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Palant Stagar

Fighter 8 Wizard 12 20 Class & Level
Sage Background
Human Race
Neutral Alignment

Strength 29
+9
Dexterity 16
+3
constitution 14
+2
intelligence 20
+5
wisdom 14
+2
charisma 14
+2
Total Hit Dice 20
Hit Die
1d6+2
+6 proficiency bonus
+12 Strength
+5 Dexterity
+5 Constitution
+14 Intelligence
+11 Wisdom
+12 Charisma
saving throws
+9 Acrobatics
+2 Animal Handling
+17 Arcana
+15 Athletics
+8 Deception
+11 History
+2 Insight
+3 Intimidation
+11 Investigation
+2 Medicine
+5 Nature
+8 Perception
+2 Performance
+2 Persuasion
+5 Religion
+8 Sleight of Hands
+9 Stealth
+2 Survival
skills Weapons: all   Armor: light, medium, shields   Tools: thieve's tools, herbalism kit, poisoner's kit,   Languages: Common, Illuskan, Old Netherese, Draconic, Giant, Goblin, Dwarvish, Elvish, Infernal  
  proficiencies

 
26
Armor Class
138
Hit Points
+7
Initiative
walking 30, swimming 40
Speed
WeaponAttackDamageTypeRangeNotes
Staff of Power 1d20+17 1d6+13 bludgeoning5 ft+ [[1d6]] force damage
Staff of Power butt end 1d20+17 1d4+13 bludgeoning5 ft+ [[1d6]] force damage
Dragon Slayer long sword 1d20+16 1d8+12 slashing5 ftextra [[3d8]] vs dragons
Giant Slayer long sword 1d20+16 1d8+12 slashing5 ftextra [[2d6]] vs giants
Attacks
Weapons: Simple, Martial

Armor: light, medium, shield

Tools proficiency: Thieve's tools, Forgery kit, Poisoner's kit, Disguise kit, Alchemy tools

Languages: Common, Draconic, Dwarvish, Elvish, Infernal, Illuskan, Old Netherese, Giant

Resistances: cold, force, radiant, psychic, necrotic, fire, slashing from non magical attacks

Immunties: poison, poisoned condition, diseases
Proficiences
Palant is spellacaster of 14th level. His spellcasting ability is Intelligence. Save DC: 21, +15 on spell attack

Ring of Animal Influence, Staff of Power
Spellcasting
Spellgem (ruby) x3

Shield Guardian "Kartak"

Iron Golem "Guardian"

Baarsig, young chaotic good red dragon

Maerani, erinye




Horn of Valhalla, Bronze
Figurine of wondrous power, obsidian steed
Gem of Brightness
Giant Slayer Longsword
Dragon Slayer Longsword
Robe of the Archmagi [Neutral]
Cap of Water Breathing
Ring of Swimming

Mace of smithing, Javelin of Lightning x3, Long bow +3, Long sword +3, Ring of Swimming, Ring of Water Walking, Gloves of Thievery, Boots of Elvenkind, Cloak of Elvenkind, Cloak of Fire Giant King, Cloak of the Bat, Cloak of Manta Ray, Hat of Water Breathing, Driftglobe, Rod of Security, Horn of Valhalla (silver) x3, Cubic Gate, Daern's Instant Fortress, Goggles of Night, Periapt of Health,.Periapt of Proof against Poison, Ring of Animal Influence, Robe of the Grey Archmagi, Belt of Storm Giant Strength, Chime of Opening, Dimensional Shackles, Elemental Gem x4, Gem of Brightness, Gem of Seeing, Helm of Comprehending Languages, Heward's Handy Haversack, Ehlonna's Quiver, Lantern of Revealing, Portable Hole, Robe of Useful Items, Wand of Magic Detection, Wand of Magic Missiles, Wand of Secrets,
Equipment
There's nothing I like more than a good mystery. I'm convinced that people are always trying to steal my secrets.
Personality Traits
Knowledge: The path to power and self-improvement is through knowledge. (Neutral)
Ideals
► My life's work is a series of tomes related to a applied draconoly.

► I once worked for Davra Jassurm a Zhentarim "troubleshooter" recruiting promising new talent for the Black Network. She helped me to get my start as adventurerm and i owe her for that
Bonds
► Most people scream and run when they see a demon. I stop and take notes on its anatomy.

► I must possess as many material goods as i can.

► I have no compunction against tampering with the dead in my search to better understand death

► Mine is the path of redemption. Anyone who says otherwise is intentionally mlslsading you.

►My percepnon of reality doesn't match anyone else's.

►Someone ls plotting to kill me I need to strike firs to stop them

►Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.

►There's only one person I can trust. And only I can see this special friend .

►I've discovered that I really like killing people.

►I hunger for the deaths of others and I am constantly starting fights in the hope of seeing bloodshed.

