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Lord Wizardclaws Tiviar von Fluffybottom the Third

6 Level (0/23000 XP for level-up) Transmutation Initiate Background Awakened Cat Race / Species / Heritage CN Alignment
Wizard
Level 6
Hit Dice: 6/6
1d6+1 Class 1

STR
7
-2
DEX
16
+3
CON
12
+1
INT
16
+3
WIS
10
+0
CHA
13
+1
32
Hit Points
+8
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
10
Passive Perception
1 / 1
Arcane Recovery
4 / 4
Level 1 Spells
3 / 3
Level 2 Spells
3 / 3
Level 3 Spells
7 / 7
Wand of Magic Missiles
7 / 7
Wand of Web
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+3 Dexterity
+1 Constitution
+7 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+14 Acrobatics DEX
+2 Animal Handling WIS
+12 Arcana INT
-6 Athletics STR
+2 Deception CHA
+6 History INT
+8 Insight WIS
+2 Intimidation CHA
+12 Investigation INT
skills
+2 Medicine WIS
+6 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+9 Religion INT
+8 Sleight of Hand DEX
+14 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Claws +4 STR 1d4-2 Slashing
 Finesse, light
Attacks

Spell Book



  • Darkvision: 60 ft.
  • Racial Feature: Feline Agility
    When you are prone, standing only requires 5 movement speed. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
    Additionally, you can roll a DC Dexterity save to avoid falling damage on a successful save or half damage on a fail, with the DC increasing by 1 for every 5 feet fallen.
    However, your lack of opposable thumbs makes it difficult to do certain tasks (Disadvantage on checks requiring thumbs/dextrous hands).
  • Nimble
    You can move through the space of any creature that is of a size larger than yours.
  • Arcane Recovery.
    When you finish a short rest, regain a combined number of spell slots totalling up to 4 and each must be 6th level or lower (once/day).
  • Racial Restriction: Evocation Magic
    Due to the conflicting natures of transmutation and evocation magics, Wizardclaws cannot cast Evocation spells naturally. However, he is innately attuned to Transmutation magic and can cast transmutation spells without preparing them.
  • 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.

Features & Traits


  • Brooch of Shielding (500gp)
  • Pouch of Holding (10gp -self-made transmorgification project)
  • Potion of Healing x 2 (100gp)
  • Rations x 5 (25sp)
  • Waterskin X 5 (25sp)
  • Alchemist Supplies (50gp)
  • Herbalism Kit (5gp)
  • Arcane Focus: Magical Stone
  • Scholar’s Pack (40gp)
  • 50 ft. rope (1gp)
  • bedroll (1gp)
  • Spellbook (original)
  • Spellbook (copy - 50gp)
  • custom wizard robes (1gp)
  • ball bearings (1gp)
  • acid x1 (25gp)
  • alchemist’s fire (50gp)
  • Caltrops (1g)
  • candle x 3 (3sp)
  • fishing tackle (1gp)
  • lock (10gp)
  • Wand of Magic Missile
  • Wand of Web
  • boomerang
  • small pebbles (20)
  • Arcane Grimoire
  • Tiny Hat of Wizardry
  • Clockwork Amulet

Equipment Copper: 0, Silver: 47, Electrum: 0, Gold: 155, Platinum: 0 Money


Intelligence
Spell Save DC : 14+1*
Spell Attack Bonus: 6+1*

*Arcane Grimiore Bonus
Spellcasting


Common, Catish, Sylvan


Alchemist's Kit



Languages & Proficiencies


Lord Wizardclaws believes he is the chosen cat and that his newfound powers means he is destined for greatness. Fickle and aloof, he exhibits all the standard cat-like behaviors.

