Sardo Numspa | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sardo Numspa

8 Level (34000/48000 XP for level-up) Charlatan Background Drow Elf Race / Species / Heritage Chaotic Evil Alignment
Bard
Level 6
Hit Dice: 6/6
1d8+1 Class 1
Warlock
Level 2
Hit Dice: 2/2
1d+1 Class 2

STR
9
-1
DEX
18
+4
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
18
+4
47
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30/60
Speed (walk/run/fly)
4 / 4
Bardic Inspiration
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+7 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+14 Deception CHA
+1 History INT
+2 Insight WIS
+6 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+10 Sleight of Hand DEX
+7 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Vicious Hand Crossbow +7 DEX 1d6+4 piercing
 ammunition, light, loading, martial
Eldritch Blast +7 CHA 1d10 force
Attacks

Spell Book

Actor Feat

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Charisma
Spellcasting
common
undercommon

Languages & Proficiencies
Favorite Scheme - I Insinuate myself into people's lives to prey on their weakness and secure their fortunes. I pocket anything I see that might have some value

Personality Traits
Independence. I am a free spirit, no one can tyell me what to do (Choatic)

Ideals
I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about

Bonds
I can't resist swindling people who are more powerful than me

Flaws


™ & © 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

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e

Crossbow Bolt

Ammunition Common

Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Cost: 1gp Weight: 1 1/2lb


 

Boots of Elvenkind

Wondrous Item Magical Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.


 

Immovable Rod

Adventuring Gear Uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success

Weight: 2lb


 

Dungeon Master's Guide 5th Edition

Portable Hole

Wondrous Item

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

Rare

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

 

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

 

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

 

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 
]

The statblocks of your class features

Charlatan

You have always had a way with people. You know what makes them tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

Skill Proficiencies Deception, Sleight of Hand
Tool Proficiencies Disguise Kit, Forgery Kit
Equipment
A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

Features

False Identity

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

Suggested Characteristics

Charlatans are colorful characters who conceal their true selves behind the masks they construct.
They reflect what people want to see, what they want to believe, and how they see the world.
But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

Traits

1d8 Personality Trait
1I fall in and out of love easily, and am always pursuing someone.
2I have a joke for every occasion, especially occasions where humor is inappropriate.
3Flattery is my preferred trick for getting what I want.
4I’m a born gambler who can't resist taking a risk for a potential payoff.
5I lie about almost everything, even when there’s no good reason to.
6Sarcasm and insults are my weapons of choice.
7I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8I pocket anything I see that might have some value.

Ideal

1d6 Ideals
1Independence. I am a free spirit— no one tells me what to do. (Chaotic)
2Fairness. I never target people who can’t afford to lose a few coins. (Lawful)
3Charity. I distribute the money I acquire to the people who really need it. (Good)
4Creativity. I never run the same con twice. (Chaotic)
5Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
6Aspiration. I’m determined to make something of myself. (Any)

Bond

1d6 Bond
1I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
2I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere.
3Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
4I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.
5A powerful person killed someone I love. Some day soon, I’ll have my revenge.
6I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.

Flaw

1d6 Flaw
1I can’t resist a pretty face.
2I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
3I’m convinced that no one could ever fool me the way I fool others. I’m convinced that no one could ever fool me the way I fool others.
4I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.
5I can’t resist swindling people who are more powerful than me.
6I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.

Bard (Whispers)


Hit Points

Hit Dice: d8 per Bard (Whispers) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8!<=2 +your Constitution modifier per Bard level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Overview & Creation

