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Tina D'Angelo

8 Level (0 of 48000 XP for level-up) Witch Class Coven of the Black Thorns Subclass Human Race Alignment
Strength 9
-1
Dexterity 9
-1
Constitution 20
+5
Intelligence 14
+2
Wisdom 13
+1
Charisma 13
+1

-1
Initiative
9
Armor Class
+0
Spell Attack Modifier

Spell Save DC: NONE
Hit Dice: 8 of 8
Hit Die: 1d6 +5
40ft
Speed (walk/run/fly)
Protection from Blow
Your blessing grants you protection from non-magical melee weapons to include unarmed strikes. When taking damage from non-magical melee weapons, you subtract an amount from it equal to your Witch level, in addition damage from non-magical melee weapons cannot reduce you below 1 hit point or render you unconscious.
Protection from Shots
Your blessing grants you protection from arrows, bolts, bullets and any thrown weapons. When taking damage from the listed sources, you subtract an amount from it equal to your Witch level, in addition damage from the listed sources cannot reduce you below 1 hit point or render you unconscious.
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+8 Constitution
+2 Intelligence
+1 Wisdom
+1 Charisma
saving throws
-1 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+4 Deception CHA
+2 History INT
+1 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+1 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+2 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+1 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Staff +2 STR 1d6/1d8 Bludgeoning
 Versatile
Thorn Whip +8 CON d6
 Cantrip
Glaive -1 STR d10
Staff is my focus
Spell save DC = 8 + your proficiency bonus (3) + your Constitution modifier (5) = 16
Spell attack modifier = your proficiency bonus (3) + your Constitution modifier (5) = +8 Spellcasting
Common, Elven, Goblin
Languages & Proficiences
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

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

Sling

Weapon

Common

Ammunition

Type Damage Damage Range
Simple Ranged 1d4 Bludgeoning 30/120 ft

Cost: 1 sp

Scholar’s Pack

Adventuring Gear

Varies

Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Cost: 40 gp

Staff

Spellcasting Focus

Common

An arcane focus is a special item,
designed to channel the power of arcane spells. A
sorcerer, warlock, or wizard can use such an item as a
spellcasting focus.

Cost: 5 gp
Weight: 4 lb

The statblocks of your class features

Witch

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Coven 3 2 - - - - - - - -
2nd +2 Witch's Blood 3 3 - - - - - - - -
3rd +2 Blessings of Libra 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 3 2 - - - - - -
6th +3 Coven Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Blessings of Libra 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Coven Feature 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Blessings of Libra 5 4 3 3 3 2 1 1 1 1
18th +6 Coven Feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Coven Elder 5 4 3 3 3 3 2 2 1 1
Hit Dice: 1d6 per Witch level
Hit Points At 1st Level: 6 + your Constitution modifier
Hit Points At Higher Levels: 1d6 (or 4) + your Constitution modifier per Witch level after 1st
Armor Proficiencies: None
Weapon Proficiencies: Daggers, Staffs, and Slings
Tools: Weaver's Tools and Painter's Supplies
Saving Throws: Constitution, Dexterity
Skills: Choose two from Arcana, Animal Handling, Nature, Persuasion, Sleight of Hand, Stealth or Survival
  Starting Equipment: You start with the following equipment, in addition to the equipment granted by your background:
  • (a) two daggers or (b) a staff
  • (a) sling or (b) a healing potion
  • (a) a priest’s pack or (b) a scholar’s pack
  • A spellcasting focus or a component pouchl
Coven
Choose a Coven to belong to, this describes the way you have been taught to connect with the soul of the world. These are detailed at the end of the class description.   Your choice grants you features when you choose it at 1st level and again at 6th, 14th and 18th level.
Witch’s Blood - 2nd Level
You have learned to harness your life force as a resource to empower your magic. By sacrificing your life force, you can bring your spell up to its maximum power, generate additional magical energy or push your spell beyond its natural limit. Consult the table below to understand how much of your own hit points you will need to sacrifice to generate a given effect. When you sacrifice hit points to generate one of these affects you will decrease your current hit points as well as your hit point maximum until you take a long rest. You can use Maximize Magic and Overcast on the same spell if you sacrifice the amount of hit points required to generate the effect twice.  
HP Cost Recover Slot Maximize Magic Overcast
3 - Cantrip's Maximum Damage As if Critical Hit
5 Level 1 Level 1 Spell’s Maximum Damage Cast as a Level 2 Slot
8 Level 2 Level 2 Spell’s Maximum Damage Cast as a Level 3 Slot
12 Level 3 Level 3 Spell’s Maximum Damage Cast as a Level 4 Slot
17 Level 4 Level 4 Spell’s Maximum Damage Cast as a Level 5 Slot
23 Level 5 Level 5 Spell’s Maximum Damage Cast as a Level 6 Slot
30 Level 6 Level 6 Spell’s Maximum Damage Cast as a Level 7 Slot
38 Level 7 Level 7 Spell’s Maximum Damage Cast as a Level 8 Slot
47 Level 8 Level 8 Spell’s Maximum Damage Cast as a Level 9 Slot
57 Level 9 Level 9 Spell’s Maximum Damage Unique Effect or Critical Hit
 
