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Marro Ramsey

9 Level (0/64000 XP for level-up) Sage Background Human Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 9
Hit Dice: 9/9
1d6+0 Class 1

STR
14
+2
DEX
16
+3
CON
10
+0
INT
20
+5
WIS
14
+2
CHA
14
+2
37
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
INT Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+3 Dexterity
+0 Constitution
+9 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+9 Arcana INT
+2 Athletics STR
+2 Deception CHA
+9 History INT
+2 Insight WIS
+2 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+9 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+9 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +7 DEX 1d4+3 Piercing
 Finesse, Light, Thrown
Quarterstaff +6 STR 1d6+2 Bludgeoning
 Versatile
Attacks

Spell Book

BOOKS & TOMES:
* Spellbook - Personal
* Tome of Dragon Lore - Written in Draconic and bound in Dragon Hide
CLOTHES:
* Common Set
* Necromancer's Robe,
COOL SHIT:
* Green Peridot Dragon Gemstone - from Alter Room
MAGIC ITEMS:
* Bag of Holding
* Obsidian Sphere - Residual Magic
* Ring of Sustenance
* Staff of Frost
* Wand of Burning Hands - 38 Charges
* Whistle of Undead (Sunless Citadel - room with 6 coffins)
MIO's BOOTY:
* Small Assassins Sword from her hair with Scorpion Poision, Caltrops (3 Handfulls), 1 MW Shuriken shaped like a Scorpion, 1 Vial of Scopion Posion
NORMAL EQUIPTMENT:
* Component Belt, Dagger, Glass Bottle, Ink, Inkpen, Parchment - 10x, Quarterstaff MW Asian Inlay, Ink (1 ounce bottle), Ink Pen, Parchment (one sheet), Backpack, Clothes Common, Component Pouch, Spellbook, Little Bag of Sand, Small Knife,
POTIONS:
* Potion of Fire Protection - 1x
* Potion of HIding - 1x
* Potion of Lesser Restoration - 1x
SCROLLS:
* Melf's Acid Arrows - 1x
* Scorching Rays - 1x

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
BONUS ACTION:
* Telekinetic - Shove
** I make a (visible/Invisible) mage hand and can shove a creature with my mind.

REACTIONS:
* War Caster

ARCANE RECOVERY - 1/Long Rest

GRIM HARVEST:
* Once/turn when I kill 1 or more creatures with a spell of 1st LVL or higher, I regain HP equal to twice the spell's LVL, or 3x its LVL if the spell belongs to the school of necromancy. I don't gain this benefit for killing constructs or undead.

NECROMANCY SAVANT:
* The gold and time I must spend to copy a necromancy spell in my spellbook is halved.

UNDEAD THRALL:
* When I cast animate undead, I can target 1 additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever I create an undead necromancy spell, it's max HP is increased by 8 and it adds +3 to its weapon damage rolls.
Spellcasting
Aglarondan, Chondothan, Common, Damaran, Draconic

Languages & Proficiencies


™ & © 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

Staff of Frost

Staff

Very Rare

A powerful staff made of eternal ice. While you hold this staff you have resistance to fire damage. It is cold to the touch and has 4 large icicles on the end. Expelled icicles can be replenished during a long rest, 1d4 replenished during short rest, or by using Cold breath weapon on it.

Melee Attack: 1d8 bludgeoning dmg

Icicle Attack: 1d4 piercing dmg
Launch a single icicle from the tip of the staff

Icicle Fury: DC 13 DEX save, 1d4 piercing dmg
Launch all remaining icicles in a single swoop


Wall of Ice (All 4 icicles required)
You create a wall of ice in a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels.
the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw.
On a failed save, the creature takes 2d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage.

Casting Time: 1 action
Range: 120 feet
Target: A solid surface within range
Components: V S
Duration: Concentration, Up to 10 minutes

Type Damage Damage Range
Martial Melee 1d8 / 1d4 Cold 30/60 ft

Cost: 200,000 gp

Quarterstaff

Weapon

Common

Properties: Versatile
Non-lethal. This weapon always knocks unconscious, can be used as lethal weapon once the target is unconscious.
Trip: When you critically hit with quarterstaff, you knock your opponent prone.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Bludgeoning 5 ft

Cost: 2 sp
Weight: 2 lb

The statblocks of your class features

Mage hand (Telekinetic feat)

0-level (Cantrip) Conjuration

Range/Area: 60ft
Components: None
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.  

