Remove these ads. Join the Worldbuilders Guild

Xifor

Wizard/Forbidden Lore (COBW) 11 Class & Level
Raised by Fiends (Raised by Evil, COE) Background
Tiefling-Abraxus (Mephistopheles, MTOF) Race
Chaotic Evil Alignment

Strength 11
+0
Dexterity 11
+0
constitution 12
+1
intelligence 19
+4
wisdom 15
+2
charisma 17
+3
Total Hit Dice 10
Hit Die
1d6+1
+3 proficiency bonus
+0 Strength
+0 Dexterity
+1 Constitution
+7 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+7 Arcana
+0 Athletics
+3 Deception
+4 History
+2 Insight
+6 Intimidation
+7 Investigation
+2 Medicine
+4 Nature
+5 Perception
+3 Performance
+3 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills INT, WIS, Arcana, Investigation, Perception, Intimidation   Languages: Common, Infernal, Abyssal, Elvish, Celestial proficiencies

 
13
Armor Class
54
Hit Points
+0
Initiative
30
Speed
Attacks
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Proficiences
Arcane Spellcasting | Prepared Spells: 7

Spellcasting
Onyx Snake Figurine Arcane Focus | Explorers Pack | Spellbook bound in rough Snake Skin | Common clothes, 10 days of rations, 5
torches, flint and tinder | Ring of Protection +1 | Vial of Unending Blood | Bracers of Defense +2 | Scroll of Detect Magic | Ioun Stone of Reserve (3 spell level) | Scroll of Fabricate | Scroll of Alarm | Scroll of Disguise | Stone of Good Luck | Scroll of Invisibility x2 | Scroll of Dispel x2 | Scroll of Fiendish Endurance | Scroll of Wall of Flesh | Scroll of Fireball lvl 6 | Staff of Frost
Equipment
I am covered in physical scars from my childhood
Personality Traits
Knowledge is power; hide it well. (Evil)
Ideals
Dark gods and goddesses do not forget, and they do not forgive those who betray them.
Bonds
When angry or upset I speak in my native tongue (Abyssal), one that is considered an evil language.
Flaws
Mage Hand At Will | Magic Missile 1xDay +6 ATT | Web 1xDay DC:14 | Sense Fiend 30' | DarkVision 60' |
Dark Knowledge: Having spent much of your life in the grip of evil races, you know them as you know yourself. Roll on the table below to determine your evil heritage. You know the cultural norms and political machinations of these creatures well, as well as the mundane knowledge such as habits and diet. Though my childhood seemed normal from afar, I was watched over and guided by a fiend, one who ever whispered
terrible things in my ear.

FEATS | Dread Knowledge (COE): You have read from the Compendium of True Evil and survived. You gain +1 to Intelligence or Charisma and may add a spell of a level you are able to currently cast from the Compendium of True Evil spell list to your known spells list. | Dark Ritual: You have learned to speak with the Dark Powers. You gain +1 Intelligence and the Augury spell. If you cannot normally cast spells, you learn this spell only as a ritual. If you do have access to casting you always have this spell prepared and may cast it using a spell slot or as a ritual.

Arcane Tradition: Forbidden Lore | Sense Fiend 30' | Cast Identify without Materials/Components/Spell Slots 1xDay | Devil's Disciple of Lost Lore: You can cast spells that deal fire spells without any somatic or verbal components and you add your Intelligence modifier to any damage you deal with any cantrips that deal fire damage. Seeker of True Names
By 10th level, you have begun to learn the true name of things
and gather hidden secrets of the forbidden school of magic you are
specialized in. The abilities you gain are based on the specializations
you choose for your Disciple of Lost Lores at 6th level.
• Demons - Summon Demons. When you cast summon lesser demons
and summon greater demon, the spells function as if they were cast
at one level higher than the spell slot you expended (for example,
if you cast one at 5th level, it counts as a 6th level spell) up to a
maximum of 9th level. You can also cast them at their base level
as a ritual with a casting time of 10 minutes without expending a
spell slot. Any greater demon also has disadvantage on any efforts
to resist your commands because, through your research, you
have learned their true names.


Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + Con Mod
Hit Points at Higher Levels: 1d6 + Con Mod

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs. light crossbows
Tools: None
Saving Throws: Int, Wis
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Class Features

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.  

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of ten schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th. 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. 1£you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. Vou always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.


Starting Equipment

• (a) a quarterstaff or (b) a dagger   • (a) a component pouch or (b) an arcane focus   • (a) a scholar's pack or (b) an explorer's pack   • A spellbook


Spellcasting

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.  

Spellbook

At 1st level. you have a spellbook containing six 1st-level wizard spells of your choice.  

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to east your spells of 1st level and higher. To east one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can east it using a 1st level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to east the spell: aI least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

lntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intlelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier.  

Ritual Casting

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

Spellcasting Focus

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

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.  

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.   Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.   Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   Replacing the Book: You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level o f the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder o f your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.   The Book’s Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection o f notes scrounged together after you lost your previous spellbook in a mishap.


Subclass Options

School of Abjuration

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.  

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.   While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.   Once you create the ward, you can't create it again until you finish a long rest.  

Projected Ward

Starting at 6th level, when a creature that you can see within 10 metres of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.  

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.  

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.   Furthermore, you have +1 resistance to damage from spells. This feature can not increase your resistance above 1.  

School of Conjuration

Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.  

Minor Conjuration

Starting at 2nd level when you select this school, you can use your full action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 4 metres of you. This object can be no larger than 1 metre on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 2 metres.   The object disappears after 1 hour, when you use this feature again, or if it takes any damage.  

Benign Transposition

Starting at 6th level, you can use your full action to teleport up to 10 metres to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.   Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.  

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.  

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 shielding.  

School of Enchantment

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.  

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As a full action, choose one creature that you can see within 2 metres of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.   On subsequent turns, you can use your full action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 2 metres away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.   Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.  

Instinctive Charm

Beginning at 6th level, when a creature you can see within 10 metres of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.   You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.  

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.  

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.   Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.  

School of Evocation

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.  

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.  

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.  

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.  

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell.   The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 force damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the force damage per spell level increases by 1d12.  

School of Illusion

Ilusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.  

Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.   When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.  

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your full action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.  

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a half action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.   The object can't deal damage or otherwise directly harm anyone.  

School of the Magi

Faith of the Magi

Spells that deal with fire, water, ice, and light cost half as much time and gold to copy into your spellbook, beginning when you join this school at 2nd level.  

Daena

When you choose this arcane tradition at 2nd level, you accept the call to fight against the forces of destructive chaos in the universe. When you kill an evil or chaotic creature with a spell, your magic is strengthened. For one minute, the save DC for your spells increases by +1; if the creature is both chaotic and evil, your spell save DC increases by +2. You may not increase your spell DC by more than +2 in this way.  

Asha

As you progress in the ways of the magi, you increase in your understanding of the universe. At 6th level, when you successfully dispel magic or counter a spell being cast, you may make an Intelligence check against a DC of 10 + the level of the spell countered or dispelled; on a success, you regain a spell slot of a level equal to or lower than the spell level just countered or dispelled.  

Words of Power

At 10th level, your knowledge of the Truth allows you to speak words of power. When you are the target of an attack, spell or ability, you may use your reaction to command your adversary to desist. The target makes a Wisdom saving throw; on a failure, the attack or spell is lost. If a chaotic or evil creature is targeted this way, it also takes radiant damage equal to your Intelligence modifier. If a creature that is both chaotic and evil is affected this way, it takes damage equal to you Intelligence modifier + half your wizard level. Once you have used this ability, you may not use it again until you have completed al long rest.  

