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Zoe

11 Level (0/100000 XP for level-up) Background Human Race / Species / Heritage Alignment
Wizard
Level 11
Hit Dice: 11/11
1d6-1 Class 1

STR
5
-3
DEX
10
+0
CON
9
-1
INT
17
+3
WIS
10
+0
CHA
16
+3
31
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30/60/-
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
INT Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
-3 Strength
+0 Dexterity
-1 Constitution
+7 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+7 Arcana INT
-3 Athletics STR
+3 Deception CHA
+7 History INT
+4 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Arc +7 1 action 30 ft Instantaneous 3d6 VSM
Detect Secrets +7 1 action Self Concentration, up to 10 minutes V
Mending +7 1 minute Touch Instantaneous VSM
Fire Bolt +7 1 action 120 ft Instantaneous VS

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +7 1 action Self (15 ft cone) Instantaneous 3d6 VS
Chaos Orb +7 1 action 90 ft Instantaneous 3d8 VS
Colour Spray +7 1 action Self (15 ft cone) 1 round VSM
Ice Wave +7 1 action Self (15 ft cone) Instantaneous 3d6 VS
Identify +7 1 minute Touch Instantaneous VSM
Thunderwave +7 1 action Self (15 ft cube) Instantaneous 2d8 VS

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Chaos Orb +7 1 action 90 ft Instantaneous 3d8 + VS
Colour Spray +7 1 action Self (15 ft cone) 1 round VSM
Ice Wave +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Thunderwave +7 1 action Self (15 ft cube) Instantaneous 2d8 + VS
Rope Trick +7 1 action Touch 1 hour VSM
Spider Climb +7 1 action Touch Concentration, up to 1 hour VSM

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Chaos Orb +7 1 action 90 ft Instantaneous 3d8 + VS
Colour Spray +7 1 action Self (15 ft cone) 1 round VSM
Ice Wave +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Thunderwave +7 1 action Self (15 ft cube) Instantaneous 2d8 + VS
Conjure Animals +7 1 action 60 ft Concentration, up to 1 hour VS
Fly +7 1 action Touch Concentration, up to 10 minutes VSM
Slow +7 1 action 120 ft Concentration, up to 1 minute VSM

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Chaos Orb +7 1 action 90 ft Instantaneous 3d8 + VS
Colour Spray +7 1 action Self (15 ft cone) 1 round VSM
Ice Wave +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Thunderwave +7 1 action Self (15 ft cube) Instantaneous 2d8 + VS
Conjure Animals +7 1 action 60 ft Concentration, up to 1 hour VS
Fly +7 1 action Touch Concentration, up to 10 minutes VSM

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Chaos Orb +7 1 action 90 ft Instantaneous 3d8 + VS
Colour Spray +7 1 action Self (15 ft cone) 1 round VSM
Ice Wave +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Thunderwave +7 1 action Self (15 ft cube) Instantaneous 2d8 + VS
Conjure Animals +7 1 action 60 ft Concentration, up to 1 hour VS
Fly +7 1 action Touch Concentration, up to 10 minutes VSM
Rary's Telepathic Bond +7 1 action 30 ft 1 hour VSM

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Chaos Orb +7 1 action 90 ft Instantaneous 3d8 + VS
Colour Spray +7 1 action Self (15 ft cone) 1 round VSM
Ice Wave +7 1 action Self (15 ft cone) Instantaneous 3d6 + VS
Thunderwave +7 1 action Self (15 ft cube) Instantaneous 2d8 + VS
Conjure Animals +7 1 action 60 ft Concentration, up to 1 hour VS
Fly +7 1 action Touch Concentration, up to 10 minutes VSM
Contingency +7 10 minutes Self 10 days VSM
Word of Recall +7 1 action 5 ft Instantaneous V

Human


Brave
Brave

You have advantage on saving throws against being frightened.



Wizard


Arcane Recovery
Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.


For example, if you’re a 4th level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd level spell slot or two 1st level spell slots.



School of Evocation


Evocation Savant
Evocation Savant

The gold and time you must spend to copy an evocation spell into your spellbook is halved.[/p



Sculpt Spells
Sculpt Spells

You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.[/p



Potent Cantrip
Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.[/p



Empowered Evocation
Empowered Evocation

You can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.[/p



Feats


Linguist

Linguist

You have studied languages and codes, gaining the following benefits:

 
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.


Features & Traits
  • Spellbook

  • Pouch of Magical Components

  • Ink and Quill

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

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spellcasting

Weapons


Quarterstaff



Languages


Common,Gnomish, Elvish, Berthan, Dwarven



Tools


Herbalism kit, alchemist's supplies


Languages & Proficiencies
Kind-Hearted

Zoe is genuinely kind, showing compassion and empathy toward others, both magical beings and fellow wizards. Her warmth and generosity create a positive atmosphere in her interactions.



