Booming Blade

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: self (5 foot radius)
    Components: SM
    Materials: a melee weapon worth at least 1 sp
    Duration: 1 round
    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
    At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level ( 2d8 and 3d8 ) and again at 17th level ( 3d8 and 4d8 ).
    Available for: Artificer, Sorcerer, Warlock, Wizard

    SRD

    Green-flame Blade

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: self (5 foot radius)
    Components: SM
    Materials: a melee weapon worth at least 1 sp
    Duration: instantaneous
    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level ( 2d8 and 2d8 ) and 17th level ( 3d8 and 3d8 ).
    Available for: Artificer, Sorcerer, Warlock, Wizard

    SRD

    Shape Water

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: S
    Duration: instantaneous
    You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Druid, Sorcerer, Wizard

    Xanathar's Guide to Everything

    Toll the Dead

    0-level (Cantrip) Necromancy

    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Instantanious
    Attack/Save: Wisdom Save
    Damage/Effect: 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
    Available for: Cleric, 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

    Level 1 Spells

    Xanathar's Guide to Everything

    Absorb Elements

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range/Area: Self
    Components: S
    Duration: 1 round
    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    SRD

    Catapult

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: S
    Duration: Instantaneous
    Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
    Available for: Artificer, Sorcerer, Wizard

    PHB

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Action
    Range/Area: Self (30-foot radius)
    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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Drow High Magic (Feat)

    Find Familiar

    1-level Conjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Hour
    Range/Area: 10 ft
    Components: V, S M
    Materials: 10 GC 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, 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.
      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.
      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.
      As an action you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. 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 ft of you.
      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 cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell as if it had cast the spell. Your familiar must be within 100 ft 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.
    Available for: Wizard

    SRD

    Identify

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: touch
    Components: VSM
    Materials: A pearl worth at least 100 gp and an owl feather
    Duration: instantaneous
    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    Available for: Artificer, Bard, Wizard

    SRD

    Tasha's Caustic Brew

    1-level Evocation

    Casting Time: 1 action
    Range/Area: self (30 foot line)
    Components: VSM
    Materials: a bit of rotten food, or focus
    Duration: Concentration, up to 1 minute
    A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
    Available for: Artificer, Sorcerer, Wizard

    EGW

    Magnify Gravity

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 ft
    Components: V, S
    Duration: 1 round
    Attack/Save: Constitution Save
    Damage/Effect: Force
    The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld8 for each slot level above 1st.

    SRD

    False Life

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A small amount of alcohol or distilled spirits, or focus
    Duration: 1 hour
    Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.
    Available for: Artificer, Sorcerer, Wizard

    SRD

    Ray of Sickness

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VS
    Duration: instanataneous
    A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
    Available for: Sorcerer, Wizard

    SRD

    Comprehend Languages

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A pinch of soot and salt, or focus
    Duration: 1 hour
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Acquisitions Inc.

    Distort Value

    1-level Illusion

    Casting Time: 1 minute
    Range/Area: Touch
    Components: Verbal
    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

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    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

    Level 2 Spells

    Player's Handbook p260

    Misty Step

    2-level Conjuration

    Casting Time: 1 Bonus Action
    Range/Area: Self (30ft)
    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, Circle of the Land (Coast), Oath of the Ancients, Oath of Vengeance, Oath of the Open Sea

    SRD

    Crown of Madness

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: Concentration, up to 1 minute
    One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.
    The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Valda's Spire of Secrets

    Become Fire

    2-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:
    • You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
    • You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.
    • Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage.

    Player's Handbook, SRD, Basic Rules

    Invisibility

    2-level Illusion

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: An eyelash encased in gum arabic
    Duration: Concentration, up to 1 hour
    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

    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

    SRD

    Haste

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A shaving of licorice root
    Duration: up to 1 minute
    Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
    Available for: Inventor, Sorcerer, Wizard

    Level 3 Spells

    SRD

    Fireball

    3-level Evocation

    Casting Time: 1 action
    Range/Area: 150 feet
    Components: VSM
    Materials: A tiny ball of bat guano and sulfur, or focus
    Duration: instantaneous
    A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
    Available for: Sorcerer, Wizard

