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Cellael

6 Level (9/23000 XP for level-up) Outlander Background Aasimar Race / Species / Heritage Lawful Neutral Alignment
Warlock (The Undead)
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR
12
+1
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
20
+5
49
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
/
Spell Slots
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+2 Dexterity
+5 Constitution
+1 Intelligence
+6 Wisdom
+8 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+8 Deception CHA
+1 History INT
+3 Insight WIS
+8 Intimidation CHA
+1 Investigation INT
+3 Martial WIS
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+2 piercing
 Finesse, light, thrown (20/60)
Light Crossbow +5 DEX 1d8+2 piercing
Eldritch Blast +4 STR 1d10+1 force
Chill Touch +4 STR 1d8+1 necrotic
Attacks

Spell Book

Has 50 something

Originally from Solas

Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance: You have resistance to necrotic damage and radiant damage.

Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Regular Warlock Traits:

Invocations:
-Eyes of the Rune Keeper (InActive)
You can read all writing.

-Repelling Blast (Active)
You may push an enemy up to 10 feet directly away from you.

-Agonizing Blast (active)
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

-Book of Ancient Secrets (Active)
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Undead Warlock Traits:

Form of Dread
At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Pact of the Tome (Lvl 3 Warlock)
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Fallen Aasimar Lvl 3 Trait
Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

4th level ASI: CHA
4th level Feat: Resilient Con

6th Level Undead:
Grave Touched
At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Features & Traits
Light Crossbow - 20 bolts
Component Pouch
  • 3 Find Familiar Components
  • 1 Identify Component
  • 1 Augury Component
  • Fulcrum Studded Leather Armor
    A hunting trap and a set of traveler’s clothes.
    Bed Roll
    Bone-Dice Set
    2 Daggers
    Quarterstaff
    0 gp, handy haversack, and adventurer's guild membership
    1 Grey Robes, 1 Grey Coat, 1 Grey Poofy Coat
    25 gp worth of silver dust
    3 Sand Shark corpses, 1 large size used-to-be-three-headed horror (Buried)
    2 Oily Boy Followers (Greg and John)
    1 healing Potion, 1 chocolate milk (healing potion)
    Vial of Beehive (Eldritch blood)
    Antitoxin
    1 Ossein Guardsman Zimmy, 1 Ossein Eviscerator Zach, 1 Ossein Toxotai Zamantha (Reanimated and following)
    Various Theories of the Warlock Condition (Can change invocations over long rest)
    +1 Rod of the Pactkeeper

    Soulbound:
    Preacher's Mask
    Mask - Soulchain Attunement

    A mask that melds it's form depending on the wearer's presence, based on if their patrons power envelops them or not.

    Lingering Rituals: When you would cast a spell as a ritual, your mask absorbs some of the magic that lingers to benefit your cause. Upon completion of a ritual spell, you gain proficiency in one of the following: Arcana, History, Investigation, Nature, or Religion. This proficiency lasts until you do another ritual casting, losing the previous and gaining another. You may not pick the same one until all other proficiencies have been selected. This benefit can only happen once an hour.

    Undead Guidance: You gain a number of spells from the Necromancer Spell List equal to your INT mod + 1/3 your Warlock Level (Rounded Up Mathematically, so Level 8 you gain another). These spells must be from the school of Necromancy, a level you can cast and have the ritual tag. The spells you choose cannot be swapped out once chosen. You also gain access to the class ability Charnel Touch Though you can't attack with it, but you can still heal undead with it. The amount of points you have is 5 x 1/2 your warlock level (Rounded Down). In addition, you get the ability Charnel Boon from the Overlord Subclass. Instead of targeting Thralls, you target the Undead you create.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Runic Circle of the Flow:
    Minor Ritual anyone can learn
    The Runic Circle of the Flow, stops time/entropy flow for inorganic and worked objects in a 200x200x200 foot cube. This means it will affect stonework/metalwork/woodwork, but not trees/food/etc. When activated the circle will optimally continue to function for 1 month per spell level,(non-spellcasters can expend their hit dice, to activate the runes for a number of weeks per what they roll) pushed into the runes(this can be activated by multiple spellcasters at the same time).

    To activate the Runic Circle of the Flow, the activators must stand around a container the Runic Circle is applied to the inside of and exert their will/life force upon time itself. After the ritual is complete the container will force itself closed, as if a vacuum of time is pulling the lid shut. The Runic Circle's effect will continue to function as long as the time allotted by the activators have added to the spell remains; unless the box is opened, if this happens, the Runic Circle loses it's power ends the effect.

    Generally the ending of the effect does not change anything in the surroundings.


    Ritual Circle of Forced Adaptations:
    The Ritual Circle can only function when it is tied to the lifeforce of a swarmed entity.

    Choose a swarm of creatures to designate as the Guardian of the area denoted in the Ritual.
    The swarm's fertility is increased to a rate, such that it will not die out of natural causes.
    When the ritual area is endangered, creatures of the swarm will split off, and undergo a forced magical adaptation (such as snakes becoming flying snakes).
    This will continue until the Swarm is diminished to half of its normal size (half HP).
    The Ritual will maintain it's power until the swarm is dispersed.
    (Requirements to use the ritual: A user of the ritual must expend half of their hit points- rounded up, by slashing their palms open to trace the Ritual Symbols in blood)

    Animate Dead Ritual - Super evil, uses souls, only use as last resort, or never.