►Being drunk keeps me sane

►I see those who oppose me not as people. but as beasts meant to he prayed upon
Flaws
Feats: Prodigy, Polearm Master, Skilled, Warcaster, Resilent (Charisma), Mage Slayer


War Mage, level 12:
◆ Arcane Recovery (Wizard 1, PHB 115) [6 levels of spell slots, 1× per long rest]
Once per day after a short rest, I can recover a number of 5th-level or lower spell slots
◆ Spellcasting (Wizard 1, PHB 114) [5 cantrips known]
I can cast prepared wizard cantrips/spells, using Intelligence as my spellcasting ability
I can use an arcane focus as a spellcasting focus
I can cast all wizard spells in my spellbook as rituals if they have the ritual tag
◆ Arcane Deflection (War Magic 2, XGtE 59)
As a reaction when I'm hit by an attack, I can gain +2 to my AC against that attack
As a reaction when I fail a save, I can gain +4 bonus to that saving throw
After I do either, I can't cast spells other than cantrips until the end of my next turn
◆ Tactical Wit (War Magic 2, XGtE 60)
I gain a bonus to my initiative rolls equal to my Intelligence modifier
◆ Power Surge (War Magic 6, XGtE 60) [+6 force damage, Resets to 1 after long rest]
I have a pool of stored power surges that I can use to empower my damaging spells
I gain a power surge whenever I successfully end a spell with Dispel Magic or Counterspell
This pool can store a number of power surges equal to my Intelligence modifier (min 1)
It resets to 1 power surge after a long rest or when I have 0 surges left after a short rest
When I deal damage with a wizard spell, I can spend a power surge to do extra damage
One target takes half my wizard level in force damage; I can do this only once per turn
◆ Durable Magic (War Magic 10, XGtE 60)
While I'm maintaining concentration on a spell, I gain +2 to AC and all saving throws

Eldritch Knight, level 8:
◆ Dueling Fighting Style (Fighter 1, PHB 72)
+2 to damage rolls when wielding a melee weapon in one hand and no other weapons
◆ Second Wind (Fighter 1, PHB 72) [1d10+8, 1× per short rest]
As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest
◆ Action Surge (Fighter 2, PHB 72) [1× per short rest]
I can take one additional action on my turn on top of my normally allowed actions
◆ Spellcasting (Eldritch Knight 3, PHB 75) [2 cantrips & 6 spells known]
I can cast known wizard cantrips/spells, using Intelligence as my spellcasting ability
◆ Weapon Bond (Eldritch Knight 3, PHB 75)
I can bond with up to two weapons by spending a short rest with each
I can't be disarmed of a bonded weapon and I can summon one as a bonus action
◆ War Magic (Eldritch Knight 7, PHB 75)
When I use my action to cast a cantrip, I can make a weapon attack as a bonus action


Features & Traits

Heroes Enabled

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

DMG, page 202

Staff of Power

Staff This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.   The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges.   Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).   Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.   Distance from Origin - Effect 10 ft. away or closer - 8 × the number of charges in the staff 11 to 20 ft. away - 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff Very Rare [Requires Attunement by a Sorcerer, Warlock, or Wizard]

Type AC STR Req. Stealth Dis. Properties
None +2
Type Damage Damage Range Properties
Simple Melee 1d6 Bludgeoning This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.   The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges.   Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).   Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.   Distance from Origin - Effect 10 ft. away or closer - 8 × the number of charges in the staff 11 to 20 ft. away - 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff

Weight: 4


 

The statblocks of your class features

Fighter (Cynkard)


Hit Points

Hit Dice: d10 per Fighter (Cynkard) level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.

Class Features

Fighting Styles

Choose one of the following options. You can't choose the same style twice, even if you later get to choose again.   • Archery: You gain a +2 bonus on attack rolls you make with ranged weapons   • Defender: When wearing armor, you gain a +1 bonus to AC.   • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit   • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   • Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.  

Second Wind

You have a limited well of stamina you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.  

Action Surge

At 2nd level, you can push yourself beyond the normal limits for a moment. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again.   At 17th level, you can use this feature twice before a rest, but only once on the same turn.  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the below archetypes. This choice grants you features at 3rd, 7th, 10th, 15th, and 18th level.  

Ability Score Increase

At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 11th level, you can instead take three attacks, and at 20th level you may take 4 attacks.  

Indomitable

At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and cannot use this feature again until you finish a long rest.   You can use this feature twice between long rests at 13th level, and three times at 17th level.


Starting Equipment

• Choose: chainmail; or leather armor, longbow, and 20 arrows   • Choose: a martial weapon and a shield; or two martial weapons   • Choose: a light crossbow and 20 bolts; or two handaxes   • Choose: a dungeoneer's pack; or an explorer's pack
 


Subclass Options

Brute

Battle Master

Cavalier

Champion

Samurai

Scout

Sharpshooter


LvlProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype feature
16th+5Ability Score Improvement
17th+6Action surge (two uses), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

War Caster

Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Mage Slayer

You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:  

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, spear, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. This attack uses the same ability modifier as the primary attack.
  • While you are wielding a glaive, halberd, pike, spear, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Prodigy

Prerequisite: Half-elf, half-orc, or human

You have a knack for learning new things. You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. This attack uses the same ability modifier as the primary attack.
  • While you are wielding a glaive, halberd, pike, quarterstaff or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

 

Statblocks for your familiars, mounts etc.