Level Proficiency Bonus Features Cantrips Known Spells Known
1 +2 Spellcasting, Bardic Inspiration (d6) 2 4
2 +2 Jack of All Trades, Song of Rest (d6) 2 5
3 +2 Bard College : Whispers, College Feature : Psychich Blades, Words of TerrorExpertise 2 6
4 +2 Ability Score Improvement 3 7
5 +3 Bardic Inspiration (d8), Font of Inspiration 3 8
6 +3 Countercharm, College Feature : Mantle of Whispers 3 9
7 +3 3 10
8 +3 Ability Score Improvement 3 11
9 +4 Song of Rest (d8) 3 12
10 +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14
11 +4 4 15
12 +4 Ability Score Improvement 4 15
13 +5 Song of Rest (d10) 4 16
14 +5 Magical Secrets, College Feature : Shadow Lore 4 18
15 +5 Bardic Inspiration (d12) 4 19
16 +5 Ability Score Improvement 4 19
17 +6 Song of Rest (d12) 4 20
18 +6 Magical Secrets 4 22
19 +6 Ability Score Improvement 4 22
20 +6 Superior Inspiration 4 22

 


Class Features

Level 1

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.  

Level 2

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.  

Song of Rest

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

Level 3

You can choose a sub-class at this level, which gains you specific features at certain levels. For info on this subclass, see Info.  

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.   When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.   The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.   If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.   If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.   Once you use this feature, you can’t use it again until you finish a short rest or long rest.  

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 10th level, you can choose another two skill proficiencies to gain this benefit.  

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Font of Inspiration

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

Level 6

Countercharm

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

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.   You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.   While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.   Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.   Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.  

Level 7

 

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

 

Level 10

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any class at 14th level and again at 18th level.  

Level 11

 

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.   As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.   If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.   While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.   When the effect ends, the creature has no understanding of why it held you in such fear.   Once you use this feature, you can’t use it again until you finish a long rest.  

Level 15

 

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

 

Level 18

 

Level 19

 

Level 20

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


Starting Equipment

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

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

 


Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.  

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.  

Spell Slots

The Bard 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. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.  

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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 bard 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  

Ritual Casting

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

Spellcasting Focus

You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.  

Spell Slot Table

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 - - - - - - - -
2 3 - - - - - - - -
3 4 2 - - - - - - -
4 4 3 - - - - - - -
5 4 3 2 - - - - - -
6 4 3 3 - - - - - -
7 4 3 3 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 3 1 - - - -
10 4 3 3 3 2 - - - -
11 4 3 3 3 2 1 - - -
12 4 3 3 3 2 1 - - -
13 4 3 3 3 2 1 1 - -
14 4 3 3 3 2 1 1 - -
15 4 3 3 3 2 1 1 1 -
16 4 3 3 3 3 2 1 1 -
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

 


Subclass Options

Bard: College of Whispers

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.   Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.   Source: Xanathar's Guide to Everything

Warlock - Ravenqueen


Hit Points

Hit Dice: d8 per Warlock - Ravenqueen level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: -
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm.
Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will.
She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality.


Class Features

Otherworldly Patron


At 1st level, you have struck a bargain with an otherworldly being of your choice: the Ravenqueen, which is detailed later at the class description.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.  

