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Ava Highwind

Red Mage: Battle Rose 20 Class & Level
Folk Hero Background
Hyur Race
CG Alignment

Strength 9
-1
Dexterity 18
+4
constitution 16
+3
intelligence 0
0
wisdom 14
+2
charisma 24
+7
Total Hit Dice 20
Hit Die
1d8+3
+6 proficiency bonus
-1 Strength
+10 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+13 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+0 Arcana
-1 Athletics
+7 Deception
+0 History
+2 Insight
+0 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+2 Perception
+7 Performance
+2 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+2 Survival
skills

 
18
Armor Class
183
Hit Points
+3
Initiative
30
Speed
+3 Rapier and Aeon Crystal "Talekeeper" 1d20+13 1d8+7
Attacks
Armor: Light armor
Weapons: Simple weapons, Short Swords, Rapiers
Tools: Two sets of Artisan's Tools.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, and Persuasion.
Proficiences
Spell Attack Modifier +13
Spell Save DC 21

Cantrips Known: Booming Blade, Jolt, Shocking Grasp, Sword Burst, True Stirke, Thunderclap


Prepared Spells
1st Level (4 slots): Witchbolt, Feather Fall, Mage Armor, Zephyr Strike

2nd Level (3 slots): Aganazzar's Scorcher, Misty Step, Shatter

3rd Level (3 slots): Fireball, Lightning Bolt, Wind Wall

4th Level (3 slots): Elemental Bane, Storm Sphere, Sickening Radiance

5th Level (3 slots): Holy, Steel Wind Strike, Circle of Power

6th Level (2 slots): Chain Lightning, Eyebite

7th Level (2 slots): Delayed Blast Fireball, Crown of Stars

8th Level (1 slot): Incendiary Cloud

9th Level (1 slot): Flare


LIMIT BREAK (once per day):
"Vermillion Rose"
Ava focuses and draws in mana every color of the spectrum into her aeon crystal. Once completely saturated it blooms into a massive spectral rose in a 40ft radius. Ava turns and takes a bow detonating the ability. All enemies within are dealt 15d12
Spellcasting
Studded leather armor, two (2) daggers, spear, cartographer's tools (compass, maps, pens), belt pouch, set of common clothes, iron pot, shovel, 40,008gil (gp 3 gems (worth 1,000 gp each), a spellcasting focus (Aeon gifted Manacrystal)

Equipment
I'm confident in my own abilities and do what I can to instill confidence in others.
Personality Traits
People deserve to be treated with dignity and respect.
Ideals
I protect those who cannot protect themselves.

Bonds
I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

Flaws
Flair Points
At 1st level, you gain access to Flair Points. Certain Red Mage abilities require you to spend flair points from your pool. All expended flair points are recovered after a short or long rest.

Dual Cast
At 1st level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.

Dazzling Diversion
At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action you may spend on flair point to distract a target in melee within 5ft. of yourself. All melee weapon attacks performed by your allies against the target gain advantage until your next turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

In Good Company
At 6th level, you may spend 1 flair point to tutor your ally in the art of appealing to others. One ally may use your charisma ability modifiers for charisma ability checks for up to 5 minutes. You may only share your charisma ability modifiers once before requiring a short rest.

Embolden
At 10th level, you have learned to fill your allies with fervor using your natural appeal. As an action you may spend 1 flair point to empower all allies within 10ft. of you. Damaging effects from your allies deal an extra 1d8 damage for until the end of your next turn.

Follow My Lead
At 14th level, as a bonus action you may spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, such that they act directly after you. You may use this effect once before requiring a short rest.

Battle Flourish
At 18th level, when you roll initiative, you recover 1d4 flair points.

Acceleration
At the 20th level, you may cast two spells using Dual Cast, rather than one spell and one cantrip. You may only do this once before requiring a long rest.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Red Mage


Hit Points

Hit Dice: d8 per Red Mage level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Red Mage level after 1st

Proficiences

Armor: Light armor
Weapons: Simple weapons, Short Swords, Rapiers
Tools: Two sets of Artisan's Tools.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, and Persuasion.