    From Mask, all rituals too: Blood Print, Exhume, Speak With Dead
    Spellcasting
    Languages - Common, Celestial, Giant

    Instrument - Lute
    Proficiencies:
    Light Armor
    Simple Weapons

    Languages & Proficiencies
    Spellcasting Ability
    Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    16
    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    The statblocks of your class features

    Warlock


    Hit Points

    Hit Dice: d8 per Warlock level
    Hit Points at first Level: 1d8
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

    Proficiences

    Armor: light armour
    Weapons: Simple weapons
    Tools: None
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

    Starting Equipment

    You start with the following equipment in addition to the following granted by your background   (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers


    Spellcasting

    Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one

    The Undying


    Hit Points

    Hit Dice: d8 per The Undying level
    Hit Points at first Level: See Warlock
    Hit Points at Higher Levels: See Warlock

    Proficiences

    Armor: See Warlock
    Weapons: See Warlock
    Tools: See Warlock
    Saving Throws: See Warlock
    Skills: See Warlock

    Subclass Options

    Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.   In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.  

    Expanded Spell List

    Spell LevelSpells
    1stFalse Life, Ray of Sickness
    2ndBlindness/Deafness, Silence
    3rdFeign Death, Speak With Dead
    4thAura of Life, Death Ward
    5thContagion, Legend Lore
     

    Among the Dead

    Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.   Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.  

    Defy Death

    Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.   Once you use this feature, you can't use it again until you finish a long rest.  

    Undying Nature

    Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.   In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.  

    Indestructible Life

    When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.   Once you use this feature, you can't use it again until you finish a short or long rest.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Aasimar (Fallen)

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

    Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
    Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
    Size. Aasimar have the same range of height and weight as humans.
    Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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. Celestial Resistance. You have resistance to necrotic damage and radiant damage.
    Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
    Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
    Languages. You can speak, read, and write Common and Celestial.
    Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Chill Touch

    0-level (Cantrip) Necromancy

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

    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
    At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Sorcerer, Warlock, Wizard

    D&D 5e PHB Page 237

    Eldritch Blast

    0-level (Cantrip) Evocation

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

    A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
    At higher levels: This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    Class(es): Warlock

    D&D 5e PHB Page 255

    Light

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range Touch
    Duration 1 hour
    Components V, M
    Materials a firefly or phophorescent moss

    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
    If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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

    PHB

    Spare the Dying

    0-level (Cantrip) Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V S

    You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

    Class(es): Cleric

    PHB

    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)

    PHB

    Guidance

    0-level (Cantrip) Divination

    Casting Time 1 Action
    Range Touch
    Duration Concentration, Concentration, up to 1 minute
    Components V S

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Class(es): Cleric, Druid

    PHB

    Resistance

    0-level (Cantrip) Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Concentration, Concentration, up to 1 minute
    Components V S M
    Materials (a miniature cloak)

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. it can roll the die before or after making the saving throw. The spell then ends.

    Class(es): Cleric, Druid

    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): Sorcerer, Wizard

    Level 1 Spells

    PHB

    Armor of Agathys

    1-level Abjuration

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M
    Materials a cup of water

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

    Class(es): Warlock, Paladin (Oath of Conquest)

    Player's Handbook

    Hex

    1-level Necromancy

    Casting Time 1 bonus action
    Range 90 feet
    Duration Concentration, 1 hour
    Components V,S,M (petrified eye of newt)

    You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
    At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

    Class(es): Warlock

    Player's Handbook

    Find Familiar

    1-level Conjuration (ritual)

    Casting Time 1 hour
    Range 10 feet
    Duration Instantaneous
    Components V,S,M (3 gp worth of charcoal, incense, and herbs that must be consumed in a brazier)

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.   You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Class(es): Wizard

    Identify

    1-level Divination (ritual)

    Casting Time 1 minute
    Range Touch
    Duration Instantaneous
    Components V S M
    Materials A pearl worth at least 100 gp and an owl feather

    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.   Can be cast as a ritual.

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

    PHB

    Tenser's Floating Disk

    1-level Conjuration

    Casting Time 1 Action
    Range 30ft
    Duration 1 Hour
    Components V, S, M
    Materials A drop of mercury

    This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.   The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.   If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

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

    PHB, page 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

      The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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

    PHB

    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

    Level 2 Spells

    PHB

    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)

    PHB

    Hold Person

    2-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a small straight piece of iron

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

    Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

    PHB

    Augury

    2-level Divination

    Casting Time 1 Minute
    Range Self
    Duration Instantaneous
    Components V, S, M
    Materials specially marked sticks, bones, or similar tokens worth at least 25 gp

    By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

    • Weal, for good results
    • Woe, for bad results
    • Weal and woe, for both good and bad results
    • Nothing, for results that aren't especially good or bad
    The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

    Class(es): Cleric, Barbarian (Path of the Ancestral Guardian), Sorcerer (Divine Soul)

    PHB

    Gentle Repose

    2-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration 10 Days
    Components V, S, M
    Materials a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

    You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.   The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead

    Class(es): Cleric, Wizard, Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Level 3 Spells

    Basic Rules, pg. 212

    Animate Dead

    3-level Necromancy

    Casting Time 1 Minute
    Range 10 ft
    Duration Instantaneous
    Components V, S, M
    Materials A drop of blood, a piece of flesh, and a pinch of bone dust.

    Damage Type: Creation   Attack/Save Throw: None   Description: This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

    At higher levels:
    When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

    Class(es): Cleric, Wizard

    Player's Handbook

    Hunger of Hadar

    3-level Conjuration

    Casting Time 1 action
    Range 150 feet
    Duration Concentration, 1 minute
    Components V,S,M (a pickled octopus tentacle)

    You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.   The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.

    Class(es): Warlock

    Player's Handbook

    Fly

    3-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration Concentration, 10 minutes
    Components V,S,M (a wing feather)

    You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

    Class(es): Sorcerer, Warlock, Wizard

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