Personality Traits


  • I was chosen to become the champion of Feline species and claim our rightful place at the seat of Cathalla (push)
  • I will never let a human harm another creature (pull)
  • Humans should be so lucky at the chance to do my bidding
  • The world is my oyster (push)

Ideals


  • Loyal to those he trusts
  • Looks to the ones he bonds to for comfort and protection, even though he won’t admit it
  • Himself and his "litter"
  • The Cat species
  • Other magical species


Bonds


  • Loves giving intentionally bad advice. Believes he is the pinacle of magical purrfection and has a superioty complex.
  • Gets himself into hairy situations and leaves others to clean up.
  • Slow to trust
  • Skittish, especially when someone tries to handle him
  • Inflated self-importance (push)
  • Impulsive (push)
  • Insatiably curious (push)
  • Wants to be adored, revered, and pampered like the good 'ol days (pull)
  • Manipulative
  • Loves chasing mice (pull)
  • Startles at loud noises
  • Doesn’t like to admit he needs help, comfort, or protection (push)


Flaws
- Had a heated exchange with the city magister when his home was seized
  • Botched a few jobs due to miscommunication
  • Turned water to lime at a wedding celebration
  • Lost a valuable relic in an interdimensional portal
  • Birthday performances gone awry which is why he is at the AG for work
  • His “rightful” home that was taken
  • Cathalla - an imaginary cat utopia LWC wants to create for catkind
  • His lost family - Abeus, Juliana, and Fiona Tiviar
  • Juliana passed away during childbirth
  • Craves power as a means to reach his dream (Cathalla and the elevation of catkind status)
  • Trying to elevate the status of catkind as a recognized species
  • The kindly baker woman, Olga Oatstone, who adores LWC and makes him the special treats he loves to train humans with
  • Thinks all two-legged species are humans
  • King - The Magical Mastiff (friend or rival?)
  • Hates water after a traumatic bath experience
  • Distrusts other wizards, especially human ones
  • The gemstone around his neck is a magical focus imbued with energy from the accident that made him Aware
  • Owes library dues - doesn’t understand the concept of borrowing
  • Wants to build roads so he can profit from tolling them and fund Cathalla

  • Knives/Story Seeds
    - DA Magical College
  • Founder and ambassador for the Equality of Magical and Sentient Creatures
  • The Trust of Traveling Troubadours

  • Affiliations


    ™ & © 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 DMG

    Wand of Magic Missiles

    Wand

    Uncommon

    This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.   The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


    Weight: 1 lb

    DnD 5e DMG

    Wand of Web

    Wand

    Uncommon requires attunement by a spellcaster Requires Attunement

    This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.   The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


    Weight: 1 lb

    Brooch of Shielding

    Wondrous Item

    Uncommon Requires Attunement

    While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the Magic Missile spell.


    Xanathar's Guide to Everything

    Hat of Wizardry

    Wondrous Item

    Common Wizard Requires Attunement

    This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

  • You can use the hat as a spellcasting focus for your wizard spells.
  • You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.


  • DMG

    Bag of Holding

    Wondrous Item

    Uncommon

    This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.


    If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum of 1 minute), after which time they begin to suffocate.


    Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.


    Weight: 15 lb.

    TCE

    Arcane Grimoire +1

    Adventuring Gear

    Uncommon Requires attunement by a Wizard Requires Attunement

    While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus of +1 to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.   Spells already in the spell book. All spells are written in Raa'sh. Level 1 Spell: Alarm Level 1 Spell: Mage Armor Level 1 Spell: Burning Hands Level 1 Spell: Charm Person Level 1 Spell: Chromatic Orb Level 1 Spell: Color Spray Level 2 Spell: Arcane Lock Level 2 Spell: Alter Self Level 2 Spell: Blindness / Deafness Level 2 Spell: Blur Level 2 Spell: Cloud of Daggers Level 2 Spell: Continual Flame Level 3 Spell: Counterspell Level 3 Spell: Dispel Magic Level 3 Spell: Animate Dead Level 3 Spell: Bestow Curse Level 3 Spell: Blink

    Cost: 50,000 cp
    Weight: 2 lbs

    The statblocks of your class features

    Observant

    Quick to notice details of your environment, you gain the following benefits:

    • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
    • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

     

    Alert

    Always on the lookout for danger, you gain the following benefits:

    • You gain a +5 bonus to initiative.
    • You can’t be surprised while you are conscious.
    • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from y

     

    Statblocks for your familiars, mounts etc.