With the Telekinetic feat:

You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

Statblocks for your familiars, mounts etc.

BR147

Owl

Tiny beast, unaligned
Armor Class: 11
Hit Points: 2
Speed: 5 ft , fly: 60 ft

STR

3 -4

DEX

13 +1

CON

7 -2

INT

2 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3 , Stealth +3   Flyby - The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight - The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Senses: Darkvision 120ft,Passive Perception 13
Languages: --
Challenge Rating: 0

Actions

Talons - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Warhorse CR: 1/2 (100xp)

Large beast, unaligned
Armor Class: 12
Evasion Class 11
Armor Reduction -2
Hit Points: 19 3d10+3
Moral 8 2d6
Speed: 60 ft

STR

18 +4

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

12 +1

CHA

7 -2

Senses: passive perception 11
Challenge Rating: 1/2 (100xp)

Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another Attack with its hooves against it as a Bonus Action.
Mounting. Once during your move, you can mount this creature as long as it is within 5 feet of you or you may dismount if you are already mounted. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
While you’re mounted, you have two options. You can either control the mount or allow it to act independently. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and a controlled mount can move and act even on the turn that you mount it. If the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
When mounting a mount, you occupy the center-most space in the creature’s space. if the center of the creature’s space is an intersection, you occupy all spaces which touch that intersection. This means that a human on a horse occupies the mount’s entire space.

Actions

Hooves. Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook 5E (WoC)

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. 
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 
Available for: Sorcerer, Warlock, Wizard

Player's Handbook p230

Dancing Lights

0-level (Cantrip) Evocation

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

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a Bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Available for: Bard, Sorcerer, Wizard, Artificer

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 Spells

PHB

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but 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.

PHB

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

PHB

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 feet
Components: V, S, M
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. As an action, you can temporarily dismiss the familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
  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.
  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.

PHB

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of pork rind or butter
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

PHB

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: a pearl worth at least 100gp 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.

PHB

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a piece of cured leather
Duration: 8 hours
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.

PHB

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

PHB

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: 1 gp worth of holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

PHB

Tenser's Floating Disk

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a drop of mercury
Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
  The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
  If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

PHB

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of string and of wood
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
  Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
  If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Level 2 Spells

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

PHB

Blur

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, 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.

PHB

Flaming Sphere

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
Duration: Concentration, 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
  As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
  When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
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.

PHB

Ray of Enfeeblement

2-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
  At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

PHB

Spider Climb

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a drop of bitumen and a spider
Duration: Concentration, 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.

Level 3 Spells

PHB

Animate Dead

3-level Necromancy

Casting Time: 1 minute
Range/Area: 10 feet
Components: V, S, M
Materials: a drop of blood, a piece of flesh, and a pinch of bone dust
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
  On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, 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 general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
  The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

PHB

Bestow Curse

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score.
  • While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

PHB

Fireball

3-level Evocation

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

PHB

Protection from Energy

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

PHB

Protection from Energy

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Level 4 Spells

PHB

Blight

4-level Necromancy

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: Instantaneous
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
  If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
  If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

PHB

Ice Storm

4-level Evocation

Casting Time: 1 action
Range/Area: 300 feet
Components: V, S, M
Materials: a pinch of dust and a few drops of water
Duration: Instantaneous
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
  Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

PHB

Mordenkainen's Faithful Hound

4-level Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a tiny silver whistle, a piece of bone, and a thread
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
  The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
  At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Level 5 Spells

PHB

Bigby's Hand

5-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: an eggshell and a snakeskin glove
Duration: Concentration, 1 minute
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
  When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
  Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
  Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
  Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
  Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

XGtE

Danse Macabre

5-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
  You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
  The creatures are under your control until the spell ends, after which they become inanimate once more.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

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

SRD

Melf's Acid Arrow

2-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: VSM
Materials: Powdered rhubarb leaf and an adder's stomach, or focus
Duration: instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Available for: Wizard

PHB

Scorching Ray

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Created by

Marro Ramsey.

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