Eldritch Invocations


In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
A level prerequisite refers to your level in this class.   At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description.
When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.   If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.
A level prerequisite refers to your level in this class.   Agonizing Blast
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.   Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.   Ascendant Step
Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.   Aspect of the Moon
Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means.
To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.   Beast Speech
You can cast Speak with Animals at will, without expending a spell slot.   Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.   Bewitching Whispers
Prerequisite: 7th level
You can cast Compulsion once using a warlock spell slot.
You can't do so again until you finish a long rest.   Book of Ancient Secrets
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.
  Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components.
You must finish a long rest before you can use this invocation on the same creature again.
  Chronicle of the RavenQueen
Prerequisite: RavenQueen patron, Pact of the Tome
You can place a corpse's hand or similar appendage on the Book of Shadows and ask one question aloud.
After 1 minute, the answer appears written in blood in your book.
The answer is provided by the dead and is translated into a language of your choice.
You must use this ability within 1 minute of a creature's death, and given creature can only be asked one question in this manner.   Cloak of Flies
Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies.
The aura extends 5 feet from you in every direction, but not through total cover.
It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks.
Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
  Once you use this invocation, you can’t use it again until you finish a short or long rest.
  Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   Dreadful Word
Prerequisite: 7th level
You can cast Confusion once using a warlock spell slot.
You can't do so again until you finish a long rest.   Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot or material components.   Eldritch Smite
Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.   Eldritch Spear
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.   Eyes of the Rune Keeper
You can read all writing.   Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.   Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn.
As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.   Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet.
Within that range, you have darkvision if you don’t already have it.
This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell).
During that time, you perceive objects as ghostly, transparent images.
  Once you use this invocation, you can’t use it again until you finish a short or long rest.   Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing without expending a spell slot.
You regain the ability to do so when you finish a long rest.
  Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.   Grasp of Hadar
Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.   Improved Pact Weapon
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
  Lance of Lethargy
Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.   Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).   Maddening Hex
Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen.
When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it.
The psychic damage equals your Charisma modifier (minimum of 1 damage).
To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.   Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.   Master of Myriad Forms
Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.   Minions of Chaos
Prerequisite: 9th level
You can cast Conjure Elemental once using a warlock spell slot.
You can't do so again until you finish a long rest.   Mire the Mind
Prerequisite: 5th level
You can cast Slow once using a warlock spell slot.
You can't do so again until you finish a long rest.   Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components.   One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.   Otherworldly Leap
Prerequisite: 9th level
You can cast Jump at will, without expending a spell slot.   Raven Queen's Blessing
Prerequisite: Ravenqueen patron, eldrtich blast cantrip
When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you.
The chosen crature can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier(minimum of 1 hit point).   Relentless Hex
Prerequisite: 7th level, Hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen.
To teleport in this way, you must be able to see the cursed target.   Repelling Blast
Prerequisite: Eldritch Blast cantrip
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.   Sculptor of Flesh
Prerequisite: 7th level
You can cast Polymorph once using a warlock spell slot.
You can't do so again until you finish a long rest.   Shroud of Shadow
Prerequisite: 15th level
You can cast Invisibility at will, without expending a spell slot.   Sign of Ill Omen
Prerequisite: 5th level
You can cast Bestow Curse once using a warlock spell slot.
You can't do so again until you finish a long rest.   Superior Pact Weapon (UA)
Prerequisite: 9th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
  Thief of Five Fates
You can cast Bane once using a warlock spell slot.
You can't do so again until you finish a long rest.   Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.   Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn.
You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible.
Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated.
These effects, including any remaining temporary hit points, all end when the ice melts.   Once you use this invocation, you can’t use it again until you finish a short or long rest.
  Trickster's Escape
Prerequisite: 7th level
You can cast Freedom of Movement once on yourself without expending a spell slot.
You regain the ability to do so when you finish a long rest.   Ultimate Pact Weapon (UA)
Prerequisite: 15th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
  Visions of Distant Realms
Prerequisite: 15th level
You can cast Arcane Eye at will, without expending a spell slot.   Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence.
Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.   Whispers of the Grave
Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a spell slot.   Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.


Starting Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers


Spellcasting

Pact Magic


Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.  

Cantrips


You know two cantrips of your choice from the warlock spell list.
You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spell Slots


The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level.
The table also shows what the level of those slots is; all of your spell slots are the same level.
To cast one of your warlock spells of 1st level or higher, you must expend a spell slot.
You regain all expended spell slots when you finish a short or long rest.
  For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.   Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher.
A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level.
When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
  Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

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   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus


You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.


Subclass Options

RavenQueen

 

Expanded Spell List

The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.  

Raven Queen Expanded Spells

Spell Level Spells
  • 1st false life, sanctuary
  • 2nd silence, gentle repose
  • 3rd feign death, speak with the dead
  • 4th Ice storm, locate creature
  • 5th commune, cone of cold
 

Bonus Cantrip

At 1st level, you learn the spare the dying cantrip.
It counts as a warlock cantrip for you, but does not count against your number of cantrips known.  

Sentinel Raven

Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you.
The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks.
The bonus equals your Charisma modifier.
While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
   

Soul of the Raven

At 6th level, you gain the ability to merge with your raven spirit.
As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form.
While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search.
During this time, you retain the bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks granted by Sentinel Raven.
As an action, or if you take damage, you and the raven return to normal.
If the merger ends because of damage you can't use this feature for 1 minute.
   

