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Phyllis Fent-kinul

8 Level (0/48000 XP for level-up) Charlatan Background Faerii Orc Race / Species / Heritage Neutral Evil Alignment
Bard
Level 8
Hit Dice: 8/8
1d8+4 Class 1

STR
14
+2
DEX
17
+3
CON
18
+4
INT
16
+3
WIS
10
+0
CHA
20
+5
73
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
+2 Strength
+6 Dexterity
+4 Constitution
+3 Intelligence
+0 Wisdom
+8 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
+5 Athletics STR
+11 Deception CHA
+4 History INT
+1 Insight WIS
+8 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
+8 Performance CHA
+11 Persuasion CHA
+4 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +8 1 action 30 ft 1 minute V,S
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
Message +8 1 action 120 ft 1 round V, S, M (A short piece of copper wire)
 Notes:You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Friends +8 1 action self Concentration 1 minute S,M (a small amount of makeup)
 Notes:For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +8 1 action 30 ft 1 hour V,S
 Notes: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. 1 additional person per level
Healing Word +8 1bonus action 60 ft Instantaneous 1d4+5 V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Sense Emotion +8 1 action self Concentration 1 minute V,S
 Notes:You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Blindness/Deafness +8 1 action 30 ft 1 minute V
 Notes: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.
See Invisibility +8 1 action self 1 hour V,S,M (a pinch of talc and a small sprinkling of powdered silver)
 Notes:For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Lesser Restoration +8 1 action Touch Instantaneous V,S
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Sending +8 1 action unlimited 1 round V,S,M (A short piece of fine copper wire)
 Notes: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.
Dispel Magic +8 1 action 120 ft Intantaneous V,S
 Notes:Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Bestow Curse +8 1 action Touch Concentration 1 minute V,S
 Notes: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: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. 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.

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Dimension Door +8 1 action 500 ft Instantaneous V
 Notes:You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet". You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Greater Invisibility +8 1 action touch Concentration, up to one minute V,S
 Notes:You or 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.
Background Feature (Charlattan):

False Identity:

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

FEATS:

Metamagic Adept:

You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Metamagic I have:

Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

RACE FEATURES:

Darkvision: Accustomed to life in the hellish dimension that is the Faerii Place, you have superior vision in dark and dim conditions. You can see in dim light within 60ft of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Bred for Warfar: Your race has been especially bred to fight and your physical capabilities are unmatched. You are proficient in the athletics skill.

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Eternal Contract: Your deep connection to the Faerii Place has a price. During every long rest, roll 1d20. If a 1 is rolled, you are summoned to an unknown location by an unknown individual. To return, you must complete the task assigned to you. Any items or currency obtained while summoned remain with you after being sent back.

Bard Class Features:

Bardic Inspiration:


You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

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.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Song of Rest:

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Font of Inspiration:

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm:

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Subclass Features (Eloquence):

Silver Tongue:

Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words:

Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Unfailing Inspiration:

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

Universal Speech:

Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

Features & Traits
Studded Leather armor, Hat of Comprehend Languages, Shorsword

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 42, Platinum: 0 Money
Languages: Elvish, Demonic, Common

Tools: Disguise Kit, Forgery Kit

Instruments: Lyre, Drums, and Flute

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

Homebrew

Valonica's Harp

Instrument

Legendary requires attunement by a creature with proficiency in lyres Requires Attunement

This lyre has a number of charges equal to your proficiency bonus. You can attempt to charm a number of humanoids equal to your Charisma modifier that can hear the lyre within 30 feet by preforming a Dexterity or Charisma (Lyre) check. An affected humanoid must make a Wisdom saving throw, and automatically succeed if you or your companions are fighting it. The DC for this save equals the total of the Dexterity or Charisma (Lyre) check rolled. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature is entranced by your skillful playing, granting you advantage on any Charisma checks against it for the duration. When the spell ends, the creature does not know it was charmed by you and believes it was truly enamoured of your profiency with the instrument.   The lyre regains all expended charges daily at dawn. If you expend the lyre's last charge, roll a d20. On a 1, the lyre's strings snap and body breaks, only able to be repaired by its crafter.

A beautiful lyre said to have been crafted by the devil Valonica during a period of intense grief using his own bones as the body and torn cuticles as strings, bound together and transformed by the regret of failing to court with Wil, the Hero of Men, during his visit in the Faerii Place.

Cost: Priceless
Weight: 2lbs

DMG

Javelin of Lightning

Weapon

Uncommon Evocation

This Javelin is a Magic Weapon. When you hurl it and speak its Command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.

Type Damage Damage Range
Simple Melee 1D6 Piercing 30/120


Weight: 2lbs

Homebrew

Frostbow

Wondrous Item

Very Rare requires attunement by a spellcaster Requires Attunement

This bow has 3 charges. While holding it, you can use an action to expend 1 of its charges to shoot a beam of frost in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Constitution saving throw. On a failure, a target takes 14 (3d8) cold damage and has its speed reduced by 10 ft. until the end of their next turn. On a success, a target takes half the cold damage, but does not have their speed reduced.   The bow regains 1d4 - 1 expended charges daily at dawn. You may continue to use the bow while no charges remain, but each use of the item results in a point of exhaustion as the item sources the water needed for the action from your body, causing dehydration. Using this bow while standing or submerged in water does not expend charges and does not apply exhaustion if no charges remain.   Although this item appears as a shortbow, it is stringless and does not flex, and thus cannot be used as one. Its appearance is purely aesthetic.

This item appears as a stringless shortbow composed of jagged, blue ice. It glows slightly with frost magic.

Cost: 40000gp
Weight: 2lb

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Statblocks for your spells.

Level 0 Spells

SRD

Mage Hand

0-level (Cantrip) Conjuration

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

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

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

SRD

Message

0-level (Cantrip) Transmutation

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

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

Class(es): Bard, Sorcerer, Wizard

Player's Handbook

Friends

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range Self
Duration Concentration, 1 Minute
Components S,M
Materials A small amount of makeup applied to the face as the spell is cast

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

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

Level 1 Spells

SRD

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration 1 hour
Components V, S

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

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

PHB, page 250 SRD

Healing Word

1-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid

Sense Emotion

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Up to 1 minute
You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.
Available for: Bard, Warlock, Wizard

Level 2 Spells

SRD

Blindness/Deafness

2-level Necromancy

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V

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

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

SRD

See Invisibility

2-level Divination

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials A pinch of talc and a small sprinkling of powdered silver

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Class(es): Bard, Sorcerer, Wizard

SRD

Lesser Restoration

2-level Abjuration

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

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

Level 3 Spells

SRD

Sending

3-level Evocation

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

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.

Class(es): Cleric, Wizard

PHB, page 234 SRD

Dispel Magic

3-level Abjuration

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

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

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

SRD

Bestow Curse

3-level Necromancy

Casting Time 1 action
Range Touch
Duration Up to 1 minute
Components V, S

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.

  • Choose one ability score. While cursed, the target has disadvantage on Ability Checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on Attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and Spells deal an extra 1d8 necrotic damage to the target.
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.
At higher levels: 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.

Class(es): Bard, Cleric, Wizard

Level 4 Spells

PHB, page 233 SRD

Dimension Door

4-level Conjuration

Casting Time 1 action
Range 500 feet
Duration Instantaneous
Components V

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

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

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

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

PHB, page 246 SRD

Greater Invisibility

1-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

You or 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.

Class(es): Bard, Sorcerer, Wizard

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