  • If a spell does not deal damage or function differently when cast at a higher level, then generally the GM will assign an additional effect or allow you to regain a spell slot of a lower level.
  • When your Maximum Hit Points have been lowered by using the Witch’s Blood feature nothing except a long rest or a Wish spell can restore your hit point maximum.
  • You cannot use this feature to restore a spell slot that you are incapable of using at your current level.
Blessings of Libra - 3rd Level
Witches gain protection from the bond that they have forged with the innate power of the world. Because of their dedication the Goddess Libra has granted them some innate traits that passively give the Witch protections and bonuses during their life. You can pick two of the Blessings from below, you may pick an additional two at 10th and 17th level but you can never change any of the Blessings that you make.   Wicked Nails. Your blessing empowers your unarmed strikes and makes them deal magical slashing damage. When calculating your bonus to hit and to deal damage with unarmed strikes you will use 1d4 + your Constitution Modifier + your Witch Level.   Unrivaled Beauty. Your blessing grants you natural beauty beyond that of even the Elves. You gain proficiency in Persuasion or Deception, if you already have proficiency you gain expertise.   Horrific Aura. You must be 10th level to take this blessing, your blessing grants you a powerful aura of magic that can startle creatures that are weaker than yourself. If a creature with less hit points moves within five feet of you while you are conscious then it must succeed on a Wisdom save against your spell save DC. On a failed save a creature receives the Feared condition for the next minute, it may repeat the saving throw at the end of each of its turns. If a creature passes the saving throw, then it is immune to your Horrific Aura for 24 hours.   Gift of Youth. You must be 10th level to take this blessing, your blessing grants you an unnaturally long life and you cannot be aged by most magical effects. You cannot be aged magically except by the power of a Sphinx or the effect of a Wish spell, you age ten times as slowly as a member of your race normally would.   Eyes of the Witch. Your blessing grants you eyes that perceive complete darkness as daylight and more as your power grows. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. At 15th level this ability grants further power and allows you to see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.   Siphon Power. Your blessing grants you the ability to steal magical energy from creatures that are damaged by your spells and use it to restore your own reserves. When you kill a creature with a spell you gain a spell slot back equal to an amount dictated by the chart below. You cannot use this feature to restore a spell slot that you are incapable of using at your current level.  
CR of Creature Spell Slot Restored
0-1 -
2-3 1
4-5 2
6-9 3
10-13 4
14-16 5
17-20 6
21-25 7
25-29 8
30+ 9
  Siphon Life. Your blessing grants you the ability to steal hit points from creatures that are damaged by your spells and manifest it as a cloak of arcane energy. When you damage a creature with a spell you gain temporary hit points equal to your Witch level, these hit points are cumulative, but they can never exceed your current maximum hit points.   Grant Power. Your blessing grants you the ability to assist your allies by sacrificing your own life force to restore their magical energy. You can use your Witch’s Blood feature to restore a spell slot to an ally within 30 feet, this must be a corresponding spell slot on the Witch’s Blood chart and the ally must be capable of using the spell slot. Using Witch’s Blood in this way consumes an action.   Grant Life. Your blessing grants you the ability to assist your allies by sacrificing your own life force to restore their life energy. You can transfer your hit points to any ally by touching them, you cannot raise an ally beyond their maximum hit points this way. Using this blessing counts as an action.   Protection from Elements. Your blessing grants you protection from elemental damage (Fire, Cold, Lighting, Thunder). When taking elemental damage, you subtract an amount from it equal to your Witch level, in addition damage from the elemental sources cannot reduce you below 1 hit point or render you unconscious.   Protection from Shots. Your blessing grants you protection from arrows, bolts, bullets and any thrown weapons. When taking damage from the listed sources, you subtract an amount from it equal to your Witch level, in addition damage from the listed sources cannot reduce you below 1 hit point or render you unconscious.   Protection from Blows. Your blessing grants you protection from non-magical melee weapons to include unarmed strikes. When taking damage from non-magical melee weapons, you subtract an amount from it equal to your Witch level, in addition damage from non-magical melee weapons cannot reduce you below 1 hit point or render you unconscious.   Protection from Phenomenal. Your blessing grants you protection from phenomenal sources of damage (Necrotic, Radiant, Psychic, Force). When taking phenomenal damage, you subtract an amount from it equal to your Witch level, in addition damage from phenomenal sources cannot reduce you below 1 hit point or render you unconscious.   Circle of Protection. Your blessing grants you extra protection when you take the time to defend yourself against incoming attacks. When you take the defend action, incoming attacks receive a penalty equal to your Constitution modifier on top of the normal penalty incurred from your defend action.   Circle of Harm. Your blessing grants you incredible accuracy when you take the time to steady yourself and prepare for a spell casting. If you use your action to “prepare” a spell that inflicts damage that will not be cast until your next turn, it will incur a bonus. For spells requiring an attack roll, you will gain a bonus to your attack roll equal to your Constitution modifier and for spells requiring a saving throw, the saving throw will be made at disadvantage.   Circle of Shelter. Your blessing grants you minor healing when you take the time to aide them in combat. If you use your action to “Help” a friendly creature in attacking a creature within 5 feet of you then you will heal an amount equal to your Constitution modifier.   Circle of Fury. Your blessing grants you addition prowess in combat when you choose to attack enemies with unarmed strikes or weapons. If you use your action to attack a creature with a melee weapon or an unarmed strike, then you can use your bonus action to make an additional attack.
Ability Score Improvement - 4th Level
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.
Coven Elder - 20th Level
You have become a Witch of incredible power that is ready to lead their own Coven and spread their knowledge to a new generation. Spells of 3rd level and lower have no effect on you and cannot deal you damage. Spells of 7th level and higher that you cast cannot be prevented by using the spell Counterspell.