    Tiny Servant

    You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.   As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.   When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

    Features

    Tiny Construct Armor Class: 15 (natural armor) Hit Points: 10 (4d4) Speed: 30ft., climb 30 ft.   STR DEX CON INT WIS CHA (-3) (+3)   (-4) (+0) (-5)   Damage Immunities poison, psychic   Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned   Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10   Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

    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

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    SRD

    Mind Sliver

    0-level (Cantrip) Enchantment

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

    Player's Handbook p256

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time: 1 Action
    Range/Area: 30ft
    Components: V, S
    Duration: 1 Minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

    You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

    The hand can't attack, activate magic items, or carry more than 10 pounds.

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

    Player's Handbook p267

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time: 1 Action
    Range/Area: 10ft
    Components: V, S
    Duration: 1 Hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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

    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

    SRD

    Magic Stone

    0-level (Cantrip) Transmutation

    Casting Time: 1 bonus action
    Range/Area: touch
    Components: VS
    Duration: 1 minute
    You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
    Available for: Artificer, Druid, Warlock

    SRD

    Primal Savagery

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: self
    Components: S
    Duration: instantaneous
    You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
    At higher levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    Available for: Druid

    Level 1 Spells

    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

    Detect Magic

    1-level Divination

    Casting Time: 1
    Range/Area: 30
    Duration: 10min
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    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

    Shield

    1-level Abjuration

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

    SRD

    Expeditous Retreat

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: self
    Components: VS
    Duration: Concentration, up to 10 minutes
    This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
    Available for: Artificer, Sorcerer, Warlock, Wizard

    SRD

    Find Familiar

    1-level Conjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 hour
    Range/Area: 10 feet
    Components: VSM
    Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
    Duration: instantaneous
    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
    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 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.
    Available for: Wizard

    SRD

    Feather Fall

    1-level Transmutation

    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range/Area: 60 feet
    Components: VM
    Materials: A small feather, or piece of down, or focus
    Duration: 1 minute
    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
    Available for: Artificer, Bard, Sorcerer, Wizard

    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

    Alarm

    1-level Abjuration

    Casting Time: 1 minute
    Range/Area: 30 feet
    Components: VSM
    Materials: a tiny bell and a piece of fine silver wire, or focus
    Duration: 8 hours
    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
    Available for: Artificer, Ranger, Wizard

    Purify Food and Drink

    1-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 10 feet
    Components: VS
    Duration: instantaneous
    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
    Available for: Artificer, Cleric, Druid, Paladin

    Player's Handbook p276

    Sleep

    1-level Enchantment

    Casting Time: 1 Action
    Range/Area: 90ft (20ft radius)
    Components: V, S, M
    Materials: A pinch of fine sand, rose petals, or a cricket
    Duration: 1 Minute

    This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

    Undead and creatures immune to being charmed aren’t affected by this spell.

    At higher levels:

    When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

    Spell Level Dice
    1 5d8
    2 7d8
    3 9d8
    4 11d8
    5 13d8
    6 15d8
    7 17d8
    8 19d8
    9 21d8
    Available for: Bard, Sorcerer, Wizard, Twilight Domain, Oath of Redemption, The Archfey

    SRD

    Jump

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A grasshopper's hind leg, or focus
    Duration: 1 minute
    You touch a creature. The creature’s jump distance is tripled until the spell ends.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    SRD

    Longstrider

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A pinch of dirt, or focus
    Duration: 1 hour
    You touch a creature. The target’s speed increases by 10 feet until the spell ends.
    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.
    Available for: Artificer, Bard, Druid, Ranger, Wizard

    Level 2 Spells

    PHB

    Augury

    2-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: Self
    Components: V, S, M
    Materials: Specially marked sticks, bones, or similar tokens worth at least 25 gp
    Duration: Instantaneous
    By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
    • Weal, for good results
    • Woe, for bad results
    • Weal and woe, for both good and bad results
    • Nothing, for results that aren't especially good or bad
    The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent change for each casting after the first reading that you get a random reading. The DM makes this roll in secret.
    Available for: Cleric

    SRD

    Alter Self

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: self
    Components: VS
    Duration: Concentration, up to 1 hour
    You assume a different form. 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.
    Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
    Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
    Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
    Available for: Artificer, Sorcerer, Wizard

    Blur

    2-level Illusion

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

    SRD

    Maximillian's Earthen Grasp

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A miniature hand sculpted from clay, or focus
    Duration: Concentration, up to 1 minute
    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, which must make a Strength saving throw. The target 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.
    Available for: Sorcerer, Wizard

