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Gramps

7 Level (0 of 34000 XP for level-up) Sorcerer Class Wild Magic Subclass Human Race Alignment
Strength 12
+1
Dexterity 10
+0
Constitution 17
+3
Intelligence 15
+2
Wisdom 14
+2
Charisma 18
+4

+0
Initiative
10
Armor Class
+7
Spell Attack Modifier
15
Spell Save DC: CHA
Hit Dice: 7 of 7
Hit Die: 1d6 +3
30
Speed (walk/run/fly)
7
Sorcery points
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+0 Dexterity
+6 Constitution
+2 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+7 Deception CHA
+2 History INT
+2 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Fey Touched
Feats
Walking stick Spellcasting
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

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

Clothes, common

Armor

Common

Type AC STR Req. Stealth Dis.
No

Cost: 5 sp
Weight: 3 lb

The statblocks of your class features

Sorcerer

The Sorcerer Spell Slots Per Level
Levels Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 1 Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2 +2 2 Font of Magic 4 3 3 - - - - - - - -
3 +2 3 Metamagic 4 4 4 2 - - - - - - -
4 +2 4 Ability Score Improvement, Sorcerous Versatility (Optional) 5 5 4 3 - - - - - - -
5 +3 5 Magical Guidance (Optional) 5 6 4 3 2 - - - - - -
6 +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
7 +3 7 - 5 8 4 3 3 1 - - - - -
8 +3 8 Ability Score Improvement, Sorcerous Versatility (Optional) 5 9 4 3 3 2 - - - - -
9 +4 9 - 5 10 4 3 3 3 1 - - - -
10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11 +4 11 - 6 12 4 3 3 3 2 1 - - -
12 +4 12 Ability Score Improvement, Sorcerous Versatility (Optional) 6 12 4 3 3 3 2 1 - - -
13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
14 +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16 +5 16 Ability Score Improvement, Sorcerous Versatility (Optional) 6 14 4 3 3 3 2 1 1 1 -
17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18 +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19 +6 19 Ability Score Improvement, Sorcerous Versatility (Optional) 6 15 4 3 3 3 3 2 1 1 1
20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
Hit Dice: 1d6 per Sorcerer level
Hit Points At 1st Level: 6 + your Constitution modifier
Hit Points At Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st
Armor Proficiencies: None
Weapon Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Starting Equipment:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Magic - Level 2
You tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.  
  • Sorcery Points: You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  •  
  • Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels
  •  
  • Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
  •  
  • Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
  •  
    Creating Spell Slots Chart
    Spell Slot per Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7
    Metamagic - Level 3
    You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.  
  • Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  •  
  • Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  •  
  • Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  •  
  • Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  •  
  • Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  •  
  • Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  •  
  • Seeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  •  
  • Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  •  
  • Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  •  
  • Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
  • Ability Score Improvement - Level 4
    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.
    Sorcerous Versatility - Level 3
    When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:  
  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.
  • Magical Guidance - Level 5
    You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
    Sorcerous Restoration - Level 20
    You regain 4 expended sorcery points whenever you finish a short rest.
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.  

    Cantrips

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

    Spell Slots

    The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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 Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.  

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the sorcerer spell list.   The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.  

    Spellcasting Ability

    Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer spell you cast and when making an attack roll with one.   Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell Attack Modifer = your proficiency bonus + your Charisma modifier  

    Spellcasting Focus

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

    Sorcerous Origins

    Abberant Mind

    Abberant Mind

    An influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
     
    Clockwork Soul

    Clockwork Soul

    The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
     
    Draconic Bloodline

    Dragon Ancestor

    Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
     
    Divine Soul

    Divine Soul

    Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.   A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
     
    Elemental Essence

    Elemental Essence

    Your innate magic arises from elemental power suffused into your being. You might have an elemental creature, such as genie, in your ancestry. Perhaps you lived most of your life near a portal to one of the Elemental Planes, and the ambient magic of the plane saturated everything you ate and drank. Perhaps a magical conjuring went awry, and the essence of an elemental merged with your own. Whatever the ultimate source, you are a walking conduit to an elemental plane.
    Shadow Bloodline

    Shadow Bloodline

    Your magic comes from a place drained of color, where light fights a losing battle against the relentless encroachment of darkness. In the distant past, your ancestors were touched by the Shadow Realm, and this contact left its mark on your family bloodline.
    Shadow Magic

    Shadow Magic

    You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.   The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.
     
    Storm Sorcery

    Storm Sorcery

    Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.   Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
     
    Wild Magic

    Wild Magic

    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
     
    Rune Child

    Rune Child

    The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.   The talents of a rune child are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.
     
    Serophage

    Serophage

    You have always been preoccupied with blood, both your own and that of others. At some point you learned that you could exercise some control over your blood, and you've harnessed that power to awaken the magic that flows through your veins. The dark possibilities of this new magic revealed themselves when you discovered that you could control the blood flowing in the veins of other creatures, too.
     