Bubbly and Enthusiastic

With an infectious enthusiasm for magic and exploration, Zoe exudes a bubbly energy that inspires those around her. Her vibrant spirit brings joy to both mundane tasks and magical adventures.



Curious and Inquisitive

Zoe possesses an insatiable curiosity, always eager to explore new magical phenomena and discover hidden secrets. Her inquisitive nature fuels her passion for magical exploration and academic pursuits.



Artistic and Creative

Embracing her artistic talents, Zoe expresses herself through magical artistry. Her creative spirit manifests in vibrant illustrations and a unique approach to understanding magic.



Adventurous and Daring

Zoe's sense of adventure propels her to seek out the unknown and embrace daring magical quests. Her willingness to take risks, both in exploration and in creative endeavors, defines her adventurous spirit.



Loyal and Supportive

Zoe values loyalty in her relationships, especially with her mother and close friends. She provides unwavering support to those she cares about, creating a sense of trust and camaraderie.



Playful and Fun-Loving

Zoe injects an element of playfulness into her magical pursuits, finding joy in the wonders of the magical world. Her fun-loving nature brings a sense of lightheartedness to her interactions and adventures.



Empathetic Communicator

Zoe excels in empathetic communication, understanding the emotions and perspectives of those around her. This skill fosters strong connections and facilitates effective collaboration within her magical and social circles.



Resilient and Determined

In the face of challenges, Zoe demonstrates resilience and determination. Her commitment to her ideals and the pursuit of magical knowledge fuels her perseverance in the most trying situations.


Personality Traits
Exploration and Discovery

Zoe holds a deep-seated belief in the importance of exploring uncharted magical realms and discovering the mysteries hidden within. Her sense of wonder and curiosity drives her to seek out new magical phenomena and uncover ancient secrets.



Harmony with Magical Creatures

Zoe is an advocate for the well-being and harmonious coexistence of magical creatures. Her ideal involves fostering understanding between magical beings and wizards, emphasizing the importance of treating magical creatures with respect and empathy.



Creative Expression and Freedom

Embracing her artistic talents, Zoe values creative expression as a form of personal freedom. She believes in the transformative power of art and encourages others to explore their magical abilities through various creative outlets.



Independence and Self-Discovery

Zoe's yearning for independence is rooted in her belief in the importance of self-discovery. She sees personal exploration as a crucial aspect of one's magical journey, and her ideals align with encouraging individuals to forge their own paths.


Ideals
Maternal Bond with Elisa

Despite the overprotectiveness, Zoe shares a strong and loving bond with her mother, Elisa. This connection forms the foundation of her identity, and she values the guidance and support her mother provides.



Close Friendship with Meda Academy Peers

Zoe maintains close ties with friends and mentors from her time growing up at Meda Academy. These individuals, whom she considers as a second family, have influenced her magical journey and continue to be a source of camaraderie and support.



Magical Creature Companion

Zoe's close bond with a magical familiar or companion serves as a steadfast connection. This creature, whether it's a loyal friend or confidant, shares in her adventures and provides comfort during moments of solitude.



Research Team Camaraderie at Masozi

Working alongside her mother and the research team at Masozi, Zoe forges bonds with colleagues who become a surrogate family. The shared pursuit of magical knowledge and breakthroughs fosters a sense of camaraderie and mutual respect.


Bonds
Tendency to Keep Secrets

Zoe, owing to her secretive journaling and a desire for personal space, has a tendency to keep certain aspects of her magical explorations or challenges to herself. This inclination to conceal information may lead to misunderstandings with those who care about her.



Fear of Disappointing Others

Zoe harbors a fear of disappointing those she cares about, particularly her mother. This fear can influence her decision-making and occasionally prevent her from fully expressing her desires or pursuing her own path.



Occasional Lack of Focus

Zoe's wide range of interests can occasionally lead to a lack of focus, making it challenging for her to prioritize tasks or stay committed to a singular pursuit. This scattered focus may impact her efficiency in certain situations.



Impatience with Routine

Zoe exhibits impatience with routine or mundane tasks, craving constant excitement and magical discovery. This impatience can affect her ability to engage with more structured aspects of her magical work or responsibilities.


Flaws


™ & © 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

The statblocks of your class features

Wizards

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
armor proficiencies: None
weapon proficiencies: Quarterstaff
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine and Religion
starting equipment:
spellcasting:

You know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

You have a spellbook containing six 1st level wizard spells of your choice. Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.

The Wizard table shows how many spell slots you have to cast your 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 wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd level wizard, you have four 1st level and two 2nd level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st level spell magic missile, you can cast it using a 1st level or a 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 wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

 

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

 

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier:

your proficiency bonus + your Intelligence modifier


class features:

Level 1

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd level spell slot or two 1st level spell slots.