Raven’s Shield

At 10th level, the Raven Queen grants you a protective blessing.
You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
 

Audience with the Queen

Starting at 14th level you can grant audiences with the Raven Queen.
As an action, choose a creature you can see within 60 feet of you.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space.
The target is frightened of you and suffers an additional effect based on its current hit points:
  100 hit points or fewer: blinded
80 hit points or fewer: blinded and deafened
60 hit points or fewer: binded, deafened, and stunned
40 hit points or fewer: killed instantly and cannot become undead
  At the end of each of its turns until the effects end, the target can make a Wisdom saving throw.
On a successful save, the effects end. Undead make this saving throw with disadvantage.
Once you use this feature, you can't use it again until you finish a long rest.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Statblocks for your familiars, mounts etc.

SRD

Raven

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 10ft Fly: 50ft

STR
2 -4
DEX
14 +2
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3
Senses passive Perception 13
Challenge 0 (10 XP)


Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.


Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Evocation Magic

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: A bit of phosphorus or wychwood, or a glowworm
Duration: Concentration, Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Available for: Artificer, Bard, Sorcerer, Wizard

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
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.
Available for: Bard, Sorcerer, Warlock, Wizard

Illusion Magic

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: A bit of fleece
Duration: 1 minute
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.
Available for: Bard, Sorcerer, Warlock, Wizard

Enchantment Magic

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level 2d4 , 11th level 3d4 , and 17th level 4d4 .
Available for: Bard

Evocation Magic

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
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: The 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.
Available for: Warlock

SRD

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.
  • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a Candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Evocation Magic

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Enchantment Magic

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard

Evocation Magic

Faerie Fire

1-level Evocation

Casting Time: 1 Action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Bard, Druid

Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tiny tarts and a feather that is waved in the air
Duration: Concentration, 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Available for: Wizard, Bard

Acquisition Incorporated P.75

Distort Value

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V
Duration: 8 hours
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Hex

1-level Enchantment

Casting Time: 1 Bonus Action
Range/Area: 90 ft
Components: V, S, M
Materials: the petrified eye of a newt
Duration: Concentration, up to 1 hour
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.
Available for: Warlock

Level 2 Spells

PHB: P. 230

Darkness

2-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60 feet
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
At higher levels: Casting Darkness at a higher level will increase the level of supression the spell has against light sources up to the level it was casted with.
Available for: Shaman, Sorcerer, Warlock, Wizard

Divination Magic

Detect Thoughts

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: A copper piece
Duration: Concentration, Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Available for: Bard, Sorcerer, Wizard

Illusion Magic

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: A bit of fleece
Duration: Concentration, Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Available for: Bard, Sorcerer, Wizard

Level 3 Spells

XGtE P. 151

Catnap

3-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: a pinch of sand
Duration: 10 minutes
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
Available for: Artificer, Bard, Sorcerer, Wizard

Illusion Magic

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: S, M
Materials: A glowing stick of incense or a crystal vial filled with phosphorescent material
Duration: Concentration, Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.   The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

Conjuration Magic

Summon Fey Spirit

3-level Conjuration

Casting Time: 1 Action
Range/Area: 90 feet
Components: V, S, M
Materials: A gilded flower worth at least 300 gp
Duration: Concentration, up to 1 Hour
You call forth a spirit from the Feywild. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block below. When you cast the spell, choose a mood: Deceitful, Furious, or Joyful. The creature physically resembles a satyr, a dryad, or an elf (your choice) marked by the chosen mood, which also determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Evocation Magic

Leomund's Tiny Hut

3-level Evocation

Casting Time: 1 minute
Range/Area: Self (10-foot-radius hemisphere)
Components: V, S, M
Materials: A small crystal bead
Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Available for: Bard, Wizard

Divination Magic

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: A small clay model of a ziggurat
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

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