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Celeste Moon

7 Level (0/34000 XP for level-up) Celestial Outcast Background Vampire Race / Species / Heritage Lawful Neutral Alignment
Warlock (Lil Gus)
Level 7
Hit Dice: 7/7
1d8+1 Class 1

STR
15
+2
DEX
14
+2
CON
12
+1
INT
15
+2
WIS
7
-2
CHA
18
+4
70
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30 ft
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+2 Dexterity
+1 Constitution
+2 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+5 Acrobatics DEX
-2 Animal Handling WIS
+2 Arcana INT
+8 Athletics STR
+4 Deception CHA
+2 History INT
-2 Insight WIS
+7 Intimidation CHA
+2 Investigation INT
skills
-2 Medicine WIS
+2 Nature INT
-2 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Lunar Scythe +5 STR 1d10+2 Slashing
 Heavy, Two-Handed, Reach
Demonic Knife +5 STR 1d4+2 Piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
+7

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Disadvantage on saves for being put to sleep.
Symbiote - Occasionally loses control to DM
Unarmed attacks are 1d4
Resistant to necrotic damage

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
They cast their spells using a sceptor with a crescent moon on the end.
Spellcasting
Celestial, Common, Infernal, Abyssal

Languages & Proficiencies
Celeste is very forward with their views and tends to say what's on their mind. They tend to keep their true thoughts to themselves however, and they like to plan what happens before it happens. They aren't fans of doing things without plans. They are also very mischevious and like to play pranks on people.
They're overall neutral in their personality. They don't feel obligated to help people in need, however they see acts of good as good. Celeste has their own interpretation of what "Good" is.
They can be prone to show emotions, however they're difficult to show their real feelings.
Doesn't attack unless necessary.
They hate to be dirty or made dirty (Such as in attacks.)
Determination is Celeste's driving personality trait.

Personality Traits
They believe the universe's destiny is to fall to the Twilight Domain's rule.
Sacrificing a few for the benefit of the many is worth the trade.

Ideals
Allegiance to Selune,
Best Friend Dream Warrior.
Argus, the Vampire King
Michael

Bonds
Celeste likes to sleep and can fall asleep randomly anywhere anytime. This can be compounded by stress.
They're overly trusting and tend to listen to others without question.
Proponent to Murphy's Law

Something isn't adding up...

Flaws
Agonizing Blast
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.
Sculptor of Flesh
You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Ghostly Gaze
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.
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Once you use this invocation, you can’t use it again until you finish a short or long rest.
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Skill Expert
Source: Tasha's Cauldron of Everything
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Metamagic Adept:
You've learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
(Careful Spell, Subtle Spell)

Notes


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

The statblocks of your class features

Warlock (Lil Gus)

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.
hit dice: d8
hit points at 1st level:
hit points at higher levels:
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools:
saving throws: Wisdom, Charisma
skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting equipment:
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 spell casting 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.   Spell casting Ability Charisma is your spell casting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spell casting 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   Spell casting Focus You can use an arcane focus (see the Adventuring Gear section) as a spell casting focus for your warlock spells.
class features:
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.   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.   Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Mystic Arcanum (6th level) At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.   Mystic Arcanum (7th level) At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.   Mystic Arcanum (8th level) At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.   Mystic Arcanum (9th level) At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   You regain all uses of your Mystic Arcanum when you finish a long rest.   Eldritch Master At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
subclass options:
Expended Spell List:
Spell Level Spells
1st Sleep, Feather Fall
2nd Blindness/Deafness, Silence
3rd ,
4th Aura of Life, Death Ward
5th Contagion, Legend Lore
  Among the Dead:   You learn the Spare the Dying Cantrip, which has a range of 30 ft for you. 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. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   Defy Death:   When you reach 6th level, you partake of 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, or if you use Spare the Dying to stabalize a creature. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. You can use this feature an equal amount of times to your proficiency bonus and restores on a long rest.   Steps of Night: Starting at 10th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally, as an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
You can use this once per long rest.
LevelProfFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1+2Otherworldly Patron, Pact Magic2211st-
2+2Eldritch Incovations2321st2
3+2Pact Boon2422nd2
4+2Ability Score Improvement3522nd2
5+3-3623rd3
6+3Otherworldly Patron Feature3723rd3
7+3-3834th4
8+3Ability Score Improvement3924th4
9+4-31025th4
10+4Otherworldly Patron Feature41025th5
11+4Mystic Arcanum (6th Level)41135th5
12+4Ability Score Improvement41135th6
13+5Mystic Arcanum (7th Level)41235th6
14+5Otherworldly Patron Feature41235th6
15+5Mystic Arcanum (8th Level)41335th7
16+5Ability Score Improvement41335th7
17+6Mystic Arcanum (9th Level)41445th7
18+6-41445th8
19+6Ability Score Improvement41545th8
20+6Eldritch Master41545th8

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
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

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30ft
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, Warlock, Wizard, Sorcerer

Basic Rules

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Artificer, Cleric, One Above Death Patron

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
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

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Available for: Cleric

Level 1 Spells

Armor of Agathys

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: (a cup of water)
Duration: 1 hour
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.
Available for: Warlock

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90ft.
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

Xanathar's Guide To Everything

Shadow Blade (D)

2-level Illusion

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At higher levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Available for: Sorcerer, Warlock, Wizard

Basic Rules

Suggestion

2-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Material
Materials: A snake's tongue and either a bit of honeycomb or a drop of sweet oil
Duration: Concentration, 8 Hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
  You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
  If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard, Knowledge Domain

PHB

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Bard

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
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.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Xanathar's Guide To Everything

Mind Spike

2-level Divination

Casting Time: 1 action
Range/Area: 60 feet
Components: S
Duration: Concentration, Concentration, up to 1 minute
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard

Level 3 Spells

PHB

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: 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.

PHB page 234.

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 ft.
Components: V S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

PHB page 243.

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V S M
Materials: A wing feather from any bird
Duration: Concentration, Concentration, Up to 10 minutes
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: 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.
Available for: Sorcerer, Warlock, Wizard

Level 4 Spells

PHB

Banishment

4-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: an item distasteful to the target
Duration: Concentration, 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
  If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
  If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

PHB

Greater Invisibility

4-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, 1 minute
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

XGE

Sickening Radiance

4-level Evocation

Casting Time: 1 action
Range/Area: 120 ft, 30 ft radius
Components: V, S
Duration: Concentration, Concentration, up to 10 minutes
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

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

Dimension Door

4-level Conjuration

Casting Time: 1 action
Range/Area: 500 ft
Components: Verbal
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Available for: Bard, Sorcerer, Warlock, Wizard

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


Created by

Azlune.

Statblock Type

Character Sheet (latest)

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