Remove these ads. Join the Worldbuilders Guild

Percival Havish

15 Level (0/195000 XP for level-up) Background Human Race / Species / Heritage Alignment
Wizard
Level 15
Hit Dice: 15/15
1d6-1 Class 1

STR
7
-2
DEX
12
+1
CON
8
-1
INT
20
+5
WIS
7
-2
CHA
20
+5
50
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+5
Prof. Bonus
30/60/-
Speed (walk/run/fly)
Spellcasting ...
+10 Attack mod
INT Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+2 Jack of all Trades
-2 Strength
+1 Dexterity
-1 Constitution
+10 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
-2 Animal Handling WIS
+10 Arcana INT
-2 Athletics STR
+5 Deception CHA
+10 History INT
-2 Insight WIS
+5 Intimidation CHA
+10 Investigation INT
skills
-2 Medicine WIS
+5 Nature INT
-2 Perception WIS
+5 Performance CHA
+10 Persuasion CHA
+5 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +10 1 action 120 ft Instantaneous 1d10 VS
Thaumaturgy +10 1 action 30 ft Up to 1 minute V
Mage Hand +10 1 action 30 ft 1 minute VS
Fire Bolt +10 1 action 120 ft Instantaneous 3d10 VS
Detect Secrets +10 1 action Self Concentration, up to 10 minutes V

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Armour of Jenova +10 1 action Self (5 ft radius) 1 minute 1d10 SM
Detect Magic +10 1 action Self Concentration, up to 10 minutes VS
False Life +10 1 action Self 1 hour VSM
Hex +10 1 bonus action 90 ft Concentration, up to 1 hour VSM
Identify +10 1 minute Touch Instantaneous VSM
Magic Missile +10 1 action 120 ft Instantaneous 1d4 + 1 VS
Unseen Servant +10 1 action 60 ft 1 hour VSM
Witch Bolt +10 1 action 30 ft Concentration, up to 1 minute 1d12 VSM

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Armour of Jenova +10 1 action Self (5 ft radius) 1 minute 1d10 + SM
False Life +10 1 action Self 1 hour VSM
Hex +10 1 bonus action 90 ft Concentration, up to 1 hour VSM
Magic Missile +10 1 action 120 ft Instantaneous 1d4 + 1 + VS
Witch Bolt +10 1 action 30 ft Concentration, up to 1 minute 1d12 + VSM
Dead Man's Volley +10 1 action 60 ft Until a creature takes damage from it, up to 1 minute 4d12 VS
Hold Person +10 1 action 60 ft Concentration, up to 1 minute VSM
Levitate +10 1 action 60 ft Concentration, up to 10 minutes VSM

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Armour of Jenova +10 1 action Self (5 ft radius) 1 minute 1d10 + SM
False Life +10 1 action Self 1 hour VSM
Hex +10 1 bonus action 90 ft Concentration, up to 1 hour VSM
Magic Missile +10 1 action 120 ft Instantaneous 1d4 + 1 + VS
Witch Bolt +10 1 action 30 ft Concentration, up to 1 minute 1d12 + VSM
Dead Man's Volley +10 1 action 60 ft Until a creature takes damage from it, up to 1 minute 4d12 + VS
Hold Person +10 1 action 60 ft Concentration, up to 1 minute VSM
Slow +10 1 action 120 ft Concentration, up to 1 minute VSM

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Armour of Jenova +10 1 action Self (5 ft radius) 1 minute 1d10 + SM
False Life +10 1 action Self 1 hour VSM
Hex +10 1 bonus action 90 ft Concentration, up to 1 hour VSM
Magic Missile +10 1 action 120 ft Instantaneous 1d4 + 1 + VS
Witch Bolt +10 1 action 30 ft Concentration, up to 1 minute 1d12 + VSM
Dead Man's Volley +10 1 action 60 ft Until a creature takes damage from it, up to 1 minute 4d12 + VS
Hold Person +10 1 action 60 ft Concentration, up to 1 minute VSM
Mordenkainen's Faithful Hound +10 1 action 30 ft 8 hours VSM