    Farseer

    Farseer

    Your magic comes from a god of prophecy and prognostication who imbued a sliver of its power in your ancestry. Farseers can trace their power through the generations to a single, powerful ancestor whose divine gift gave them access to the webs of fate. Others are plagued by visions and omens with no knowledge of their august lineage. These unfortunate men and women may be driven to madness and ostracized by their uncontrolled, forbidden knowledge. Regardless, the touch of the divine has forever changed you and the skeins of fate unravel in your view.
     
    [block: 836254   ]

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Human

    Ability Score Increase
    Size Medium
    Speed 30ft

    Ability Score Increase.Your ability scores each increase by 1.
      Age.Humans reach adulthood in their late teens and live less than a century.
      Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
      Speed.Your base walking speed is 30 feet.
      Languages.You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Name Fire Bolt School Evocation
    Spell Level 0 Range 120 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.   At higher level   This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

     
    Name Mage Hand School Conjuration
    Spell Level 0 Range 30 feet
    Casting Time 1 Action Duration 1 minute
    Components V, S Materials None
    Ritual No Concentration No
    Description
    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 magical items, or carry more than 10 pounds.

     
    Name Mending School Transmutation
    Spell Level 0 Range Touch
    Casting Time 1 Minute Duration Instantaneous
    Components V, S, M Materials two lodestones
    Ritual No Concentration No
    Description
    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloack, or a leaking wineskin.
    As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

     
    Name Minor Illusion School Illusion
    Spell Level 0 Range 30 feet
    Casting Time 1 Action Duration 1 minute
    Components S, M Materials a bit of fleece
    Ritual No Concentration No
    Description
    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.

     
    Name Mold Earth School Transmutation
    Spell Level 0 Range 30 feet
    Casting Time 1 Action Duration Instantaneous or 1 hour
    Components S Materials None
    Ritual No Concentration No
    Description
    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:   • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

     

    Level 1 Spells

    Name Shield School Abjuration
    Spell Level 1 Range Self
    Casting Time Special Duration 1 round
    Components V, S Materials None
    Ritual No Concentration No
    Description
    Reaction trigger: You are hit by an attack or targeted by the magic missile spell   An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

     
    Name Grease School Conjuration
    Spell Level 1 Range 60 feet
    Casting Time 1 Action Duration 1 minute
    Components V, S, M Materials a bit of pork rind or butter
    Ritual No Concentration No
    Description
    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

     
    Name Sleep School Enchantment
    Spell Level 1 Range 90 feet
    Casting Time 1 Action Duration 1 minute
    Components V, S, M Materials a pinch of fine sand, rose petals, or a cricket
    Ritual No Concentration No
    Description
    This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.   At higher level   When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

     

    Level 2 Spells

    Name Web School Conjuration
    Spell Level 2 Range 60 feet
    Casting Time 1 Action Duration Up to 1 hour
    Components V, S, M Materials a bit of spiderweb
    Ritual No Concentration Yes
    Description
    You conjure a mass of thick, sticky webbing at a point of your choice within range.
    The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.   If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.   Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.   A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

     
    Name Scorching Ray School Evocation
    Spell Level 2 Range 120 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

     
    Name Misty Step School Conjuration
    Spell Level 2 Range Self
    Casting Time 1 Bonus Action Duration Instantaneous
    Components V Materials None
    Ritual No Concentration No
    Description
    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

     

    Level 3 Spells

    Name Haste School Transmutation
    Spell Level 3 Range 30 feet
    Casting Time 1 Action Duration Up to 1 minute
    Components V, S, M Materials A shaving of licorice root
    Ritual No Concentration Yes
    Description
    Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

     
    Name Lightning Bolt School Evocation
    Spell Level 3 Range Self (100-foot line)
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials A bit of fur and a rod of amber, crystal, or glass
    Ritual No Concentration No
    Description
    A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren’t being worn or carried.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

     
    Name Counterspell School Abjuration
    Spell Level 3 Range 60 feet
    Casting Time 1 Reaction Duration Instantaneous
    Components S Materials None
    Ritual No Concentration No
    Description
    1 reaction, which you take when you see a creature within 60 feet of you casting a spell   You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

     
    Name Dispel Magic School Abjuration
    Spell Level 3 Range 120 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S Materials None
    Ritual No Concentration No
    Description
    Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.   At higher level   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.

     

    Level 4 Spells

    Name Vitriolic Sphere School Evocation
    Spell Level 4 Range 150 feet
    Casting Time 1 Action Duration Instantaneous
    Components V, S, M Materials A drop of giant slug bile
    Ritual No Concentration No
    Description
    You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.   At higher level   When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

     

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


    Created by

    Afk_Candlefire.

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