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Demazzarith Oon

5 Level (0/14000 XP for level-up) Crazed Hermit Background Human Race / Species / Heritage Alignment
Fey Wizard
Level 5
Hit Dice: 5/5
1d6+1 Class 1

STR
11
+0
DEX
14
+2
CON
13
+1
INT
16
+3
WIS
13
+1
CHA
12
+1
32
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30ft.
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+1 Constitution
+6 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+1 Deception CHA
+3 History INT
+1 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+1 Medicine WIS
+6 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +1 +5 DEX 1d6+1+2 bludgeoning
  Simple, Versatile
Blowgun +2 DEX 3+2
Fire Bolt +6 INT 2d10 fire
Attacks

Spell Book

Arcane Recovery - Class
A Different Level - Background
Faerie Presence - Arcane Tradition
Puckish Influence - Arcane Tradition

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips:
Friends, Dancing Lights, Fire Bolt, Mold Earth, True Strike

Level 1:
Alarm, Charm Person, Find Familiar, Mage Armor, Magic Missile

Level 2:
Enlarge/Reduce, Levitate, Maximilian's Earthen Grasp

Level 3:
Tiny Hut, Water Breathing
Spellcasting
Common, Sylvan, Primordial

Languages & Proficiencies
I find it sad that most people are so weighed down by the material that they neglect the spiritual.

Personality Traits
Peace. I desire to share the calm I have found within these woods with all who would have it. (Good)

Ideals
I've been in the wilds so long that I have no clue about anything that happened in the last "x" years, and no respect for "civilized" customs.

Flaws


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

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

The statblocks of your class features

Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + Con mod
Hit Points at Higher Levels: 4 + Con mod

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Int, Wis
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Overview & Creation

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, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.   Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.


Class Features

Arcane Recovery

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.


Starting Equipment

  • (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

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


Subclass Options

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

Crazed Hermit

You either grew up isolated in nature or chose to leave civilization to be alone. Either way, your years apart from other sentient beings have left you distinctly off-balance. But one man’s ‘crazy’ is another man’s ‘uncharacteristically in tune with all things primordial’. After so much time tending to your own needs, following your own daily rituals, living through the earth and landscape, and speaking to an inanimate object that has become your surrogate for all social needs, you find yourself navigating the civilized world with great difficulty. Why did you leave civilization? What is your attitude toward populated places, settlements, and other people in general? Are you able to adapt to being back amongst others of your kind, or have you grown so accustomed to your loneliness that a return to the norm is almost unthinkable?

Skill Proficiencies Nature, Survival
Tool Proficiencies Herbalism Kit
Languages One of your Choice
Equipment Any small useless object (often given a name), stitched fur garments, a small knife, a journal, a quill, a jar of ink, a belt pouch with 5gp

Features

A Different Level

  Your time in the wilderness has left you with an altered perspective that most people cannot appreciate. You have difficulty conversing about the mundane, and people often find you incomprehensible. As such, you often find yourself at odds with grounded folk, who have no time to waste on your ramblings, just as you have no patience for their limited perspectives. However, you find yourself able to connect easily with people of the mystical and cryptic variety—prophets, enlightened priests, fellow hermits, wise ancient creatures and spirits, crazed homeless fellows dancing naked in the streets—and as such are able to befriend such characters and exchange information with them with relative ease. You can use Wisdom rather than Charisma when making Persuasion checks against magic users and you have advantage on Insight checks against non-humanoid characters.

Traits

d10Personality Trait
1I believe that all things are sacred.
2No one can me make me do anything. I'm my own person.
3I find it sad that most people are so weighed down by the material that they neglect the spiritual.
4I like my personal space and become violent when it is violated.
5I like to tinker with things, even if it is dangerous. Or life-risking.
6I love the suffering of others. It’s a shame that most find this love an aberration. But at least in the wilderness, there is no one to judge me.
7I often talk to plants or animals because I prefer their company.
8I believe that arcane magic is a corrupting influence in society and needs to be limited or destroyed.
9I worship unsavory or indifferent entities under the belief that it is no more evil or insane than the worship of approved deities.
10I have harmed others in the past and must atone for my mistakes.