Overview & Creation

Like a lightning bolt streaking through the battlefield, she makes quick work of foe after foe. At the first sign of danger, the crimson beauty flips over the head of the foe behind her, letting loose a wave of energy as a parting gift.
A confident smrik spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.
As though a flower amonst a sea of weeds, the red mage leads their allies into battle. With a deep trust that they'll stay at their side, she turns her friends into the perfect dancing partners for this adventure, empowering them to match their grace.
Red Mages have drawn on a multitude of disciplines across the world, mixing black and white magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of becoming legendary.

 

Crimson Mage

Some fairy tales of Gyr Albania speak of the heroic deeds and daring adventures of mages clothed in crimson. These adventurers are known as Red Mages, and travel the world protecting the good in the world by drawing on both white and black magic, while mixing martial prowess into a flawless battle style.

 

It's Not About Fame

Their thirst for adventure, flashy style and renowned flair may lead many to believe that a Red Mage becomes an adventurer for the admiration of their fellow man, but that is not the case. Those who take the Red do so in order to take up arms to protect the good in the world and bring wrongdoers to justice. It is their heroic spirit which drives them to action, the garnered fame is just a perk.

 

Creating a Red Mage

When creating a Red Mage, you must consider why they may be heading out on their adventure. Did they become fed up with the oppressive nature of the world and seek the need to become a hero to the common man? They may have learned of a plot which endangers their home, perhaps the world as a whole and will stop at nothing to end it. Maybe it is simply a need to chase the thrill of adventure and become a hero of legend.
One key consideration to make as a Red Mage is where you came to learn your myriad of skills. Was it through the study of old tomes you discovered in an abandoned warehouse or library? Did you meet a mentor who saw great potential in you and introduced you to the art? Whatever the origin, you wield powerful skills with an artistic flair.

 

Quick Build

You can make a Red Mage quickly by following these suggestions. First make Charisma your highest ability score, followed by Dexterity. Second take the Folk Hero background. Third take the Fire Bolt, Jolt, Mage Hand and Prestidigitation cantrips, and the first level spells Chromatic Orb and Cure Wounds.


Class Features

Flair Points

At 1st level, you gain access to Flair Points. Certain Red Mage abilities require you to spend flair points from your pool. All expended flair points are recovered after a short or long rest.

 

Dual Cast

At 1st level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.

 

Combat Style

At 2nd level, you choose a style as a Red Mage. Sword Dancer, Spell Slinger or Battle Rose, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 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.

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Battle Flourish

At 18th level, when you roll initiative, you recover 1d4 flair points.

 

Acceleration

At the 20th level, you may cast two spells using Dual Cast, rather than one spell and one cantrip. You may only do this once before requiring a long rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather or (b) hide armor
  • a rapier
  • a spellcasting focus
  • (a) an explorer's pack or (b) a dungeoneer's pack


Spellcasting

Cantrips

At 1st level, you know 4 cantrips of your choice from the Red Mage spell list. You learn additional Red Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table.

 

Spell Slots

The Red Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

 

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the Red Mage spell list. The Spells Known column of the Red Mage table shows when you learn more Red Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Mage spells you know and replace it with another spell from the Red Mage spell list, which also must be of a level for which you have spell slots. For a full list of Red Mage spells, see the Eorzean Spell List document.

 

Spellcasting Ability

The spellcasting ability for your Red Mage spells changes depending upon the discipline you select. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Red Mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

 

Spellcasting Focus

You can use a magically conductive stone inlaid in a decorative mount other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Red Mage spells.

 

Ritual Casting

You can cast any Red Mage spell you know as a ritual if that spell has the ritual tag.


Subclass Options

Battle with Style

To the Red Mage, battle and adventure are a stage, on which they are the protagonist. As one who has taken the Red, they focus their studies on either their swordplay, magic mastery or creating striking synergy with their allies on the battlefield.

 
 

Sword Dancer

You've taken up sword in hand, aiming to weave magic and might into a flawless, deadly dance. Your blade moves like the wind, and you ride the currents perfectly.