Flames Born of Water

Your mystic training has taught you that while fire is a conduit to truth, water is what gives birth to the sacred flame. At 14th level, when you cast a spell that conjures, controls, or manipulates water or ice of 5th level or below, as a bonus action at the end of your turn, you may cast a spell of the same or lower level that conjures, controls, or manipulates fire, as long as the casting time for that spell is one action or one bonus action. Once you have used this ability, you may not do so again until you have finished a short or long rest.  

School of Necromancy

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.  

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.  

Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:   The creature’s hit point maximum is increased by an amount equal to your wizard level.   The creature adds your proficiency bonus to its weapon damage rolls.  

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.  

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.   Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.  

School of Transmutation

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.  

Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 30 litres of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.  

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:   • Darkvision out to a range of 20 metres   • An increase to speed of 4 metres while the creature is unencumbered   • Proficiency in Constitution saving throws   • +1 resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)   Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.   If you create a new transmuter's stone, the previous one ceases to function.  

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.   Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.  

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.   MAJOR TRANSFORMATION: You can transmute one nonmagical object—no larger than a 2-metre cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.   PANACEA: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.   RESTORE LIFE: You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.   RESTORE YOUTH: You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.  

School of War Magic

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.   When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.  

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.  

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one.   Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.   Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.  

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.  

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.


LvlProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32
2nd+2Arcane Tradition33
3rd+2342
4th+2Ability Score Improvement443
5th+34432
6th+3Arcane Tradition Feature4433
7th+344331
8th+3Ability Score Improvement44332
9th+4443331
10th+4Arcane Tradition Feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Arcane Tradition Feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spell5433332211

Wizard: Forbidden Lore


Hit Points

Hit Dice: d6 per Wizard: Forbidden Lore level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation



All stats as Wizard plus Subclass abilities below.
The pursuit of knowledge is an admirable goal, but it can also become an obsession. Especially for those who feel called to search for forbidden lore. But the secrets and power that lie within forbidden tomes and forgotten tombs is too great a temptation to be ignored. This tradition is generally not followed by very many formal colleges. Those who study it most often piece together their own understandings as any missteps often end in such a way that little information is left behind for those who might come later. Magic derived from Forbidden Lore, touches on some of the core principles of magic and primarily involves spells from the abjuration, conjuration, and enchantment schools of magic, rather than specializing in either school. Followers of this tradition are most often known as arcanists or diabolists and tend to represent two sides of the same coin. All wizards who pursue forbidden lore find it unacceptable for that curiosity to be restrained. In a conflict, these mages are often at their best when working in secret or confronting enemy spellcasters. Outside of battle, these wizards often work as advisors and oracles, either manipulating their clients into serving their ends or helping to fight against unknowable evils.


Subclass Options

Forbidden Lore Features

Wizard | Level Feature
2 | Dangerous Dealings, Unveiled Mysteries
6 | Disciple of Lost Lore
10 | Seeker of True Names
14 | True Practitioner

Dangerous Dealings
At 2nd level your pursuit of forbidden knowledge has led you to expand your understanding of languages in order to seek out rarer sources of information. You learn both Abyssal and Infernal. In addition, as you have honed your senses to these forces, you can always tell if there is a fiend within 30 feet of you.
Unveiled Mysteries
At 2nd level, your dedication to unraveling mysteries has made you more adept at determining the functions of magical items. You add the spell identify to your spellbook, if it was not there already. In addition, you can cast identify without expending any spell slots, materials, or components.
Once you use this feature, you can’t use it again until you finish a long rest.

Disciple of Lost Lore
Starting at 6th level you have learned enough forbidden lore to begin to specialize in one particular field of study, learning some new tricks as a result of your efforts. You gain an ability depending on your choice of specialization below.
• Demons - Abyssal Corrosion . You call on the magic of the Abyss to empower your spells. When you roll a 1 on any damage die for a spell that deals poison or acid damage, you can reroll the die and must use the new roll, even if the new roll is a 1.
• Devils - Infernal Spellcasting. You channel the magic of Nine Hells to better control your destructive spells. In addition, you can cast spells that deal fire spells without any somatic or verbal components and you add your Intelligence modifier to any damage you deal with any cantrips that deal fire damage.
• The Weave - Dampen Magic. You focus your efforts on manipulating the Weave. When a creature you can see makes a ranged spell attack against a creature other than you that is within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll or grant your ally advantage on the saving throw.