Ideal

d6Ideal
1Peace. I desire to share the calm I have found within these woods with all who would have it. (Good)
2Harbinger. I am Nature's Wrath. I shall bring Her judgment to all who have harmed her. (Lawful)
3Knowledge. It is time I returned and judged for myself which is better, Nature or Civilization. (Any)
4Acension. The less comfort we experience, the closer we are to the gods. (Neutral)
5The Rule of Beasts. Out in the wilds, I have seen the order of things. The strong survive, the weak perish. (Evil)
6Escape. Society is trying to control me. I'll show them what real freedom is! (Chaotic)

Bond

d6Bond
1I have grown wise in the wilds, and now I feel drawn to philosophers and the learned so that I might debate with them on all I have contemplated in my solitude and share my revelations.
2None shall destroy the sanctity of Nature, not on my watch. I love every plant and creature as my brethren.
3I have found God in the wilds, and I will carry out its will.
4I feel a kinship with those who are lonely.
5My inanimate friend is my soulmate. I still speak to them daily.
6I have a penchant for mind-altering substances and those who use them.

Flaw

d6Flaw
1I lose sight of the finer details and focus on the big picture.
2I cannot interact normally with anyone, and this makes me impatient and short-tempered.
3I've been eating bad berries for a long time, and have epileptic fits on occasion as a result.
4I condescend people, and they hate me for it.
5I am a total hedonist and have no regard for consequences.
6I've been in the wilds so long that I have no clue about anything that happened in the last "x" years, and no respect for "civilized" customs.

Arcane Tradition: Fey Magic


Hit Points

Hit Dice: d6 per Arcane Tradition: Fey Magic level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier per Fey Wizard level after 1st

Proficiences

Armor: Natural armor, bark/wooden protection
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Faerie Presence

At 2nd level, you can imbue and area with fey influence. You can take one minute to perform a ritual on an area originating from you no larger than a 30 foot cube, causing one of the following magical effects to occur in that area for the next 24 hours.  
  • All creatures have advantage on ability checks while in this area and feel generally positive and lucky.
  • All creatures in the area have a lingering sense of unease and discomfort. Any creature that attempts to sleep in the area has restless sleep, and gains no benefits from resting.
  • Any food or drink produced in the area is abnormally delicious and bountiful, fetching twice the price it normally would at market.
  • All food and drink in the area at the time you perform the ritual spoils and a lingering stench occupies the area for the duration.
  • Up to three small objects of your choice in the area are instantaneously transported to the Feywild. At the end of the 24 hours they harmlessly reappear in the spot from which they vanished.
Once you use this ability you cannot do so again until you have completed a long rest.  

Puckish Influence

When you choose this school at 2nd level, you learn the friends 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 friends you can choose to imbue the spell with fey magic. As long as the target creature does not hear you say anything you know to be explicitly false (whether the target creature believes it or not) they do not automatically become hostile toward you when the spell ends. While they may be confused by their own behavior, they do not necessarily know that you used magic to influence their mood.   Once you cast friends this way, you cannot do so again until you have completed a short or long rest.  

Duplicitous Duplicate

Beginning at 6th level, as an action you can teleport to another unoccupied space that you can see within 10 feet, leaving an illusory duplicate of yourself where you were previously standing.   The duplicate lasts for one minute. It closely mimics you in an appropriate way for its surroundings and appears to target the same creatures you target with the spells that you cast (if the duplicate would be out of range to do so, it appears to cast spells on the spot within its range that is closest to where you cast the spell). The duplicate’s AC is 10 plus your intelligence modifier. On subsequent turns as a bonus action you can move a duplicate up to your speed to another unoccupied space. A duplicate vanishes if hit by an attack and the attacker takes 1d8 psychic damage.   An Intelligence (investigation) check against your spell save DC reveals a duplicate to be an illusion. A creature that discerns the illusion for what it is can see through the image and any noise it makes sounds hollow to the creature.  

