Remove these ads. Join the Worldbuilders Guild

Hunter Grimwalker

3 Level (0/2700 XP for level-up) Urchin Background Shadar Kai Race / Species / Heritage Chaotic Neutral Alignment
Sorcerer
Level 3
Hit Dice: 3/3
1d6+2 Class 1

STR
10
+0
DEX
20
+5
CON
15
+2
INT
10
+0
WIS
13
+1
CHA
18
+4
20
Hit Points
+5
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Sorcery Points
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+6 Deception CHA
+0 History INT
+1 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +7 DEX 1d8+5 Piercing
 Finesse
Eldritch Blast +6 STR 1d10 Force
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
I ask a lot of questions.

Personality Traits
I help the people who help me-that's what keeps us alive.

Ideals
I owe my survival to another urchin who taught me to live on the streets. I escaped my life of poverty by robbing an important person, and I'm wanted for it.

Bonds
It's not stealing if I need it more than someone else.

Flaws

  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

  • Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.




  • Necrotic Resistance. You have resistance to necrotic damage.

  • Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

  • Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.



Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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 SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e

Arcane Focus Crystal

Adventuring Gear Common

An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.

Cost: 10gp Weight: 1lb


 

The statblocks of your class features

Wild Magic Sorcerer


Hit Points

Hit Dice: d6 per Wild Magic Sorcerer level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Overview & Creation

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.   Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.   Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.   Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.  

Raw Magic


Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.   The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.   Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.  

Unexplained Powers


Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.   Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.  

Creating a Sorcerer


The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?   How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.  

QUICK BUILD

You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.  

The Sorcerer

-Spell Slots per Spell Level-

Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2nd +2 2 Font of Magic 4 3 3 - - - - - - - -
3rd +2 3 Metamagic 4 4 4 2 - - - - - - -
4th +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
5th +3 5 - 5 6 4 3 2 - - - - - -
6th +3 6 Sorcerous Origin Feature 5 7 4 3 3 - - - - - -
7th +3 7 - 5 8 4 3 3 1 - - - - -
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
9th +4 9 - 5 10 4 3 3 3 1 - - - -
10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11th +4 11 - 6 12 4 3 3 3 2 1 - - -
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13th +5 13 - 6 13 4 3 3 3 2 1 1 - -
14th +5 14 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1 - -
15th +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

 


Class Features

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.   Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.  

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.  

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.  

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.  

Creating Spell Slots.

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.   Any spell slot you create with this feature vanishes when you finish a long rest.  

Creating Spell Slots

 
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points.

As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.  

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.  

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.   When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.  

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.   You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.  

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.  

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.  

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.  

Subtle Spell

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

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).   To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.  

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Sorcerous Restoration

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


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

 


Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.  

Cantrips

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

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.   The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.


Subclass Options

Wild Magic


Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.  

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.  

Wild Magic Surge

d100 1d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 You cast fireball as a 3rd-level spell centered on yourself.
09-10 You cast magic missile as a 5th-level spell.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you must shout when you speak.
63-64 For the next minute, you must shout when you speak.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast mirror image.
87-88 You cast fly on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-00 You regain all expended sorcery points.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.   Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.  

Bend Luck

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

Controlled Chaos

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

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Magic Initiate

  • Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
  • In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
  • Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

 

Elf (Shadar-kai)

Ability Score Increase +2 Dex, +1 Con
Size Medium
Speed 30 ft.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Necrotic Resistance. You have resistance to necrotic damage.   Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Languages. Common, and Elvish.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Lightning Lure

0-level (Cantrip) Evocation

Casting Time 1 action
Range 15 ft.
Duration Instantanious
Components V

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

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.

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

PHB

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Available for: Warlock

PHB

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: a bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
  If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
  If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Prestidigitation

0-level (Cantrip) Abjuration

Casting Time 1 action
Range 10 feet
Duration Up to 1 hour
Components V, S

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.

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

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

Level 1 Spells

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 Hours
Components V, S, M *

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.   * - (a piece of cured leather)

Class(es): Magic Ablity

PHB

Jump

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a grasshopper's hind leg
Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.

phb

Chromatic Orb

1-level Evocation

Casting Time 1 ACtion
Range 90 feet
Duration Instantaneous
Components V S M
Materials (a diamond worth at least 50 gp)

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
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.

Class(es): Sorcerer, Wizard

Ranged Spell Attack[roll 3d8]Choose Damage Type

Player's Handbook

Hex

1-level Necromancy

Casting Time 1 bonus action
Range 90 feet
Duration Concentration, 1 hour
Components V,S,M (petrified eye of newt)

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Warlock

Level 2 Spells

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

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

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

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


Created by

LiLFitZ04.

Statblock Type

Character Sheet (latest)

Link/Embed