Seeker of True Names
By 10th level, you have begun to learn the true name of things and gather hidden secrets of the forbidden school of magic you are specialized in. The abilities you gain are based on the specializations you choose for your Disciple of Lost Lores at 6th level.
• Demons - Summon Demons. When you cast summon lesser demons and summon greater demon, the spells function as if they were cast at one level higher than the spell slot you expended (for example, if you cast one at 5th level, it counts as a 6th level spell) up to a maximum of 9th level. You can also cast them at their base level as a ritual with a casting time of 10 minutes without expending a spell slot. Any greater demon also has disadvantage on any efforts to resist your commands because, through your research, you have learned their true names.
• Devils - Summon Devils. When you cast infernal calling, the spell functions as if it was cast at one level higher than the spell slot you expended (for example, if you cast it at 6th level, it counts as a 7th level spell) up to a maximum of 9th level. You can also cast it at its base level as a ritual with a casting time of 10 minutes without expending a spell slot. Any devil you summon also has disadvantage on any efforts to resist your commands because, through your research, you have learned its true name
• The Weave - Reflect Magic. If a creature makes a ranged spell attack against you, you can attempt to use your reaction to try and reflect the spell back at the caster. Make an Intelligence check against a DC of 10 + the level of the spell being cast at you. On a successful save, expend a spell slot equal of either the same level or higher as the slot used to cast the spell. The initial caster then suffers the spell’s damage and must make the requisite saving throws associated with their spell, if any, at either their or your spell save DC, whichever is higher. On a failed save you take damage from the spell as normal. .

  True Practitioner
By 14th level, you have become well versed in your chosen field of study and are a true practitioner of your magical craft, able to confidently defend yourself against its dangers. At your option, you also gain minor physical attributes reminiscent of your specialization.
• Demons - Aura of Corruption. As a bonus action, you can choose to emit an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. While a hostile creature is in this aura, it has disadvantage on Constitution saving throws against spells that deal poison or acid damage and gains vulnerability to poison and acid damage unless they have resistance or immunity to such damage. This aura lasts for 10 minutes or until you choose to end it as a bonus action. Once you use this feature you can’t use it again until you finish a long rest.
• Devils - Hellfire Evocation. While you are concentrating on a spell that deals fire damage, your concentration can’t be broken as a result of taking damage. When you cast a spell that deals fire damage and has a casting time of 1 action, you can expend a spell slot of the next highest level to instead cast it as a bonus action. The spell still counts as being cast at its base level.
• The Weave - The Flow of Magic. In combat, you get a special reaction that you can take once every round. You can use this special reaction only to use your Dampen Magic and Reflect Magic features or to cast counterspell. When you counterspell a spell cast by a creature, the target creature takes psychic damage equal to your Wizard level + the spell’s level.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling (Mephistopheles)

Ability Score Increase Cha +2; Int +1
Size Medium
Speed 30 ft.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size. Tieflings are about the same size and build as humans. Your size is Medium.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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 gray.

Hellish Resistance. You have resistance to fire damage.

Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

 

Languages. You can speak, read, and write Common and Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120 feet
Duration Instantaneous
Components V S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

Class(es): Sorcerer, Wizard

Ranged Spell Attack 1d10 Fire Damage

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): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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 magic items, or carry more than 10 pounds.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

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.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Xanathar's Guide to Everything

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 60 feet
Duration Concentration, Up to 1 minute
Components V, S

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.