Berserker

Medium humanoid, any
Armor Class 13 (Hide Armor)
Hit Points 67 (9d8+27) 9d8+27
Speed 30ft

STR
16 +3
DEX
12 +1
CON
17 +3
INT
9 -1
WIS
11 0
CHA
9 -1

Senses passive Perception 10
Languages Any One Language (Usually Common)
Challenge 2 (450 XP)


Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.


Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d12 + 3) slashing damage.


 
SRD

Raven

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 10ft Fly: 50ft

STR
2 -4
DEX
14 +2
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3
Senses passive Perception 13
Challenge 0 (10 XP)


Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.


Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 
SRD

Griffon

Large monstrosity, unaligned
Armor Class 12
Hit Points 59 ( 7d10+21 )
Speed 30ft Fly: 80ft

STR
18 +4
DEX
15 +2
CON
16 +3
INT
2 -4
WIS
13 +1
CHA
8 -1

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Challenge 2 (450 XP)


Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 ( 1d8+4 ) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) slashing damage.


 

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Message

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 120ft
Duration 1 round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.  
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Bard, Sorcerer, Wizard

SRD

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials A firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
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 magical items, or carry more than 10 pounds.

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

Level 1 Spells

SRD

Magic Missle

1-level Evocation

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

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

Class(es): Sorcerer, Wizard

SRD

Unseen Servant

0-level (Cantrip) Conjuration (ritual)

Casting Time 1 action
Range 60 ft
Duration 1 hour
Components V S M
Materials A piece of string and a bit of wood

This spell creates an Invisible, mindless, shapeless 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.
 

Class(es): Bard, Warlock, Wizard

PHB, page 231 SRD

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

SRD

Alarm

1-level Abjuration (ritual)

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

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

Class(es): Ranger, Wizard

SRD

Arcane Lock

2-level Abjuration

Casting Time 1 action
Range Touch
Duration Until dispelled
Components V, S, M
Materials Gold dust worth at least 25gp, which the spell consumes

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the Duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Class(es): Wizard

SRD

Longstrider

1-level Transmutation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, S, M
Materials A pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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

Level 2 Spells

SRD

Mirror Image

2-level Illusion

Casting Time 1 action
Range Self
Duration 1 minute
Components V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   <br>Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   <br>If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   <br>A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   <br>A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard

Level 4 Spells

PHB, page 233 SRD

Dimension Door

4-level Conjuration

Casting Time 1 action
Range 500 feet
Duration Instantaneous
Components V

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.

  You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

  If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

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

SRD

Arcane Eye

4-level Divination

Casting Time 1 action
Range 30ft
Duration Concentration, Up to 1 hour
Components V, S, M

You create an Invisible, magical eye within range that hovers in the air for the Duration.

You mentally receive visual information from the eye, which has normal vision and Darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's Movement, but the eye can pass through an opening as small as 1 inch in diameter.

Class(es): Wizard

Level 5 Spells

SRD

Planar Binding

5-level Abjuration

Casting Time 1 hour
Range 60ft
Duration 24 hours
Components V, S, M
Materials A jewel worth at least 1,000 gp, which the spell consumes

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.  
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At higher levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Class(es): Bard, Cleric, Druid, Wizard

SRD

Animate Objects

5-level Transmutation

Casting Time 1 action
Range 120ft
Duration Concentration, Up to 1 minute
Components V, S

Objects come to life at your Command. Choose up to ten nonmagical Objects within range that are not being worn or carried. Medium Targets count as two Objects, Large Targets count as four Objects, Huge Targets count as eight Objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a Bonus Action, you can mentally Command any creature you made with this spell if the creature is within 500 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.

Animated Object Statistics

Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4+4 damage, Str: 4, Dex: 18
Small - HP: 25, AC: 16, Attack: +6 to hit, 1d8+2 damage, Str: 6, Dex: 14
Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6+1 damage, Str: 10, Dex: 12
Large - HP: 50, AC: 10, Attack: +6 to hit, 2d10+2 damage, Str: 14, Dex: 10
Huge - HP: 80, AC: 10, Attack: +8 to hit, 2d12+4 damage, Str: 18, Dex: 6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the Objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you Command an object to Attack, it can make a single melee Attack against a creature within 5 feet of it. It makes a slam Attack with an Attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
At higher levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional Objects for each slot level above 5th.

Class(es): Bard, Sorcerer, Wizard

SRD

Legend Lore

5-level Divination

Casting Time 10 minutes
Range Self
Duration Instantaneous
Components S, M
Materials incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

Class(es): Bard, Cleric, Wizard

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

DMG

Robe of the Grey Netherese Archmagi

Wondrous Item This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.   You gain these benefits while wearing the robe:  

  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You have advantage on saving throws against spell and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 2. Legendary [Requires Attunement by a Sorcerer, Warlock, or Wizard]

  • Type AC STR Req. Stealth Dis. Properties
    None 15


     

    Created by

    Palant.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed