+10 | Expertise Bonus | |
+5 | Proficiency Bonus | |
+2 | Jack of all Trades |
+9 | Strength | |
+1 | Dexterity | |
+8 | Constitution | |
+0 | Intelligence | |
+4 | Wisdom | |
+5 | Charisma |
+1 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+4 | Athletics | STR | |
+5 | Deception | CHA | |
+0 | History | INT | |
-1 | Insight | WIS | |
+5 | Intimidation | CHA | |
+0 | Investigation | INT |
-1 | Medicine | WIS | |
+0 | Nature | INT | |
-1 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+5 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Greatsword | +9 | STR | 2d6+4 | slashing | |
Heavy, two-handed |
You have advantage on saving throws against being frightened.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
You have five superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 15th level.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your cultist level (minimum of 1).
You can cast disguise self at will, without expending a spell slot.
You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
When you use your action to cast a spell, you can use your bonus action to make a melee weapon attack and add your proficiency bonus on to this.
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
Edmond possesses an unyielding determination, driven by a desire to prove himself despite his compromised past. This trait fuels his commitment to Lady Silvius and the responsibilities of his role.
Beneath his stoic exterior lies a well of emotional torment. Edmond carries the weight of his past actions and struggles with the consequences, often trying to conceal his internal turmoil from those around him.
Due to his fear of exposure, Edmond is meticulously cautious in his actions. He scrutinizes details, constantly assessing potential threats, and maintaining a vigilant watch over Lady Silvius and the surroundings.
Edmond's vigilance is tinged with solemnity, reflecting the weight he carries. While he remains watchful and protective, there's a somber undertone to his actions, hinting at the burdens he bears.
Edmond strives to redeem himself by selflessly serving Lady Silvius and the people of Goldenhaven. He seeks to offset the darkness of his past through honorable deeds.
Despite his pact with Ikaia, Edmond secretly holds onto remnants of his original faith. He might find solace in clandestine prayers and moments of reflection, longing for the purity he once knew.
Edmond seeks forgiveness, not only from those he may have wronged but also from himself. His journey involves trying to forgive himself for the choices he made under the influence of Ikaia.
Edmond is committed to vigilantly protecting those under his care. His ideal involves creating a safe haven, shielded from the influences that led him astray in the past.
Edmond holds onto the concept of honor, determined to maintain his principles despite the darkness that surrounds him. His ideal involves preserving his integrity in the face of adversity.
Edmond sees his role as Lady Silvius' personal guard not only as a duty but as a bond forged in gratitude. He is determined to protect her at any cost, considering her the key to his newfound identity.
Edmond is bound by a dark pact with Ikaia, and this bond weighs heavily on him. He feels obligated to follow her commands, fearing the consequences of defiance and the potential loss of more than just his arm.
Edmond's past actions and allegiance to Ikaia force him to keep secrets from those around him. This bond is a constant source of internal conflict, as he struggles with the burden of concealing his true self.
Edmond shares a bond with his fellow guards in the Golden Guard, an organization he joined to rebuild his life. Despite his internal turmoil, he values the camaraderie and support of his colleagues.
Edmond seeks recognition for his physical prowess and abilities, driven by a desire to rebuild his tarnished reputation. This bond reflects his longing for acceptance and acknowledgment.
Edmond struggles with the moral consequences of his dark dealings with Ikaia. This flaw manifests in moments of guilt and self-loathing, threatening to undermine his confidence and sense of self.
Edmond lives in constant fear of being exposed for his dark pact with Ikaia. This fear creates a sense of paranoia, making it challenging for him to trust others fully, even those within Lady Silvius' inner circle.
The conflicting values between Edmond's past as a paladin and his current allegiance to Ikaia create internal turmoil. This flaw surfaces during moments of decision-making, where he grapples with conflicting loyalties.
Edmond is compelled to keep his allegiance to Ikaia a secret, leading to a tendency to be overly secretive about various aspects of his life. This flaw may strain relationships and create a sense of isolation.
The dark acts Edmond committed under the influence of Ikaia haunt him, manifesting in nightmares and intrusive thoughts. This flaw affects his mental well-being, occasionally clouding his judgment.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
None.
You adopt a particular style of fighting as your specialty. Choose one of the following options.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armour, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
You learn three manoeuvres of your choice. You can only use one manoeuvre per attack.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Whenever you or an allied creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the damage roll. You can use this feature equal to your Charisma modifier (minimum of once).