    Cosmetic AMgic

    Animal Adaptation

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: Self
    Components: VSM
    Materials: a piece of the animal you wish to imitate or focus
    Duration: Concentration, Up to 1 minute
    You gain a functional trait of an animal. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one if you have the material components for a fitting animal.
    Flight. You gain a set of functional wings styled after the animal of your choice, from bat wings to eagle or bug wings, granting you a fly speed equal to your walking speed.
    Climbing adaptation. You develop a prehensile tail or other extra appendages, such as a spider’s legs, which you can use for climbing or combat. While you have the extra limbs, climbing does not take extra movement speed, and you have advantage on athletics or acrobatics checks made to maintain grip or balance while climbing or walking, or to resist being tripped or knocked prone. You can also use your adaptation to attempt to trip a target as a bonus action. Make opposed athletics checks. If successful, the target is knocked prone.
    Adapted speed. Your legs grow thick and powerful, you develop hooves or extra legs, or otherwise adapt your body for moving quickly. Your movement speed increases by ten feet, and you may take the dash action as a bonus action on your turn. While in this adaptation, attacks of opportunity against you have disadvantage.
    Animal senses. You grow dog or cat ears, your eyes gain focus, your nose becomes a sensitive snout, and you otherwise adapt to better observe your surroundings. While in this adaptation, you gain darkvision with a range of 60 feet. You have advantage on Perception and Investigation checks that rely on your physical senses, and your passive perception increases by 5 while in this adaptation.
    Available for: Druid, Ranger, Warlock

    Compendium of Forgotten Secrets - Awakening

    Umbral Form

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: a drop of black ink
    Duration: Concentration, up to 1 hour
    You transform a willing creature you touch, along with everything it's wearing and carrying, into an animated shadow for the duration. The spell ends if the creature drops to 0 hit points.   While in this form, the target has an AC of 18, its only method of movement is a walking and climbing speed of 20 feet, and it cannot jump or otherwise remove itself from the surface it moves on. This movement is completely noiseless, and allows the target to move up, down, and across vertical surfaces and upside down on ceilings. The target can enter and occupy the space of another creature. It has advantage on Dexterity saving throws, Dexterity (Stealth) checks, and is always hidden in darkness. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains on the surface it was on even when stunned or otherwise incapacitated.   While in the shadowy form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

    SRD

    Speak with Dead

    3-level Necromancy

    Casting Time: 1 action
    Range/Area: 10 feet
    Components: VSM
    Materials: Burning incense, or focus
    Duration: 10 minutes
    You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
    Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
    Available for: Bard, Cleric, Wizard

    Level 4 Spells

    EGW

    Gravity Sinkhole

    4-level Evocation

    Casting Time: 1 action
    Range/Area: 120 ft
    Components: V, S, M
    Materials: a black marble
    Attack/Save: Constitution Save
    Damage/Effect: Force
    A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

    Fizban's Treasury of Dragons p21

    Raulothim's Psychic Lance

    4-level Enchantment

    Casting Time: 1 Action
    Range/Area: 120ft
    Components: V
    Duration: Instantaneous

    You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

    The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 Psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

    At higher levels:

    When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

    Spell Level Dice
    4 7d6
    5 8d6
    6 9d6
    7 10d6
    8 11d6
    9 12d6
    Available for: Bard, Sorcerer, Warlock, Wizard, Oath of Commerce

    Compendium of Forgotten Secrets - Awakening

    Shadow Refuge

    4-level Illusion

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    You step into a shrouded space outside reality for a brief moment, gathering your power and waiting for a chance to strike. Until the start of your next turn, you cannot be targeted by spells and you are heavily obscured by magical darkness. Your first successful attack during your next turn inflicts an additional 4d6 psychic damage and knocks your target prone.

    Level 5 Spells

    Hold Monster

    5-level Enchantment

    Casting Time: 1 action
    Range/Area: 90ft
    Components: V, S, M
    Materials: tbd
    Duration: Concentration, up to 1 minute
    Attack/Save: Wisdom saving throw
    Damage/Effect: paralysed

    Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

    At higher levels:

    When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

    XGE

    Steel Wind Strike

    5-level Conjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: SM
    Materials: a melee weapon worth at least 1 sp
    Duration: Instantaneous
    Attack/Save: Melee Spell Attack
    Damage/Effect: 6d10 Force
    You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.   You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
    Available for: Ranger, Wizard

    Wall of Force

    5-level Evocation

    Casting Time: 1 action
    Range/Area: 120ft
    Components: V, S, M
    Materials: tbd
    Duration: Concentration, up to 10 minutes

    An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot by 10 foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

    Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

    Level 6 Spells

    Based on Player's Handbook

    Disintegrate

    6-level Transmutation

    Casting Time: 1 action
    Range/Area: 12 m
    Components: Verbal, Somatic
    Duration: Instantaneous
    Attack/Save: Dexterity saving throw
    Damage/Effect: force
    The target can be a creature, an object, or a creation of nanites, such as the wall created by wall of force.   A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.   A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.   This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
    At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
    Available for: Netrunner

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


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