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Armour of Jenova +10 1 action Self (5 ft radius) 1 minute 1d10 + SM
False Life +10 1 action Self 1 hour VSM
Hex +10 1 bonus action 90 ft Concentration, up to 1 hour VSM
Magic Missile +10 1 action 120 ft Instantaneous 1d4 + 1 + VS
Witch Bolt +10 1 action 30 ft Concentration, up to 1 minute 1d12 + VSM
Dead Man's Volley +10 1 action 60 ft Until a creature takes damage from it, up to 1 minute 4d12 + VS
Hold Person +10 1 action 60 ft Concentration, up to 1 minute VSM
Hold Monster +10 1 action 90 ft Concentration, up to 1 minute VSM

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Armour of Jenova +10 1 action Self (5 ft radius) 1 minute 1d10 + SM
False Life +10 1 action Self 1 hour VSM
Hex +10 1 bonus action 90 ft Concentration, up to 1 hour VSM
Magic Missile +10 1 action 120 ft Instantaneous 1d4 + 1 + VS
Witch Bolt +10 1 action 30 ft Concentration, up to 1 minute 1d12 + VSM
Dead Man's Volley +10 1 action 60 ft Until a creature takes damage from it, up to 1 minute 4d12 + VS
Hold Person +10 1 action 60 ft Concentration, up to 1 minute VSM
Hold Monster +10 1 action 90 ft Concentration, up to 1 minute VSM
Contingency +10 10 minutes Self 10 days VSM
Heroes' Feast +10 10 minutes 30 ft Instantaneous VSM

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Armour of Jenova +10 1 action Self (5 ft radius) 1 minute 1d10 + SM
False Life +10 1 action Self 1 hour VSM
Hex +10 1 bonus action 90 ft Concentration, up to 1 hour VSM
Magic Missile +10 1 action 120 ft Instantaneous 1d4 + 1 + VS
Witch Bolt +10 1 action 30 ft Concentration, up to 1 minute 1d12 + VSM
Dead Man's Volley +10 1 action 60 ft Until a creature takes damage from it, up to 1 minute 4d12 + VS
Hold Person +10 1 action 60 ft Concentration, up to 1 minute VSM
Hold Monster +10 1 action 90 ft Concentration, up to 1 minute VSM
Finger of Death +10 1 action 60 ft Instantaneous 7d8 + 30 VS
Mordenkainen's Magnificent Mansion +10 1 minute 300 ft 24 hours VSM
Reverse Gravity +10 1 action 100 ft Concentration, up to 1 minute VSM

Level 8 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Armour of Jenova +10 1 action Self (5 ft radius) 1 minute 1d10 + SM
False Life +10 1 action Self 1 hour VSM
Hex +10 1 bonus action 90 ft Concentration, up to 1 hour VSM
Magic Missile +10 1 action 120 ft Instantaneous 1d4 + 1 + VS
Witch Bolt +10 1 action 30 ft Concentration, up to 1 minute 1d12 + VSM
Dead Man's Volley +10 1 action 60 ft Until a creature takes damage from it, up to 1 minute 4d12 + VS
Hold Person +10 1 action 60 ft Concentration, up to 1 minute VSM
Hold Monster +10 1 action 90 ft Concentration, up to 1 minute VSM
Glibness +10 1 action Self 1 hour 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.



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.



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.



Empowered Evocation
Empowered Evocation

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



Overchannel
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.



Feats


Elemental Adept (Fire)

Elemental Adept

The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.


Features & Traits

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

Languages


Common, Berthan



Weapon Proficiencies


Quarterstaff



Tool Proficiencies


Dice Set


Languages & Proficiencies
Overconfident

Percival exudes confidence, sometimes to the point of overestimating his abilities or underestimating the capabilities of others.



Ambitious

Driven by a desire for recognition and success, Percival is ambitious and constantly seeks new challenges and opportunities to showcase his talents.



Competitive

A competitive streak defines Percival's approach to both intellectual pursuits and interpersonal dynamics. He views life as a series of competitions where he must come out on top.



Intellectually Curious

Percival possesses a genuine curiosity for magical studies and experimental magic. He enjoys delving into the unknown and pushing the boundaries of conventional understanding.