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 6th, 8th, 12th, 14th, 16th and 19th level.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You have 1 class point.
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 an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
You learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
You gain 1 class point.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
You gain 1 class point.
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.
Your weapon attacks score a critical hit on a roll of 18-20.
When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
You gain 1 class point.
You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Level | Class Points | Abilities | Optional Abilities |
---|---|---|---|
1 | 0 | Fighting Style, Second Wind | --- |
2 | 0 | Action Surge | --- |
3 | 1 | Superiority Dice, Manoeuvres | Danger Sense, Combat Inspiration |
4 | 1 | Ability Score Improvement | --- |
5 | 1 | Extra Attack | --- |
6 | 1 | Ability Score Improvement | --- |
7 | 1 | Superiority Die Improvement | --- |
8 | 1 | Ability Score Improvement | --- |
9 | 1 | Indomitable | --- |
10 | 2 | --- | Stillness of Mind, Know Your Enemy, Additional Fighting Style |
11 | 2 | Extra Attack Improvement | --- |
12 | 2 | Ability Score Improvement | --- |
13 | 2 | Superiority Die Improvement, Indomitable Improvement | --- |
14 | 2 | Ability Score Improvement | --- |
15 | 2 | --- | --- |
16 | 2 | Ability Score Improvement | --- |
17 | 3 | Indomitable Improvement | Volley, Whirlwind Attack, Superior Critical, Relentless |
18 | 4 | --- | Fighter's Senses |
19 | 4 | Ability Score Improvement | --- |
20 | 4 | Extra Attack Improvement | --- |
You know three cantrips of your choice from the Ikaia cultists spell list. You learn additional Ikaia cultists cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ikaia Cultist table.
The Ikaia Cultist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these cleric 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 cleric spells that are available for you to cast, choosing from the Ikaia cultists spell list. When you do so, choose a number of cleric spells equal to your Charisma modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd level cleric, you have four 1st level and two 2nd level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
8 + your proficiency bonus + your Charisma modifier
your proficiency bonus + your Charisma modifier
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 can call on Ikaia to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, Ikaia intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell would be appropriate.
If Ikaia intervenes, you can't use this feature again for a long moon. Otherwise, you can use it again after you finish a long rest.
You have 1 class point.
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.
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your cultist level (minimum of 1).
You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
You gain 2 class points.
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same place of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
You can cast disguise self at will, without expending a spell slot.
If a creature communicates telepathically with you and you can see the creature, you learn the creature's greatest desires.
You gain 1 class point.
You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll a d6 and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
You cause mystical chains to magically appear around a target within 30ft of you. It must succeed on a Strength saving throw, or else it will be restrained by mystical chains and take 1d6 necrotic damage, you regain hit points equal to half the damage dealt, rounded up. While trapped, the target must make a Strength saving throw every start of its turn, taking damage again on a failed save and breaking free on a successful one. After being freed, the affected creature cannot be targeted by chains again for 1 hour.
You can use this feature a number of times equal to your Intelligence skill modifier. You regain any expended uses when you finish a long rest.
When you use your action to cast a spell, you can use your bonus action to make a melee weapon attack and add your proficiency bonus on to this.
You gain 2 class points.
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 can read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. You must finish a short or long rest to use this ability again.
You can invoke Ikaia's powers to create a camp made of shadows. Using an action, you can touch a point on the floor, and a 30-foot-radius sphere of shadows appears, centred on that point.
The sphere appears invisible from the outside. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible from the outside of the sphere.
The effects of this feature end when you leave the area of the sphere. You can use this feature once between long rests.
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 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.
You gain 2 class points.
As an action, you can focus your energies on a creature under the charmed condition. For 1 minute, attacking the affected target will not end it's charmed condition.
You must finish a short or long rest to use this ability again.
You gain 1 class point.
You gain 1 class point.
You have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.
You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Whenever you attack a charmed creature you may add double your Charisma modifier to the damage of each attack.
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 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.
You gain 2 class points.
You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
You gain 1 class point.
As an action, you can concentrate on any number of creatures within 30 feet of you as if you were concentrating on a spell. No target can regain hit points for 1 minute or until you lose concentration on this effect.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all uses of this feature after a long rest.
Up to four chains you can see within 60 feet of you magically sprout razor-edged barbs and animate under your control, provided that the chains aren't being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When you make a melee weapon attack, you can use each animated chain to make a chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if you are incapacitated or die.
You can use this feature again after a short or long rest.
You gain 1 class point.