 

Corps-a-corps

At 2nd level, you have mastered the art of approaching a foe with lightning speed and dilevering a powerful strike. To perform Corps-la-corps you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You take the attack action against the target, dealing a bonus 1d8 piercing damage if your attack lands.  

Heroic Charm

At 6th level, your renaissance man nature has given you an edge in conversation. You may spend one flair point to reroll any charisma based ability check. You gain proficiency in a charisma skill of your choice.

 

Displacement

At 10th level, you have learned to flow between martial and magic combat effortlessly. By spending 1 flair point after taking the attack action you leap backwards through the air, landing upto 30ft. in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. This movement does not provoke attacks of opportunity. When you take this action, make a ranged spell attack against the target of your attack action, dealing 2d8 + your Charisma modifier force damage on hit.

 

Enchanted Blade

At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. You may spend one flair point to deal an additional 2d8 force damage on each damage roll when you take the attack action with this weapon. You must declare you are doing so prior to your attack roll.

 
 

Spell Slinger

You've decided to master the casting of myriad magicks as a Red Mage. Your studies of the art have granted you the ability to rapidly cast spells at a speed that has never been seen before.

 

Manification

At 2nd level, as a bonus action you may spend a number of flair points equal to twice the level of a spell you wish to cast, in place of using a spell slot.

 

Charmed I'm Sure

At 6th level, the trace amounts of magic in your body influence those you come into contact with. You may spend a flair point to gain advantage on a charisma ability check.

 

Quicksilver Casting

At 10th level, if you deal damage to a target with a cantrip, you may spend one flair point to gain advantage on a ranged spell attack against the target or cause the target to make dexterity saving throws against your spells with disadvantage until the end of your turn.

 

Liquification

At 14th level, as a bonus action you may spend a spell slot of any level to gain a number of flair points equal to twice the spell slot level. You may not gain flair points over your maximum number of points.

 

Bonus Action Casting A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB 202).

 
 

Battle Rose

You've focused on becoming the lead in battle, coming up with various methods to support your allies to be more effective in battle.

 

Dazzling Diversion

At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action you may spend on flair point to distract a target in melee within 5ft. of yourself. All melee weapon attacks performed by your allies against the target gain advantage until your next turn.

 

In Good Company

At 6th level, you may spend 1 flair point to tutor your ally in the art of appealing to others. One ally may use your charisma ability modifiers for charisma ability checks for up to 5 minutes. You may only share your charisma ability modifiers once before equiring a short rest.

 

Embolden

At 10th level, you have learned to fill your allies with fervor using your natural appeal. As an action you may spend 1 flair point to empower all allies within 10ft. of you. Damaging effects from your allies deal an extra 1d8 damage for until the end of your next turn.

 

Follow My Lead

At 14th level, as a bonus action you may spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, such that they act directly after you. You may use this effect once before requiring a short rest.


 


LevelProficiency BonusFeaturesFlair PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Dual Casting1422--------
2nd+2Red Mage Style, Style Feature2433--------
3rd+2-34442-------
4th+2Ability Score Improvement45543-------
5th+3Extra Attack456432------
6th+3Style Feature457433------
7th+3-4584331-----
8th+3Ability Score Improvement4594332-----
9th+4-451043331----
10th+4Style Feature561143332----
11th+4-5612433321---
12th+4Ability Score Improvement6612433322---
13th+5-66134333221--
14th+5Style Feature76134333221--
15th+5-761443332211-
16th+5Ability Score Improvement861443333211-
17th+6-8615433332111
18th+6Battle Flourish9615433333111
19th+6Ability Score Improvement9615433333211
20th+6Acceleration10615433333211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Midlander Hyur

Ability Score Increase +2 Int, +1 to a score of choice
Size Medium
Speed 30ft

Spread of Culture.

You gain proficiency with a set of artisan's tools, gaming set or musical instrument of your choice.

Versatility.

You gain proficiency in two skills of your choice.

Early Education.

You are proficient in an additional language (Included in Language Block above).