 

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 18

Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

 

Level 20

Signature Spells

You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.


subclass options:

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

  School of Abjuration

School of Abjuration

Level 2

Abjuration Savant

The gold and time you must spend to copy an abjuration spell into your spellbook is halved.

 
Arcane Ward

You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

 

Level 6

Projected Ward

When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

 

Level 10

Improved Abjuration

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

 

Level 14

Spell Resistance

You have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

  School of Conjuration

School of Conjuration

Level 2

Conjuration Savant

The gold and time you must spend to copy a conjuration spell into your spellbook is halved.

 
Minor Conjuration

You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

 

Level 6

Benign Transposition

You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

 

Level 10

Focused Conjuration

While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

 

Level 14

Durable Summons

Any creature that you summon or create with a conjuration spell has 30 temporary hit points.

  School of Divination

School of Divination

Level 2

Divination Savant

The gold and time you must spend to copy a divination spell into your spellbook is halved.

 
Portent

Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

 

Level 6

Expert Divination

Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

 

Level 10

The Third Eye

You can use your action to increase your powers of perception. When you do so choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

 

Level 14

Greater Portent

The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

  School of Enchantment

School of Enchantment

Level 2

Enchantment Savant

The gold and time you must spend to copy a enchantment spell into your spellbook is halved.

 
Hypnotic Gaze

Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

 

Level 6

Instinctive Charm

When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

 

Level 10

Split Enchantment

When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

 

Level 14

Alter Memories

You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

  School of Evocation

School of Evocation

Level 2

Evocation Savant

The gold and time you must spend to copy an evocation spell into your spellbook is halved.

 
Sculpt Spells

You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

 

Level 6

Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

 

Level 10

Empowered Evocation

You can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.

 

Level 14

Overchannel

You can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

  School of Illusion

School of Illusion

Level 2

Illusion Savant

The gold and time you must spend to copy an illusion spell into your spellbook is halved.

 
Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

 

Level 6

Malleable Illusions

When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

 

Level 10

Illusory Self

You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Level 14

Illusory Reality

You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

  School of Necromancy

School of Necromancy

Level 2

Necromancy Savant

The gold and time you must spend to copy a necromancy spell into your spellbook is halved.

 
Grim Harvest

You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

 

Level 6

Undead Thralls

You add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

 
  • The creature’s hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
 

Level 10

Injured to Undeath

You have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become injured to some of their worst effects.

 

Level 14

Command Undead

You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

  School of Transmutation

School of Transmutation

Level 2

Transmutation Savant

The gold and time you must spend to copy a transmutation spell into your spellbook is halved.

 
Minor Alchemy

You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

 

Level 6

Transmuter's Stone

You can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

 
  • Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
 

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter’s stone, the previous one ceases to function.

 

Level 10

Shapechanger

You add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

 

Level 14

Master Transmuter

You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.

Major Transformation. You can transmute one non-magical object - no larger than a 5-foot cube - into another non-magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.


LevelAbilitiesCantrips Known1st2nd3rd4th5th6th7th8th9th
1Spellcasting, Arcane Recovery32------------------------
2Arcane Tradition33------------------------
3---342---------------------
4Ability Score Improvement443---------------------
5---4432------------------
6Arcane Tradition Improvement4433------------------
7---44331---------------
8Ability Score Improvement44332---------------
9---443331------------
10Arcane Tradition Improvement543332------------
11---5433321---------
12Ability Score Improvement5433321---------
13---54333211------
14Arcane Tradition Improvement54333211------
15---543332111---
16Ability Score Improvement543332111---
17---5433321111
18Spell Mastery5433331111
19Ability Score Improvement5433332111
20Signature Spell5433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Humans

ability score increase: Two ability scores of your choice increase by 1
age: Baby/Toddler: 0-11, Child: 12-29, Teen: 30-45, Young Adult: 46-67, Adult: 68-157, Elder: 158+, Average Lifespan: 225 years
Size: Medium
speed: 30ft
Languages: Common
race features:

Jack of All Trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

 

Brave

You have advantage on saving throws against being frightened.

 

Feat

You can choose one feat.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Arc

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: lightning

You draw an arc of lightning between the material component and the tips of your fingers, then sweep it out towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage. If you roll a 5 or higher on one or more of the damage dice, the lightning leaps to a second creature you can see within 20 feet of the original, and you can make a second ranged spell attack against the new target. If you roll a 6 on one or more of the damage dice for the second strike, the lightning leaps again towards a third creature you can see within 10 feet of the second, and you can make a third ranged spell attack against that target. The arc cannot target a creature more than once or target more than three creatures.