Your call for intervention succeeds automatically, no roll required.
Level | Class Points | Abilities | Optional Abilities | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 1 | Spellcasting | Ikaia's Blessing, Blessing of the Trickster | 3 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | 3 | --- | Gaze of Two Minds, Mask of Many Faces, Probing Telepathy | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | 3 | --- | --- | 3 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | 3 | Ability Score Improvement | --- | 4 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5 | 4 | --- | Cutting Words, One with Shadows, Leeching Chains, Spellsword, Instinctive Charm | 4 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | 6 | --- | Shadow Step, Read Thoughts, Hearth of Shadows | 4 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | 6 | --- | --- | 4 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | 8 | Ability Score Improvement | Temporary Masochism | 4 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | 8 | --- | --- | 4 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | 8 | Divine Intervention | --- | 5 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | 9 | --- | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | 9 | Ability Score Improvement | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | 9 | --- | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | 10 | --- | Thousand Forms, Create Thrall, Backstabber, Alter Memories | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | 10 | --- | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | 10 | Ability Score Improvement | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | 12 | --- | Opportunist | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 13 | --- | Life Vacuum, Animate Chains | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 13 | Ability Score Improvement | --- | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 14 | --- | Divine Intervention Improvement | 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) Necromancy
You enchant a blade you wield with a slain soul. If you have slain an enemy in the last turn, you can cast this spell as a bonus action. Until the start of your next turn, a bladed weapon you wield gains a +2 bonus on damage rolls. A creature hit by this weapon must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn.
0-level (Cantrip) Divination
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.
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) Abjuration
Ritual - does not require spell slot, takes 10 minutes longerYou can target up to 6 willing creatures. A creature protected by withstand heat suffers no harm from being in a hot environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Heat weather conditions. The creature’s equipment is likewise protected.
1-level Enchantment
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.
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.
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 Enchantment
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.
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.
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 Enchantment
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1-level Necromancy
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
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.
1-level Enchantment
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.
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.
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
1-level Illusion
You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them. You target up to three creatures that are no more than 30 feet apart when you cast the spell. Each target must make a Wisdom saving throw. On a failure, a target is wrapped in shadows, providing them three quarters cover from all attacks. The shifting magical shadows also inhibit the targets' ability to ascertain their surroundings. The targets can only see 5 feet through the shadows that coat them, and foes within that range have three quarters cover from all attacks made by the targets.
A target can make a Wisdom saving throw at the end of each of its turns to attempt to disbelieve the net, ending the effect on a success.
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 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 Conjuration
You cause a multitude of ribbon-like shadows to instantaneously explode outward in a 5 foot radius sphere from a point that you choose, restraining nearby creatures. Each creature within the radius must succeed on a Constitution saving throw, or be restrained until the end of your next turn. The shadows vanish once they are no longer restraining a given creature.
When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius of the sphere by 5 feet for each slot level above 1st.
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.
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
1-level Enchantment
You play upon the natural fears of a creature you can see within range, causing it to momentarily perceive you as something inimical. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and become frightened of you until the end of its next turn. While frightened of you in this way, it must move at least 5 feet away from you on its turn if it is able. A creature that succeeds on the saving throw becomes immune to the effect of this spell for the next 24 hours.
This spell's damage increases by 1d4 when you reach certain levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4).
1-level Necromancy
You attempt to syphon the life from a creature you touch. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 1d8 plus your spellcasting modifier, and a creature within 10 feet of the target regains hit points equal to half of the damage dealt, rounded down.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2-level Necromancy
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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 Necromancy
Boil the blood in the veins of a creature you can see in range. The target takes 1d6 necrotic damage. For the duration, at the beginning of each of its turns the target must make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage and is paralysed until the start of its next turn. On a successful save, the effect ends on the target.
This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.
When you cast this spell using a spell slot of 2nd level or higher, the damage that occurs after a failed save increases by 1d4 for each slot level above 2nd.
2-level Conjuration
You fill the air with spinning daggers in a cube 5 feet on each side, centred on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
2-level Transmutation
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
2-level Transmutation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
2-level Enchantment
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.
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.
2-level Abjuration
A veil of shadows and silence radiates from you, masking you and your com panions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
2-level Illusion
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10 foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
2-level Conjuration
You manifest a whirlpool-like, swirling mass of darkness that ensnares and decays your victims. Choose a point on any level ground within range. For the duration, any creature that begins its turn within 40 feet of this point must succeed on a Strength saving throw or be pulled 20 feet closer to its centre. A flying creature has disadvantage on this saving throw.