Languages. Common, Three languages of choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SCAG pg. 142

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 Feet
Components: V, M
Materials: A weapon
Duration: 1 Round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Available for: Sorcerer, Warlock, WIzard

Spells of Eorzea

Jolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V,S

A shard of crystalized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.
The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.

Class(es): Red Mage

Shocking Grasp

0-level (Cantrip) Evocation

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

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
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): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Sword Burst

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

True Strike

0-level (Cantrip) Divination

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 round
Components S

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

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

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

Level 1 Spells

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)

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)

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials a piece of cured leather

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 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

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

Zephyr Strike

1-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.   Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Class(es): Ranger, Paladin (Oath of the Ancients)

Level 2 Spells

Elemental Evil:15

Aganazzar's Scorcher

2-level Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A red dragon's scale
Duration: Instantaneous
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: 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.
Available for: Wizard, Sorcerer

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), 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)

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

Lightning Bolt

3-level Evocation

Casting Time 1 Action
Range Self (100 ft. line)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning 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

Wind Wall

3-level Evocation

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 1 Minute
Components V, S, M
Materials A tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.   When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.   The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.  
 

Class(es): Druid, Ranger

Level 4 Spells

Xanathar's Guide to Everything

Elemental Bane

4-level Transmutation

Casting Time 1 action
Range 90 feet
Duration Concentration, Up to 1 minute
Components V, S

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At higher levels: When you cast this Spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Class(es): Druid, Warlock, Wizard

Xanathar's Guide to Everything

Storm Sphere

4-level Evocation

Casting Time 1 action
Range 150 feet
Duration Concentration, Up to 1 minute
Components V, S

A 20-foot—radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.


At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.

Class(es): Sorcerer, Wizard

Xanathar's Guide to Everything

Sickening Radiance

4-level Abjuration

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 10 minutes
Components V, S

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Class(es): Sorcerer, Wizard, Warlock

Level 5 Spells

Spells of Eorzea

Holy

5-level Evocation

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

You let loose an orb of radiant energy which floats above you for a moment before exploding with great force in a 10ft radius. All creatures within range must make a Constitution saving throw. Creatures take 6d8 radiant damage and are stunned for one round on a failed save, and take half as much and resist the stun effect on a successful save.   NOTE: This spell is only available to the Ampdapori subclass via expanded spell list.

Class(es): White Mage

Xanathar's Guide to Everything

Steel Wind Strike

5-level Conjuration

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components S, M
Materials A melee weapon worth at least 1 sp

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Class(es): Ranger, Wizard

Player's Handbook

Circle of Power

5-level Abjuration

Casting Time 1 action
Range Self (30ft radius)
Duration Concentration, Up to 10 minutes
Components V

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Class(es): Paladin

Level 6 Spells

Basic Rules , pg. 221

Chain Lightning

6-level Evocation

Casting Time 1 Action
Range 150 ft
Duration Instantaneous
Components V, S, M
Materials A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins.

Damage Type: Lightning   Saving Throw: Dexterity   Description: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning 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 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Class(es): Sorcerer, Wizard

PHB

Eyebite

6-level Necromancy

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components V, S

For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

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

Level 7 Spells

Delayed Blast Fireball

7-level Evocation

Casting Time 1 action
Range 150 feet
Duration Concentration, 1 minute
Components VSM
Materials A tiny ball of bat guano and sulfur.

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.   If the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.   The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Class(es): Wizard, Sorcerer

XGtE P. 152

Crown of Stars

7-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you.
When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30—foot radius.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Available for: Sorcerer, Warlock, Wizard

Level 8 Spells

Player's Handbook

Incendiary Cloud

8-level Conjuration

Casting Time 1 action
Range 150 feet
Duration Concentration, 1 minute
Components V,S

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.   When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.   The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Class(es): Sorcerer, Wizard

Level 9 Spells

Spells of Eorzea

Flare

9-level Evocation

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

You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 20d6 fire damage and 20d6 force damage on a failed saving throw and half as much on a success.
 

Class(es): Black Mage

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