At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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

https://media.wizards.com/2019/dnd/downloads/UA-PsychicSoulPsionics.pdf

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 ft
Components: Verbal
Duration: 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.   This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Feather Fall

1-level Transmutation

Casting Time 1 reaction, which you take when you or a creature within 60 feet of you fall
Range 60ft
Duration 1 Minute
Components V, M
Materials a small feather or a piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Seeker)

Identify

1-level Divination

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials a pearl worth at least 100 gp and an owl feathe

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Shield

1-level Abjuration

Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range Self
Duration 1 Round
Components V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 2 Spells

Invisibility

2-level Illusion

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Mirror Image

2-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Minute
Components V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Shatter

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S, M
Materials a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Elemental Evil Player's Companion , pg. 150

Aganazzar’s Scorcher

2-level Evocation

Casting Time 1 action
Range 30 ft (30 ft)
Duration Instantaneous
Components V, S, M
Materials A red dragon's scale.

Damage Type: Fire   Saving Throws: Dexterity   Description: A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At higher levels:
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Wizard, Sorcerer

Book of Vile Darkness

Lahm’s Finger Darts

2-level Transmutation

Casting Time: 1 action
Range/Area: 100 ft.
Components: Verbal, Somatic
Materials: Fingers
Duration: Instantaneous
Your fingers become dangerous projectiles, flying from your hand and forever striking. You create 5 finger darts that deal 1d6+2 piercing damage each and always hit. Upon casting this spell, you lose use of one hand due to a loss of fingers. Your fingers come back after a long rest or with the spell regenerate.
Available for: Wizard, Sorcerer

Grimlore's Grimoire

Corrupting Bolt

2-level Evocation

Range/Area: 120 ft
Components: VS
Duration: Instantaneous
Calling upon dark and malignant powers, you summon a bolt of pure necrotic energy. Pick a target within range you can see. Make a ranged spell attack roll. On a hit, the target takes 2d8 necrotic damage and has disadvantage on its attack rolls and saving throws until the end of its next turn.

Grimlore's Grimoire

Malignant Wound

2-level Necromancy

Range/Area: 100 ft.
Components: VS
Duration: Instantaneous
You point your finger at a creature and cast a bolt of dark malignance at it. Pick a target creature within range and that you can see. Make a ranged spell attack. On a hit, the target takes 3d6 necrotic damage and must make a Constitution saving throw or become poisoned until the end of your next round.

Grimlore's Grimoire

Rotting Teeth

2-level Necromancy

Range/Area: 100 ft.
Components: VS
Duration: Instantaneous
A shimmering green light emanates from your finger at your foe, causing their teeth to instantly rot away. Pick a target you can see within range. The target must make a Constitution saving throw. On a failed save the target takes 2d10 necrotic damage and all its teeth fall out. The teeth return if the creature has dispel magic or remove curse cast upon it.

Level 3 Spells

Fireball

3-level Evocation

Casting Time 1 Action
Range 150 ft.
Duration Instantaneous
Components V, S, M
Materials A tiny ball of bat guano and sulfur

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.
At higher levels: 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.

Class(es): Sorcerer, Wizard

Champions of the Blood War

Temptation of Forbidden Knowledge

3-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a piece of igneous rock
Duration: Instantaneous
You have learned things that would make any lesser mind falter. As an action, choose a creature within 60 feet. You whisper terrible magical secrets into the creature’s ear. The target must make a Wisdom saving throw. On a failed save the creature takes 4d8 psychic damage and is charmed for up to 1 hour. On a successful save the target takes half damage and is not charmed. If the target fails the saving throw, then their alignment changes to evil for the duration of the effect. At the end of each of the target’s turns before the effect ends, the target can make a Wisdom saving throw. On a successful save, the effect ends. Casting the dispel evil and good spell on the creature restores its original alignment and ends the effect. Only the target hears the whispers. Magical silence does not effect this. You don’t need to share a language with the creature for this spell to take effect, but the creature must be able to understand at least one language.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the psychic damage increases by 1d8 for each slot level above 3rd.
Available for: Warlock, Wizard

XGtE P. 167

Summon lesser Demons

3-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a vial of blood from a humanoid killed within the past 24 hours
Duration: Concentration, Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
D6 Demons Summoned
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
At higher levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Available for: Warlock, Wizard

