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Orx

9 Level (0/64000 XP for level-up) Urchin Background Changling Race / Species / Heritage Neutral Good Alignment
Bard
Level 9
Hit Dice: 7/9
1d8+3 Class 1

STR
10
+0
DEX
15
+2
CON
16
+3
INT
10
+0
WIS
14
+2
CHA
20
+5
91
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+1 Strength
+7 Dexterity
+4 Constitution
+1 Intelligence
+3 Wisdom
+10 Charisma
saving throws
+5 Acrobatics DEX
+5 Animal Handling WIS
+3 Arcana INT
+3 Athletics STR
+14 Deception CHA
+3 History INT
+7 Insight WIS
+10 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+5 Perception WIS
+14 Performance CHA
+14 Persuasion CHA
+3 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+2 Piercing
 Finesse
Attacks

Spell Book

good luck stone, (+1 to all checks and saves)
Cloak of many fashions
Deck of illusions

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Elvish, Dwarvish

Languages & Proficiencies
I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.

Personality Traits
I help the people who help me-that's what keeps us alive.

Ideals
I owe my survival to another urchin who taught me to live on the streets.

Bonds
It's not stealing if I need it more than someone else.

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

The statblocks of your class features

Bard


Hit Points

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

Proficiences

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

Class Features

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.

  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 w ho can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

  BARD COLLEGE:

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore, College of Valor, College of Glamour, College of Swords, or College of Whispers, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

  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.

  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.

  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.

  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).

  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.

  SUPERIOR INSPIRATION:

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


Starting Equipment

  • (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 arm or 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. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

  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 show n in the Cantrips Known column of the Bard table.

  SPELL SLOTS:

The Bard table show s 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 FIRST 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 com es 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.


Subclass Options

College of Lore:   BONUS PROFICIENCIES:

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

  CUTTING WORDS:

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

  ADDITIONAL MAGICAL SECRETS:

At 6th level, you learn two spells of your choice from any class. 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 but don’t count against the number of bard spells you know.

  PEERLESS SKILL:

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail.

      College of Valor:   BONUS PROFICIENCIES:

W hen you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

  COMBAT INSPIRATION:

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

  EXTRA ATTACK:

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

  BATTLE MAGIC:

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

      College of Glamour:   MANTLE OF INSPIRATION:

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

  ENTHRALLING PERFORMANCE:

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

  MANTLE OF MAJESTY:

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

  UNBREAKABLE MAJESTY:

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.

      College of Swords:   BONUS PROFICIENCIES:

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you‘re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your hard spells.

  FIGHTING STYLE:   BLADE FLOURISH:   EXTRA ATTACK:   MASTER'S FLOURISH:


LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Bardic Inspiration (d6)242----------------
2nd+2Jack of All Trades, Song of Rest (d6)253----------------
3rd+2Bard College, Expertise2642--------------
4th+2Ability Score Improvement3743--------------
5th+3Bardic Inspiration (d8), Font of Inspiration38432------------
6th+3Countercharm, Bard College Feature39433------------
7th+3--3104332----------
8th+3Ability Score Improvement3114332----------
9th+4Song of Rest (d8)31243331--------
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443331--------
11th+4--415433321------
12th+4Ability Score Improvement415433311------
13th+5Song of Rest (d10)4164333211----
14th+5Magical Secrets, Bard College Feature4184333211----
15th+5Bardic Inspiration (d12)41943332111--
16th+5Ability Score Improvement41943332111--
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211

College of Eloquence


Hit Points

Hit Dice: d4 per College of Eloquence level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Silver Tongue

Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.  

Unsettling Words

Also at 3rd level you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.  

Unfailing Inspiration

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.  

Universal Speech

Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.   Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.  

Infectious Inspiration

At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.   You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Urchin

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each.
  You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

Skill Proficiencies Slight of Hand, Stealth
Tool Proficiencies Disguise kit, thieves’ tools
Equipment A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp  

Features

City Streets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Suggested Characteristics

Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life — and maybe get some payback on all the rich people who treated them badly.

Traits

Dice 1d8 Personality Trait
1I hide scraps of food and trinkets away in my pockets.
2I ask a lot of questions.
3I like to squeeze into small places where no one else can get to me.
4I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5I eat like a pig and have bad manners.
6I think anyone who's nice to me is hiding evil intent.
7I don't like to bathe.
8I bluntly say what other people are hinting at or hiding.

Ideal

Dice 1d6 Ideal
1Respect. All people, rich or poor, deserve respect. (Good)
2Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
5People. I help the people who help me — that's what keeps us alive. (Neutral)
6Aspiration. I'm going to prove that I'm worthy of a better life.

Bond

Dice 1d6 Bond
1My town or city is my home, and I'll fight to defend it.
2I sponsor an orphanage to keep others from enduring what I was forced to endure.
3I owe my survival to another urchin who taught me to live on the streets.
4I owe a debt I can never repay to the person who took pity on me.
5I escaped my life of poverty by robbing an important person, and I'm wanted for it.
6No one else should have to endure the hardships I've been through.

Flaw

Dice 1d6 Flaw
1If I'm outnumbered, I will run away from a fight.
2Gold seems like a lot of money to me, and I'll do just about anything for more of it.
3I will never fully trust anyone other than myself.
4I'd rather kill someone in their sleep then fight fair.
5It's not stealing if I need it more than someone else.
6People who can't take care of themselves get what they deserve.

Lucky

  • You have inexplicable luck that seems to kick in at just the right moment.
  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
    You regain your expended luck points when you finish a long rest.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Changeling

ability score increase: Your Charisma score increases by 2. In addition, one other ability score of your choice increases by 1.
age: Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
alignment: Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
Size: Medium
speed: 30ft
Languages: ou can speak, read, and write Common and two other languages of your choice.
race features:
Shapechanger: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form, fall unconscious, or are charmed.   Unsettling Visage: When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
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

Player's Handbook, Evolving Cantrips

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.
At higher levels:
  • At 5th level, you may create up to two images of objects or sounds that must all fit in a 5-foot cube.
  • At 11th level, you may create up to five images of objects or sounds that must all fit in a 5-foot cube and the range of the cantrip increases to 60 feet.
  • At 17th level, you may create any amount of images of objects or sounds that must all fit in a 5-foot cube.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

Player's Handbook

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60 ft
Components: Verbal, Somatic, Material
Materials: a bit of string and wood
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Available for: Bard, Warlock, Wizard

PHB

Silent Image

1-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of fleece
Duration: Concentration, 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
  You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
  Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.

Level 2 Spells

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

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a chip of mica
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
  A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

PHB

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: fur or a feather from a beast
Duration: Concentration, 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
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.

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

Leomund's Tiny Hut

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
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.

PHB

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
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.

Level 4 Spells

PHB

Phantasmal Killer

4-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, 1 minute
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Level 5 Spells

PHB

Hold Monster

5-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a small, straight piece of iron
Duration: Concentration, 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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