Cantrips

At first level, you learn three Witch cantrips from the Witch spell list. You learn additional Witch cantrips of your choice at higher levels, as shown in the Cantrips known column of the Witch table.  

Preparing and Casting Spells

The Witch table shows how many spell slots you have to cast your Witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of Witch spells that are available for you to cast, choosing from the Witch spell list. When you do so, choose a number of Witch spells equal to your Constitution modifier + your Witch level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level Witch, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Witch Bolt, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of Witch spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability  

Spellcasting Ability

Constitution is your spellcasting ability for your Witch spells since you learn your spells through invoking the longevity and power of your own life force. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Witch spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Constitution modifier   Spell attack modifier = your proficiency bonus + your Constitution modifier  

Spellcasting Focus

You can use an arcane focus from the list of equipment in Adventuring Gear as a spellcasting focus for your Witch spells.  

Ritual Casting

You can cast a Witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Covens

The White Tree

The White Tree

A proud lineage that pursues the raw, natural power that lies within the spirit of Isekai. The White Tree is a rare plant that is thought to be extinct in modern-day but was once incredibly coveted for its use as a component for magical potions and the creation of an arcane focus. It was rumored that a magic wand made from the branch of the White Tree would elevate even a novice caster’s power to that of an elite mage.
The Black Thorns

The Black Thorns

A proud lineage that seeks out protection and sanctuary, the ancient powers of Isekai wrap themselves around Witches of this Coven and shelter them from harm. The Black Thorns make reference to a part of the White Tree that manifests itself in order to ward off wild animals, monsters and evil creatures of all kinds. These thorns were thought to be the bane of evil and to be a living substance on par with Adamantite with a will of their own to protect the White Tree and those that they deemed worth of protection.
The Yellow Rose

The Yellow Rose

A proud lineage that seeks out knowledge and friendship from the ancient spirit of Isekai, they pursue the mysteries of the world and live in a fashion similar to Druidic communities. The Yellow Rose makes a reference to a flower that blooms on the White Tree only once every hundred years, a sight that Fey and animals of the natural world will pause to see because of its elegance and beauty. This Flower is said to impart great knowledge and understanding to those that gaze up its blooming and those that watch the final petal fall as it wilts will learn how the thing they love the most will meet its end. The secrets of the Yellow Rose are such that they could bring about the ruin rulers, societies and civilizations so if it still exists it is hidden far away from any that will see it in the modern-day.