Dispel Magic

3-level Abjuration

Casting Time 1 Action
Range 120 ft.
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

XGtE P. 161 / EE: P. 20 / PotA: P. 238

Melfs Minute Meteor

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: niter, sulfur, and pine tar formed into a bead
Duration: Concentration, Concentration, up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Available for: Sorcerer, Wizard

Book of Vile Darkness

Black Bolt of Krimdrix

3-level Necromancy

Range/Area: 120 ft
Components: VS
Duration: Instantaneous
You channel the black fury of the Abyss, point your finger at a creature, and a black bolt of energy flies from your finger. Make a ranged spell attack against a target creature within range that you can see. On a hit, the target takes 5d8 necrotic damage. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by a 1d8 for each slot level above 3rd.
At higher levels: At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by a 1d8 for each slot level above 3rd.

Grimlore's Grimoire

Searing Flesh

3-level Evocation

Range/Area: 100 ft.
Components: VS
Duration: Instantaneous
A bolt of fire shoots from your hand, burning away clothing and searing the flesh of a target creature Make a ranged spell attack roll against a target you can see within range. On a hit, the target takes 6d8 fire damage.
At higher levels: At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by a 1d8 for each slot level above 3rd.

Level 4 Spells

Grimlore's Grimoire

Raze

4-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft radius)
Components: VSM
Materials: Red Dragon's Scale worth 300gp
Duration: Instantaneous
You summon a fiery floor of bubbling lava below your feet. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and may only move up to half of their movement speed until the end of their next turn. Creatures that are within 5 feet of you must make the Dexterity saving throw with disadvantage. Creatures take half damage and do not lose any movement speed on a successful saving throw.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the spell increases by 5 feet for every slot level above 4th.
Available for: Wizard, Sorcerer

Fabricate

4-level Transmutation

Casting Time 10 Minutes
Range 120ft
Duration Instantaneous
Components V, S

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.   Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.   Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Class(es): Artificer, Wizard, Cleric (Forge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB: P. 261

Mordekainens Faithful Hound

4-level Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a tiny silver whistle, a piece of bone, and a thread
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
  At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Available for: Artificer, Wizard

Grimlore's Grimoire

Improved Mage Armor

4-level Abjuration

Range/Area: Touch
Materials: metal chain link
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 15 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Grimlore's Grimoire

Fiendish Endurance

4-level Transmutation

Range/Area: Touch
Components: VS
Duration: 10 Minutes
You call upon the power of the lower planes to empower you with the endurance of fiends. For the duration, you gain a +5 bonus to your Constitution ability score, up to a maximum of 22.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each 2 slot levels above 3rd.

Grimlore's Grimoire

Wrack

4-level Enchantment

Range/Area: Touch
Components: VS
Duration: Concentration, 1 minute
You reach into your enemy’s mind, inserting an illusion of their flesh suddenly peeling off of their bones in layers, causing excruciating pain. Pick a creature you can see within range. The creature must make a Wisdom saving throw. On a failed save the creature is incapacitated for the duration. On a successful save the spell ends.

Level 5 Spells

Grimlore's Grimoire

Ruin

5-level Evocation

Range/Area: 60ft
Components: Verbal, Somatic
Duration: Concentration, Concentration, 1 minute
You create a maelstrom of fire and brimstone in a 20-foot- radius sphere at a point you can see within range. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 5d8 fire damage or half as much on a success. Constructs and structures automatically fail the save and the spell deals maximum damage.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Shadow Stride

5-level Conjuration

Range/Area: self
Components: VS
Duration: Concentration, Concentration, 1 hour
You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You can use this teleportation ability twice per round for the duration.