Any creature that starts its turn within 20 feet of the point, or enters it on its turn, must make a Constitution saving throw. It takes 3d6 necrotic damage on a failure, or half as much on a success.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels 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.
3-level Necromancy
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.
If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.
3-level Necromancy
When another creature strikes you with a melee weapon attack, you use your reaction to cast this spell. Your blood lunges towards that creature, and deals 2d6 piercing damage, then latches on. For the duration, the creature must make a Constitution saving throw at the start of each of its turns. On a success, the spell ends. On a failure, the creature takes 2d6 necrotic damage.
When you cast this spell using a spell slot of 4th or higher, increase the piercing damage by 1d6 for every spell slot level above 3rd.
3-level Transmutation
A bone, held in your free hand, becomes a shortsword, longsword, greatsword, battleaxe, or greataxe. It lasts for the duration and then reverts to a normal bone. If this spell is cast on the same bone within 24 hours, upon the spell's end it will crumble to dust. Anyone may use the sword, and it is a magic weapon. On a hit, it deals an extra 2d6 damage against living creatures and an extra 1d6 damage against good-aligned creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing).
You may cast this spell on another bone in your other hand (or hands, if it applies) using your bonus action. If using the variant spell points rule, you must use 1 magic point per bone in addition to using your bonus action. All bones will transform back upon the spell's end, and will be destroyed of the spell is used on them again.
When you cast this spell using a spell slot of 5th or higher, the extra damage inflicted on living creatures increases by 2d6 and damage inflicted on good aligned creatures increases by 1d6 for each two slot levels above 3rd.
3-level Divination
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
3-level Conjuration
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60 foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
3-level Necromancy
You briefly turn into a flurry of ravens, a dark mist, or similar foreboding phenomena before reappearing somewhere else in range. You teleport up to 60 feet to an unoccupied space you can see, forming a 10 foot wide line behind you. Creatures that you designate in the line must succeed on a Constitution saving throw or take 3d10 necrotic damage.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
3-level Illusion
You project a phantasmal image of a creature’s worst fears. Each creature in a 30 foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
3-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerYou touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3-level Evocation
You launch a hissing ribbon of pure darkness from your hand. Make a ranged spell attack against a creature within range. On a hit, the target takes 7d8 necrotic damage.
When you cast this spell using a spell slot of 4th level or higher, you increase the damage it deals by 1d8 for each slot level above 3rd.
3-level Conjuration
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20 foot radius sphere of blackness and bitter cold appears, centred on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
3-level Illusion
You create the image of an object, a creature, or som e other visible phenomenon that is no larger than a 20 foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other 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 im age of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
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, and its other sensory qualities become faint to the creature.
When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
3-level Enchantment
A bolt hits a creature in range, and great pain takes over the targets mind. The target must make a Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone.
When you cast this spell using a spell slot of 4th level or higher the target takes an additional 1d6 damage for each slot level above 3rd.
3-level Abjuration
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
3-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerYou conjure a 10 foot square pit, 10 feet deep and filled with flames, on ground that you can see within range. Creatures stood on the area of effect must pass a Dexterity saving throw. On a success they can use their reaction to move 5 feet out of the area. If they fail, or are unable to move out of the area, they fall into the pit. Subsequently, creatures shoved or otherwise moved into the area will fall into the pit.
A creature falling into the pit takes 1d6 bludgeoning damage from the fall, and 2d6 fire damage from the flames. A creature starting its turn in the pit takes 2d6 fire damage. Climbing the wall of the pit requires a Strength (Athletics) check of DC equal to your spell save DC.
When this spell is cast as a ritual, the duration becomes Concentration, up to 1 hour. If an incapacitated or bound creature is placed into a ritual pit of flame, they will hover above the fire without taking damage. Charisma (Intimidation) checks made against this creature have advantage. If the creature subsequently is no longer incapacitated or bound, it can move away from the pit. The ritual pit of flame has no effect on creatures that are resistant or immune to fire damage.
When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 for each slot level above 3rd.
3-level Necromancy
You attempt to siphon life force from a sentient creature to slightly heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d4 psychic damage, and the target of this spell must succeed on an Intelligence saving throw. On a failed save, you regain hit points equal to one-quarter the amount of psychic damage dealt, rounded up.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.
3-level Evocation
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
3-level Divination
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
3-level Necromancy
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Statblocks for your Trinkets, businesses, building, castles, empires.