The Black Thorns

Spell Level Spells
1st Level Entangle, Cure Wounds
2nd Level Blur, Web
3rd Level Counterspell, Slow
4th Level Aura of Life, Aura of Purity
5th Level Circle of Power, Passwall
Black Thorns Teachings
You gain access to an expanded spell list that is called “Black Thorns Teachings” that will be added to the pool of spells that you can pick from at the beginning of each day.
Spell Empowerment
You gain empowered spells based upon the strength of your life force. When you damage a creature with one of your spells you may expend your bonus action and expend any number of hit die, roll those hit die to gain temporary hit points equal to their shown value. These hit die are cumulative but they do not stack with other features or sources of temporary hit points.   You can use this feature to expend any number of hit die that you have available but if you reduce yourself to zero hit die then you will gain a level of exhaustion.
Life Force Empowerment - 6th Level
Your spells have become imbued with a protective life force that seeks out weak creatures to protect. When you cast a spell and friendly creature within 10 feet of you has less current hit points than you do, they regain an amount of hit points equal to your Witch level. If you are the creature with the lowest hit points within 10 feet, then you will instead gain hit points equal to your Witch level.
Sheltered Life Force - 14th Level
Your life force gains incredible potency that seeks to protect you at all times. While you are not wearing armor you may calculate your armor class in the following way, AC = 10 + your Constitution modifier + your proficiency modifier. You cannot gain the benefits of Sheltered Life Force while wielding a Shield.
Uncontrollable Life Force - 18th Level
Your life force cannot be overwhelmed by other spirits and outside control without great struggle. You have advantage on saving throws for effects that would paralyze, stun, fear, possess or otherwise force you to lose control over your body. In addition, if you are successful in resisting the mentioned effect you will turn the energy back on the attacker and stun the creature that attempted to force their influence on you. Even if the creature would normally be immune to the stunned condition they will still be stunned until the end of your next turn.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Changeling

Ability Score Increase +1 Cha, +1 Any
Size Medium
Speed 30ft

Ability Score Increase. Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1.   Age. Changelings mature slightly faster than humans but share a similar lifespan-typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.   Size. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.   You stay in the new form until you use an action to revert to your true form or until you die.   Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.   Languages. You can speak, read, and write Common and two other languages of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Name Guidance School Divination
Spell Level 0 Range Touch
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

 
Name Druidcraft School Transmutation
Spell Level 0 Range 30 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Whispering to the spirits of nature, you create one of the following effects within range:   • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.

 
Name Thorn Whip School Transmutation
Spell Level 0 Range 30 feet
Casting Time 1 Action Duration V, S, M
Components the stem of a plant with thorns Materials None
Ritual No Concentration No
Description
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.   At higher level   This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 
Name Shillelagh School Transmutation
Spell Level 0 Range Touch
Casting Time 1 Bonus Action Duration 1 minute
Components V, S, M Materials mistletoe, a shamrock leaf, and a club or quarterstaff
Ritual No Concentration No
Description
The wood of a club or quarterstaff you are holding is imbued with nature’s power.
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon

 

Level 1 Spells

Name Speak with Animals School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration 10 minutes
Components V, S Materials None
Ritual Yes Concentration No
Description
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

 
Name Cure Wounds School Evocation
Spell Level 1 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

 
Name Thunderwave School Evocation
Spell Level 1 Range Self (15-foot cube)
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.   At higher level   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.

 
Name Ice Knife School Conjuration
Spell Level 1 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components S, M Materials a drop of water or piece of ice
Ritual No Concentration No
Description
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

 

Level 2 Spells

Name Misty Step School Conjuration
Spell Level 2 Range Self
Casting Time 1 Bonus Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

 
Name Shatter School Evocation
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials a chip of mica
Ritual No Concentration No
Description
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

 
Name Gust of Wind School Evocation
Spell Level 2 Range Self (60-foot line)
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials a legume seed
Ritual No Concentration Yes
Description
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

 

Level 3 Spells

Name Lightning Bolt School Evocation
Spell Level 3 Range Self (100-foot line)
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials A bit of fur and a rod of amber, crystal, or glass
Ritual No Concentration No
Description
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren’t being worn or carried.   At higher level   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.

 
Name Fireball School Evocation
Spell Level 3 Range 150 feet
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials A tiny ball of bat guano and sulfur
Ritual No Concentration No
Description
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame.   Each creature in a 20-foot radius 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 level   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.

 

Level 4 Spells

Name Conjure Minor Elementals School Conjuration
Spell Level 4 Range 90 feet
Casting Time 1 minute Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:   -One elemental of challenge rating 2 or lower
-Two elementals of challenge rating 1 or lower
-Four elementals of challenge rating 1/2 or lower
-Eight elementals of challenge rating 1/4 or lower.
  An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures’ statistics.   At higher level   When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

 
Name Ice Storm School Evocation
Spell Level 4 Range 300 feet
Casting Time 1 Hour Duration Instantaneous
Components V, S, M Materials A pinch of dust and a few drops of water
Ritual No Concentration No
Description
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 level   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.

 

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


Created by

NJ147.

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