Insensitive

Due to his sexist tendencies and self-centred nature, Percival can be insensitive to the feelings and perspectives of others, occasionally making inappropriate remarks.



Ego-Driven

Percival's ego is a driving force behind many of his actions. He seeks validation and recognition as a way to fill the void left by his strained relationship with his father.



Risk-Taker

Unafraid of taking risks, Percival is willing to experiment with unconventional magical methods and approaches, even if they carry potential dangers.



Independent Thinker

Percival values independence and prefers to follow his own ideas rather than conforming to established norms. He may challenge authority and explore alternative paths.



Charismatic

Percival can be charismatic, especially when he wants to win people over or lead them toward his way of thinking. His charisma contributes to his ability to navigate social situations.


Personality Traits
Recognition and Achievement

Percival values recognition and achievement highly, stemming from his desire to prove himself and gain approval. His ideals revolve around making groundbreaking discoveries and earning acknowledgment in the magical community.



Self-Reliance and Independence

Percival, having struggled with familial expectations and faced academic challenges, holds ideals of self-reliance and independence. He believes in relying on his own abilities to overcome obstacles and achieve success.



Ambition and Innovation

Reflecting his experimental magic interests, Percival's ideals emphasize ambition and innovation. He seess the pursuit of new magical knowledge and unconventional approaches as crucial elements in his quest for success.



Intellectual Superiority

Percival's confidence in his intelligence and studies lead to an ideal of intellectual superiority. He believes in the importance of intellectual prowess and sees it as a driving force behind his pursuits.



Legacy and Recognition

Percival's deep-seated desire for approval from his father shapes an ideal focused on leaving a lasting legacy and gaining the recognition he never received within the familial context.


Ideals
Intellectual Pursuits

A deep connection to the world of magical studies and intellectual pursuits is a strong bond for Percival. The quest for magical knowledge and the challenges of experimental magic is central to his identity.



Individual Recognition

Percival's bond with the desire for individual recognition and acknowledgment within the magical community is crucial. This bond drives him to constantly seek opportunities to stand out and make a name for himself.



Independence and Autonomy

The value of self-reliance and independence forms a strong bond for Percival. He cherishes the freedom to follow his own path and make decisions without being constrained by external expectations.



Legacy Building

Percival's bond with the idea of creating a lasting legacy is a powerful motivator. The notion of leaving a mark in magical history is a driving force for him.


Bonds
Sexism and Insensitivity

Percival struggles with sexist tendencies, leading to insensitivity and inappropriate behavior, especially toward female colleagues like Seraphia.



Overconfidence

His confidence can border on overconfidence, making him prone to underestimating challenges or overlooking potential pitfalls.



Competitiveness

Percival's intense competitiveness might strain relationships, as he sees interactions as opportunities to prove his superiority rather than fostering collaboration.



Ego-Centric

Driven by a need for recognition, Percival's ego-centric nature may blind him to the contributions and perspectives of others, hindering teamwork.



Risk-Taking

While a risk-taker, Percival's appetite for experimentation leads him to take unnecessary risks, putting himself and others in peril.



Ambition at All Costs

His relentless ambition leads him to prioritize personal success over ethical considerations, potentially compromising the well-being of others.



Difficulty Accepting Criticism

Percival struggles to accept constructive criticism, viewing it as a challenge to his intellect or authority.



Inability to Admit Fault

Linked to his ego, Percival finds it challenging to admit when he's wrong, hindering personal growth and team cohesion.



Lack of Empathy

His focus on personal goals results in a lack of empathy, making it challenging for Percival to understand or connect with the emotions of others.



Dependency on External Validation

Percival's reliance on external validation leaves him vulnerable to emotional instability if he doesn't receive the recognition he seeks.


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

Staff of Power

Staff

Very Rare Requires Attunement

Requires attunement by a wizard, versatile

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 rolls but loses all other properties. On a 20, the staff regains 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 centred 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 x 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 OriginDamage
10 ft away or closer8 x the number of charges in the staff
11 to 20 ft away6 x the number of charges in the staff
21 to 30 ft away4 x the number of charges in the staff

Type Damage Damage Range
Simple Melee 1d6+2 / 1d8+2 Bludgeoning


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

Eldritch Blast

0-level (Cantrip) Evocation

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

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

At higher levels:

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Available for: Wizards

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the magical effects listed below within range.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

 
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change colour for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
Available for: Wizards

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Available for: Wizards

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).