At higher levels:

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Detect Secrets

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, up to 10 minutes

You grant yourself magical perception that greatly enhances your ability to uncover hidden mysteries. Beginning on your next turn after casting this spell, secrets of all sorts become more discernible to you for the duration. The sudden rush of magical insight grants you an advantage on all Intelligence (Investigation) and Wisdom (Perception) checks made specifically to uncover physically hidden objects, details, or clues.

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: fire

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

At higher levels:

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Level 1 Spells

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cone)
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: fire

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Chaos Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack

You hurl a 4-inch-diameter sphere of energy, the colour of this sphere determined by rolling a d12, which will determine the type of damage (see below). Make a ranged spell attack against the target, on a hit the target takes 3d8 damage of the random type.

 
d12Damage TypeAppearance
1Acidbubbling yellowish fluid orb, making a hissing sound when flying
2Coldpale whitish-blue crystalline orb, making a howling sound when flying
3Forcepurplish energy orb, making a slight humming sound when flying
4Lightningdark bluish translucent orb with sparks of electricity flying off it, making sparking sound when flying
5Poisongreen gaseous orb with green fumes evaporating above it, making a low gusting sound when flying
6Psychictranslucent pinkish orb, making no sound as it is flying
7Thundertranslucent whitish orb with a rippling surface, making a thunder crash sound when flying
8Firered fiery orb, making a flaming sound when flying
9Necroticblackish grey orb of dripping liquid, making a sloshing sound when flying
10Bludgeoningsolid metal orb, making a whooshing sound when flying and a clanging sound when striking
11Piercingorb of metallic spikes, making a whooshing sound when flying and a thunking sound when impacting
12Slashingorb of barbed wire, making no sound when flying and making a slicing sound when impacting
At higher levels:

When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d8 for each slot level above 1st.

Colour Spray

1-level Illusion

Casting Time: 1 action
Range/Area: Self (15ft cone)
Components: V, S, M
Materials: A gem from a Golden Spider Squid
Duration: 1 round
Damage/Effect: blinded

A dazzling array of flashing, coloured light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Concealment

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 hour

Creatures must make a Wisdom save to notice a specific, small item magically guised on your person.

An object you touch, smaller than 1 cubic foot, blurs into insignificance. For the duration of this spell, any creature that searches someone concealing that item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 24 hours and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw.

If you cast this spell multiple times, you can affect up to three objects once each, and you can dismiss such any or all of these effects as an action.

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, up to 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.

Expeditious Retreat

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Available for: Wizards

Fire Whip

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: melee spell attack
Damage/Effect: fire

You create a magical whip of fire that can be used to lash out at your foes. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 2d4 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the spell will do an additional 1d4 fire damage on a hit for each slot level above 1st.

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Hush

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: S
Duration: Concentration, up to 10 minutes

You touch a creature and imbue it with silence. For the duration, the target has advantage on Dexterity (Stealth) checks to avoid detection while moving.

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 spell slot level above 1st.

Ice Wave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cone)
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: cold

After you touch the ground, a thin sheet of ice rapidly extends forth in a 15 foot cone, then ruptures, causing spikes of ice to launch skyward. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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: tbd
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.

See Through

1-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Until dispelled

You touch a simple surface such as a door, a wall, or even a shield to see through it as if it was transparent. The target area can vary from 1 to 5 square feet, as chosen when the spell is cast. The surface appears to be non-existent from the side of the caster, yet the other side remains completely normal and solid.

The spell can see through 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.

Available for: Ikaia Cultists, Wizards

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes

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 favour for you, at the DM’s discretion.

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cube)
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder

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 levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Level 2 Spells

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Knock

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewellery, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Rope Trick

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3 foot by 5 foot window centred on the rope.

Anything inside the extradimensional space drops out when the spell ends.

Available for: Wizards

Spider Climb

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Available for: Frejkin, Wizards

Level 3 Spells

Conjure Animals

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

 
  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower
 

Each beast is also considered fey, and it 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 levels:

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 5th level slot, three times as many with a 7th level slot, and four times as many with a 9th level slot.

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Slow

3-level Transmutation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

You alter time around up to six creatures of your choice in a 40 foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Level 5 Spells

Astromancy

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: V
Duration: Instantaneous

By studying the patterns of the stars, you are granted cosmic insight and gain knowledge of the locale and its people. The spell gives you local knowledge of the area within 3 miles of you. To employ this spell, you must have an unobstructed view of the night sky. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

 
  • prevalent peoples, as well as important individuals, spellcasters, and leaders
  • major religions and established cults
  • major factions currently or very recently active
  • influence from other planes of existence
  • buildings and communities
  • magical sites and mystically significant locations

Rary's Telepathic Bond

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Level 6 Spells

Contingency

6-level Evocation

Casting Time: 10 minutes
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell - called the contingent spell - as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

Word of Recall

6-level Conjuration

Casting Time: 1 action
Range/Area: 5ft
Components: V
Duration: Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.

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