Queen Mab's Visit

At 10th level you unlock a secret method of travel to the Feywild. You can take 10 minutes to open a portal between the Feywild and the Material plane. You and up to 5 other creatures can pass through it. After 1 hour, all creatures who passed through are instantaneously transported back to the other side of the portal in the spot where it was opened and the portal closes. Once you use this ability you cannot do so again until the next dawn.  

Fey Bargain

At 14h level you have mastered the intricate magics of fey bargains. You can take one minute to weave fey magic into your words and offer a bargain to a creature who can hear and understand you. You offer them something they truly desire in exchange for an achievable requirement that you set. You may use purposefully vague wording in your offer to your advantage, but a creature under this effect may also use vague wording in the requirement to their advantage. The requirement may not include anything directly harmful to the creature, such as walking off a cliff or casting fireball on themselves.   The creature must make a wisdom saving throw against your spell save DC. If you know the creature’s full name they automatically fail the save. On a successful save the creature can choose whether or not to agree to the bargain and do not have to make another saving throw against this ability for 24 hours . On a failed save, they are charmed by you for one hour and must agree to the bargain.   Any creature that agrees to the bargain, regardless of if they passed or failed the saving throw, is bound by fey magic. Once you have fulfilled your offer, the creature is immediately compelled to perform the requirement to the exact wording that was set. The effect ends when the Dungeon Master determines that the bargain has been fulfilled according to the exact wording, when either creature who agreed to the bargain dies, when you choose to end the effect early, or when you make a bargain with another creature.   If you have made a bargain with a creature this way, you cannot make another with the same creature until the next full moon.

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Statblocks for race/species of the character.

Human

Ability Score Increase Your ability scores each increase by 1
Size Medium
Speed 30ft.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Friends

0-level (Cantrip) Enchantment

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

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

Class(es): Bard, Sorcerer, Warlock, Wizard

Basic Rules , pg. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120 ft
Duration 1 Minute
Components V, S, M
Materials A bit of phosphorus or wychwood, or a glowworm.

Damage Type: Utility   Saving Throws: None   Description: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Class(es): Bard, Sorcerer, Wizard, Artificer

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft.
Duration Instantanious
Components V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Artificer, Sorcerer, Wizard

PHB

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 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.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

True Strike

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 1 round
Components S

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Class(es): Artificer, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Player's Handbook

Find Familiar

1-level Conjuration (ritual)

Casting Time 1 hour
Range 10 feet
Duration Instantaneous
Components V,S,M (3 gp worth of charcoal, incense, and herbs that must be consumed in a brazier)

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.   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 you 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 feet 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 you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Class(es): Wizard

PHB

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials a piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

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

PHB

Magic Missile

1-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 1d4

Class(es): Sorcerer, Wizard, Cleric (Arcana Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 2 Spells

PHB

Enlarge/Reduce

2-level Transmutation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.   If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

  • Enlarge: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category — from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
  • Reduce: The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category — from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1)

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

PHB

Levitate

2-level Transmutation

Casting Time 1 Action
Range 60ft
Duration Up to Ten Minutes
Components V, S, M
Materials either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.   The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.   When the spell ends, the target floats gently to the ground if it is still aloft.

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

Elemental Evil Player's Companion , pg. 161

Maximilian’s Earthen Grasp

2-level Transmutation

Casting Time 1 action
Range 30 ft (5 ft)
Duration 1 minute
Components V, S, M
Materials A miniature hand sculpted from clay.

Damage Type: Bludgeoning   Saving Throws: Strength   Description: You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.   To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.   As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Class(es): Wizard, Sorcerer

Level 3 Spells

Leomund's Tiny Hut

3-level Evocation (ritual)

Casting Time 1 Minute
Range Self (10 ft. radius hemisphere)
Duration 8 hours
Components V, S, M
Materials A small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Class(es): Bard, Wizard

Water Breathing

3-level Transmutation (ritual)

Casting Time 1 Action
Range 30 ft.
Duration 24 hours
Components V, S, M
Materials A short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Class(es): Druid, Ranger, Sorcerer, Wizard

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