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.

Level 1 Spells

Armour of Jenova

1-level Abjuration

Casting Time: 1 action
Range/Area: Self (5ft radius)
Components: S, M
Materials: tbd
Duration: 1 minute

You summon a colourful aura of aberrant energy around you that harms creatures close to you. Whenever a creature or plant starts it's turn within 5 feet of you while this spell is active, they take 1d10 force, necrotic, or radiant damage (your choice).

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 per spell slot level above 1st.

Available for: Tiefling Sorcerers, Wizards

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Charisma saving throw

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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.

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: 1 round
Attack/Save: Wisdom saving throw

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

 
  • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target falls prone and then ends its turn.
  • Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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.

False Life

1-level Necromancy

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

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour
Damage/Effect: necrotic

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At higher levels:

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

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.

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
Damage/Effect: force

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.

Available for: Wizards

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: 1 hour

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.

Available for: Wizards

Witch Bolt

1-level Evocation

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

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Level 2 Spells

Dead Man's Volley

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Until a creature takes damage from it, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: lightning

You manifest and hurl a ball of electric energy at a creature or object you can see within range. The target must make a Dexterity saving throw, taking 4d12 lightning damage on a failure. If you can communicate with the target, you may grant it advantage on this saving throw. If the target succeeds on its save, it takes no damage and instead deflects the spell, gaining control of it. The target may then use an action on its turn to redirect the projectile at a new target of its choice out to a range of 60 feet. The new target must make the same Dexterity saving throw, with the same consequences for failure or success. If a creature chooses not to use this projectile on its turn, it defuses, and the spell ends.

This spell's redirection effect can be triggered an indefinite number of times until the duration expires.

If the original caster can communicate with the target, they can allow the target to automatically pass the save for their first casting of the spell and every subsequent redirections they make.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, its damage increases by 1d12 for every slot level above 2nd.

Detect Thoughts

2-level Divination

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

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: paralyzed

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Levitate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Constitution saving throw

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Level 3 Spells

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 4 Spells

Arcane Eye

4-level Divination

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

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.

Compulsion

4-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Dimension Door

4-level Conjuration

Casting Time: 1 action
Range/Area: 500ft
Components: V
Duration: Instantaneous

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.

Leomund's Secret Chest

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a chest, no larger than 3 feet by 2 feet by 2 feet, constructed from tbd, and a Tiny replica made from the same materials
Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Mordenkainen's Faithful Hound

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 8 hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Available for: Tiefling Sorcerers, Wizards

Level 5 Spells

Bigby's Hand

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: melee spell attack
Damage/Effect: force, grappled, bludgeoning

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Available for: Wizards

Hold Monster

5-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: paralysed

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Modify Memory

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

At higher levels:

If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

Scrying

5-level Divination

Casting Time: 10 minutes
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Wisdom saving throw

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

 
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
 
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10

Level 6 Spells

Arcane Gate

6-level Conjuration

Casting Time: 1 action
Range/Area: 500ft
Components: V, S
Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

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.

Heroes' Feast

6-level Conjuration

Casting Time: 10 minutes
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Level 7 Spells

Finger of Death

7-level Necromancy

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: necrotic

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Available for: Tiefling Sorcerers, Wizards

Mordenkainen's Magnificent Mansion

7-level Conjuration

Casting Time: 1 minute
Range/Area: 300ft
Components: V, S, M
Materials: tbd
Duration: 24 hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Mordenkainen's Sword

7-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: melee spell attack
Damage/Effect: force

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Reverse Gravity

7-level Transmutation

Casting Time: 1 action
Range/Area: 100ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw

This spell reverses gravity in a 50 foot radius, 100 foot high cylinder centred on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

Level 8 Spells

Clone

8-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: V, S, M
Materials: tbd and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water
Duration: Instantaneous

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

Available for: Tiefling Sorcerers, Wizards

Glibness

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

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


Created by

Namiridite.

Statblock Type

Character Sheet (latest)

Link/Embed