Grimlore's Grimoire

Heart of Flies

5-level Conjuration

Range/Area: 100 ft.
Components: VSM
Materials: Vial of Dead Flies
Duration: Instantaneous
Chanting dark petitions to plague demons while drawing arcane sigils in the air, you conjure a swarm of dreadful flies from the Abyss into the heart of a creature. Pick a target you can see within range. The target must make a Constitution saving throw, taking 6d8 bludgeoning damage on a failed save and half as much damage on a successful one. In addition, on a failed save, a creature takes 1d8 bludgeoning damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Grimlore's Grimoire

Summon Dark Child of Hasagoth

5-level Conjuration

Components: VS
Duration: Instantaneous
You call forth one of the Dark Children of the Demon Lord Hasagoth. You summon a Dark Child of Hasagoth of CR 4. The demon can make a Wisdom saving throw at disadvantage to resist being summoned. On a failure, the demon appears in an unoccupied space within range. The Dark Child of Hasagoth will perform one task for you and demand payment in return. The greater the task you assign the demon, the greater the payment it requires of you. Once the negotiations are concluded the Dark Child of Hasagoth will teleport away, perform the task, and then return to you if possible. You must repay the demon within a year and a day. Otherwise, the demon will return and likely attack you on sight unless you have something to assuage its anger. If the demon kills you, it takes your soul back to the Abyss as payment.

Grimlore's Grimoire

Summon Succubus/Incubus consort

5-level Conjuration

Components: VSM
Materials: Vial of Humanoid Blood
Duration: Instantaneous
You summon a Succubus of CR 4. The succubus can make a Wisdom saving throw disadvantage to resist being summoned. On a failure, the succubus appears in an unoccupied space within range. The succubus will act as a friend and consort for a year and a day. The succubus will demand payment for its services, which is usually 1,000 gp or 1 soul. Once the negotiations are concluded the succubus will stay in your service, appearing when called and providing the services required. If you are on the Material Plane, the succubus will appear as a well- dressed humanoid to avoid drawing suspicion. The succubus will not fight for you and will teleport away should a conflict start. You must repay the succubus within a year and a day. The succubus will likely attack if it remains unpaid and should it win the conflict it will take your soul back to the lower planes as payment

Grimlore's Grimoire

Wave of Blood

5-level Conjuration

Range/Area: 90 ft.
Components: VSM
Materials: Vial of Humanoid Blood
Duration: Instantaneous
Chanting in the Infernal tongue, you throw a vial of blood at your enemy, conjuring a wave of blood to drown it. Pick a target you can see within range. The target and any creature within 10 feet of it must make a Strength saving throw. On a failure, the creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save the creature takes half as much damage and is not knocked prone.   The wave of blood extinguishes any source of non- magical fire within 10 feet of the target creature. The blood vanishes at the end of your next turn.

Level 6 Spells

PHB

Disintegrate

6-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: a lodestone and pinch of dust
Duration: instantaneous
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6+40 force damage. If this damage reduces the target to O hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

Grimlore's Grimoire

Stomach of Fire

6-level Conjuration

Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
Drawing sigils of arcane power, you summon elemental fire into the stomach of your enemy. Pick a target you can see within range. The target must make a Constitution saving throw. On failed save, the target creature takes 7d10 fire damage and is stunned until the end of its next turn from the sheer pain. On a successful save, the target takes half damage and is not stunned.

Grimlore's Grimoire

Wall of Flesh

6-level Conjuration

Range/Area: 120 ft
Components: VSM
Materials: a bit of humanoid flesh
Duration: Concentration, Concentration, 10 minutes
You create a wall of dead and diseased bodies. The wall is tough and unyielding. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick, or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 bludgeoning damage and is pushed to an unoccupied space on one side of the wall (your choice). On a successful save the creature takes half as much damage and moves to an unoccupied space on one side of the wall (its choice). The wall is a solid object made of rotting flesh and bone that can be damaged and breached. Each 10-square-foot area of the wall has AC 13 and 20 hit points per inch of thickness. Reducing a 10-foot area to 0 hit points destroys it and might cause the wall to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends

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


Created by

SlySF.

Statblock Type

Character Sheet (Legacy)

Link/Embed