+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
-2 | Strength | |
+4 | Dexterity | |
-1 | Constitution | |
+5 | Intelligence | |
+1 | Wisdom | |
+4 | Charisma |
+1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+2 | Arcana | INT | |
-2 | Athletics | STR | |
+10 | Deception | CHA | |
+2 | History | INT | |
+4 | Insight | WIS | |
+4 | Intimidation | CHA | |
+2 | Investigation | INT |
+1 | Medicine | WIS | |
+2 | Nature | INT | |
+4 | Perception | WIS | |
+7 | Performance | CHA | |
+10 | Persuasion | CHA | |
+2 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +4 | DEX | 1d4+1 | piercing | |
Finesse, light, thrown (range 20/60) |
You have advantage on saving throws against being frightened.
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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.
The gold and time you must spend to copy an illusion spell into your spellbook is halved.
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.
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Norman possesses a natural charm and persuasive demeanor that he uses to his advantage. He can easily win people over with his words and charisma.
There's a sly and cunning aspect to Norman's personality. He's quick-witted, able to think on his feet, and always has a trick up his sleeve.
Behind the charm lies a calculated mind. Norman is strategic in his actions, always weighing the risks and benefits of his choices to maximize his gains.
Due to his fear of vulnerability, Norman tends to keep an emotional distance from others. He rarely reveals his true feelings and maintains a reserved demeanor.
Norman values the freedom to manipulate and deceive, seeing it as an art form and a means of survival. He believes in the right to use his cunning to navigate the world.
Norman finds joy in the chaos caused by his cons and tricks. He believes in the power of laughter and amusement, even if it comes at the expense of others.
Having learned street smarts in Gefter, Norman values practical knowledge and quick thinking over formal education. He respects those who can navigate the gritty realities of life.
Norman champions the idea that individuals should have the freedom to pursue their own interests and desires, even if those pursuits involve a fair amount of deception.
Norman sees opportunities in every situation, and he believes in seizing them. Whether it's a chance to make a quick coin or escape a tricky situation, he embraces the concept of opportunism.
Norman feels a strong bond with his fellow members of the Seasworn Raiders. The camaraderie and shared experiences create a sense of loyalty among the members.
Norman, having faced rejection in noble circles, seeks a place where he is accepted for who he is. His bond could revolve around the desire to find genuine acceptance among the people he interacts with.
Norman is driven by the pursuit of the perfect, unparalleled con. His bond could be centered around the constant quest for the ultimate deception or trick that will leave everyone astounded.
Norman feels a responsibility to protect and guide those who, like him, have chosen the path of cunning and deception. His bond involves ensuring the safety and success of fellow tricksters.
Norman finds it challenging to resist the urge to deceive others, even in situations where honesty would be more beneficial. This compulsion can lead to unnecessary complications.
Norman's success in cons might lead him to overestimate his abilities. This overconfidence can make him more susceptible to falling into traps or underestimating opponents.
Having been on the receiving end of distrust, Norman often assumes others are attempting to deceive him. This paranoia and lack of trust can strain potential alliances.
Norman is afraid of revealing his true self and vulnerabilities. This fear can prevent him from seeking help when needed and hinder the development of genuine connections.
Norman's emphasis on short-term gains and instant gratification can hinder his ability to plan for the long term. This impulsive nature may lead to unforeseen consequences.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
None.
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.
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, 10th, 12th, 16th and 19th level.
You have 2 class points.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
You gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
You gain proficiency with the disguise kit and the poisoner’s kit.
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You gain 1 class point.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
You gain 1 class point.
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
You gain 1 class point.
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You gain 1 class point.
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and officiallooking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
You gain 1 class point.
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
You gain 1 class point.
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
You gain 1 class point.
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
You gain 1 class point.
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
You gain 1 class point.
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
You gain 1 class point.
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
You gain 1 class point.
You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level | Sneak Attack | Class Points | Abilities | Optional Abilities |
---|---|---|---|---|
1 | 0 | 1d6 | Expertise, Sneak Attack, Thieves' Cant | --- |
2 | 0 | 1d6 | Cunning Action | --- |
3 | 2 | 2d6 | --- | Second Story Work, Fast Hands, Bonus Proficiencies, Assassinate, Two-Weapon Fighting |
4 | 2 | 2d6 | Ability Score Improvement | --- |
5 | 3 | 3d6 | --- | Uncanny Dodge |
6 | 4 | 3d6 | --- | Shadow Step |
7 | 5 | 4d6 | --- | Evasion |
8 | 5 | 4d6 | Ability Score Improvement | --- |
9 | 6 | 5d6 | --- | Supreme Sneak, Infiltration Expertise, Magical Ambush |
10 | 6 | 5d6 | Ability Score Improvement | --- |
11 | 7 | 6d6 | --- | Reliable Talent, Volley, Whirlwind Attack |
12 | 7 | 6d6 | Ability Score Improvement | --- |
13 | 8 | 7d6 | --- | Use Magic Device, Imposter |
14 | 9 | 7d6 | --- | Blindsense |
15 | 10 | 8d6 | --- | Slippery Mind |
16 | 10 | 8d6 | Ability Score Improvement | --- |
17 | 11 | 9d6 | --- | Thief's Reflexes, Death Strike |
18 | 12 | 9d6 | --- | Elusive |
19 | 12 | 10d6 | Ability Score Improvement | --- |
20 | 13 | 10d6 | --- | Stroke of Luck |
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.
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.
You can use an arcane focus as a spellcasting focus for your wizard spells.
8 + your proficiency bonus + your Intelligence modifier
your proficiency bonus + your Intelligence modifier
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.
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.
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.
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.
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 AbjurationThe gold and time you must spend to copy an abjuration spell into your spellbook is halved.
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.
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.
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.
You have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
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.
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.
While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
The gold and time you must spend to copy a divination spell into your spellbook is halved.
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.
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.
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.
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.
The gold and time you must spend to copy a enchantment spell into your spellbook is halved.
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.
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.
When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
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.
The gold and time you must spend to copy an evocation spell into your spellbook is halved.
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.
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.
You can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.
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.
The gold and time you must spend to copy an illusion spell into your spellbook is halved.
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.
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.
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.
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.
The gold and time you must spend to copy a necromancy spell into your spellbook is halved.
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.
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:
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.
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.
The gold and time you must spend to copy a transmutation spell into your spellbook is halved.
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.
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:
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.
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.
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.
Level | Abilities | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Spellcasting, Arcane Recovery | 3 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | Arcane Tradition | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | --- | 3 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | Ability Score Improvement | 4 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5 | --- | 4 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | Arcane Tradition Improvement | 4 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | --- | 4 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | --- | 4 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | Arcane Tradition Improvement | 5 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | Arcane Tradition Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
You have advantage on saving throws against being frightened.
You can choose one feat.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
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.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
0-level (Cantrip) Transmutation
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.
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.
1-level Illusion
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.
1-level Illusion
You make yourself - including your clothing, armour, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
1-level Transmutation
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.
1-level Illusion
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.
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.
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou 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.
1-level Divination
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.
1-level Illusion
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
2-level Illusion
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.
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.
2-level Enchantment
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item
Rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Potion
Very Rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.