    SRD

    Dark Vison

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: Either a pinch of dried carrot, or an agate, or focus
    Duration: 8 hours
    You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    SRD

    Skywrite

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: sight
    Components: VS
    Duration: Concentration, up to 1 hour
    You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
    Available for: Artificer, Bard, Druid, Wizard

    SRD

    Dragon's Breath

    2-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: touch (exhale 15 foot cone)
    Components: VSM
    Materials: A hot pepper, or focus
    Duration: Concentration, up to 1 minute
    You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
    Available for: Sorcerer, Wizard

    SRD

    Enhance ability

    2-level Transmutation

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

    SRD

    Enlarge Reduce

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A pinch of powdered iron, or focus
    Duration: Concentration, up to 1 minute
    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).
    Available for: Artificer, Bard, Druid, Sorcerer, Wizard

    EGW

    Immovable Object

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: gold dust worth at least 25 gp, which the spell consumes
    Duration: 1 hour
    Attack/Save: Strength Save
    You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
    At higher levels: If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

    SRD

    Levitate

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: Either a small leather loop, or a piece of golden wire bent into a cup shape with a long shank on one end, or focus
    Duration: Concentration, up to 10 minutes
    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.
    Available for: Artificer, Sorcerer, Wizard

    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

    Magic Mouth

    2-level Illusion

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: 30 feet
    Components: VSM
    Materials: A small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes
    Duration: until dispelled
    You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
    When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
    The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
    Available for: Artificer, Bard, Wizard

    SRD

    Earthbind

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 300 feet
    Components: V
    Duration: Concentration, up to 1 minute
    Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
    Available for: Druid, Sorcerer, Warlock, Wizard

    SRD

    Knock

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: instantaneous
    Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
    If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
    When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
    Available for: Bard, Sorcerer, Wizard

    SRD

    Rope Trick

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: Powdered corn extract and a twisted loop of parchment, or focus
    Duration: 1 hour
    You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
    Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.
    Available for: Artificer, Wizard

    SRD

    Spider Climb

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A drop of bitumen and a spider, or focus
    Duration: Concentration, up to 1 hour
    Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
    Available for: Artificer, Sorcerer, Warlock, Wizard

    Level 3 Spells

    SRD

    Phantom Steed

    3-level Illusion

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: 30 feet
    Components: VS
    Duration: 1 hour
    A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
    Available for: Wizard

    SRD

    Magic Circle

    3-level Abjuration

    Casting Time: 1 minute
    Range/Area: 10 feet
    Components: VSM
    Materials: Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
    Duration: 1 hour
    You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 hour for each slot level above 3rd.
    Available for: Cleric, Paladin, Warlock, Wizard

    SRD

    Gaseous Form

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A bit of gauze and a wisp of smoke, or focus
    Duration: Concentration, up to 1 hour
    You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
    While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. 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 hovering in the air even when stunned or otherwise incapacitated.
    While in the form of a misty cloud, 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.
    Available for: Sorcerer, Warlock, Wizard

    SRD

    Water Breathing

    3-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A short reed or piece of straw, or focus
    Duration: 24 hours
    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.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    SRD

    Fly

    3-level Transmutation

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

    SRD

    Tiny Servent

    3-level Transmutation

    Casting Time: 1 minute
    Range/Area: touch
    Components: VS
    Duration: 8 hours
    You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
    Available for: Artificer, Wizard

    SRD

    Erupting Earth

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VSM
    Materials: A piece of obsidian, or focus
    Duration: instantaneous
    Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
    Available for: Druid, Sorcerer, Wizard

    SRD

    Slow

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VSM
    Materials: A drop of molasses, or focus
    Duration: Concentration, up to 1 minute
    You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end each of its turns. On a successful save, the effect ends for it.
    Available for: Bard, Sorcerer, 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 using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used
    Available for: Sorcerer, Warlock, Wizard

    SRD

    Catnap

    3-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: SM
    Materials: a pinch of sand, or focus
    Duration: 10 minutes
    You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a REST , and it can’t be affected by this spell again until it finishes a long rest.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
    Available for: Artificer, Bard, Sorcerer, Wizard

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


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