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Level 6 Human Wizard, School of Divination (5) / Cleric, Knowledge Domain (1) 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Alastair Payne
Hermit Lawful Neutral Oghma Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE ●

ARMOR Alert. You can’t be surprised while you are


STRENGTH Scale Mail 16 conscious.Other creatures don’t gain advantage on
attack rolls against you as a result of being unseen
PROFICIENCY BONUS +3
8
SHIELD
AC by you.
+2
N
CIE C
Ritual Caster. You have learned a number of spells
-1 Strength that you can cast as rituals.
Y
PROFI

-1 Cleric. Spellcasting ability: Wisdom.


+2 Dexterity

+1 Constitution ARMOR CLASS Arcane Recovery. Once per day when you finish a
DEXTERITY
✘ +6 Intelligence
short rest, you can choose expended spell slots to
MAXIMUM HIT DICE TEMPORARY recover. The spell slots can have a combined level
14 ✘ +5 Wisdom

+0 Charisma
33 5d6/1d8 8 that is equal to or less than 3.

CONDITIONAL
Divination Savant. The gold and time you must
spend to copy a divination spell into your spellbook
+2 1 inspiracion.
is halved.
CURRENT HIT POINTS Portent. When you finish a long rest, roll two d20s
CONSTITUTION DEATH SAVING THROWS
and record the numbers rolled. You can replace any
SAVING THROWS
attack roll, saving throw, or ability check made by
12 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
you or a creature that you can see with one of these
foretelling rolls. You must choose to do so before
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION the roll, and you can replace a roll in this way only
+2 Animal Handling (Wis)
once per turn.
+1 ✘✘ +9 Arcana (Int)
Spellcasting. You can cast cleric spells as rituals. You
-1 Athletics (Str) 14-4 dia 72 portent can prepare 3 spells from the cleric spell list. You
INTELLIGENCE +0 Deception (Cha) can use a holy symbol as your spellcasting focus.

16 ✘✘ +9 History (Int)

✘ +5 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘ +6 Investigation (Int)
✘ +5 Medicine (Wis)
WISDOM ✘ +6 Nature (Int)

14 +2 Perception (Wis)

+0 Performance (Cha)
+0 Persuasion (Cha)
+2 ✘ +6 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

10 +2 Survival (Wis)
SKILLS

+0 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +7 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shield

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Braille kit

Languages. Common, Draconic, Dwarvish, Celestial,


Primordial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 45 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Alastair Payne 2 si tb
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Siendo el menor de 3 hermanos de una familia noble, y habiendo nacido Ciego , era claro que No iba a convertirme en
heredero de grandes tierras, ni titulos nobiliarios. PEro de alguna manera, siempre estuve bien con esa realidad, quizas
por que al ser algo de nacimiento tuve tiempo de acostumbrarme, o quizas, por que sentia que me esperaba algo mas
Siempre reacciono a los eventos a mi alrededor grande. Siempre necesite tutores especiales para mi educacion, y uno de ellos me planteo la posibilidad de aprender
como si hubiera estado esperando que pasen magia. Seria dificil, requeriria quizas mas esfuerzo que otras personas, pero habia algunas academias de magia que
usaban un metodo de escritura para no videntes. Un metodo un poco rustico, pero suficientemente util como para que
Muestro poca paciencia al hablar con los demas.
Explicar mi linea de pensamiento es una perdida de sea posible para alguien como yo el ser un Mago. Logicamente mi primer conjuro aprendido fue convocar familiar, lo
valioso tiempo cual me facilito las cosas, y por primera vez en la vida, pude experimentar lo que era VER. Pero una vez pasado el extasis
de esta nueva sensascion, segui con mis estudios, segui el camino de la adivinacion, ya que al no ver el mundo a mi
PERSONALITY TRAITS
alrededor, sentia mas facil ver aquello que deparaba el futuro. Sabia, sentia , que entre las paginas de libros, entre los
viejos pergaminos, aqui, o en alguna biblioteca olvidada, algo me esperaba.
Conocer las desgracias del pasado, es vital para
evitar que se repitan en el futuro. Lo que no Mi sed de conocimientos, y mi habito de lector me dio un trabajo. Debia traducir libros de gran interes a nuestro
sabemos es lo que generalmente nos mata particular sistema de lectura para ciegos. ASi pase largo tiempo de una biblioteca a otra, perfeccionando el sistema de
"lectura tactil" a la vez que aprendia muchas cosas nuevas. En todo este proceso, ademas de descubrir conocimientos
IDEAL ocultos, encontre, por extraño que paresca, la Fe. Un Dios particular, que al igual que yo, tenia sed de conocimientos, y
promovia entre sus seguidores, la busqueda de conocimientos, y su difusion entre las gentes.

Los reyes vienen y van. Yo soy leal al REINO En una de estas bibliotecas, fuera de los limites del Reino, fue que descubri algo que tenia el potencial de cambiar la vida
de todas las personas. Una pista, un indicio de aquel gran conflicto, que siglos atras amenazo con hundir los reinos que
hoy se conocen como Alcatraz en las ruinas, antes de que El Nuevo Orden interviniera y nos salvara. Eran antiguuos
pergaminos, indecifrables por cientos de heruditos antes que yo. PEro mi ceguera demostro ser el destino
BOND manifestandose, pues al pasar mis manos sobre esas runas inscriptas en el papel, fue evidente que su lectura no era para
los ojos. Pase unos cuantos años decifrando aquellas antiguas palabras, y para cuando termine, fue evidente que no
hablaba solo de un pasado turbulento, sino de un posible futuro igual de sombrio. Una vez que decifre lo que estos
Ciego como un topo
documentos significaban, me di cuenta de que au faltaba informacion. La siguiente migaja en el sendero. PEro sabia
donde encontrarla: en la isla de Valyshia. PEro hacie tiempo que me habia alejado de las cortes, y posiblemente no
pudiera usar mi nombre familiar para obtener accesos a los lugares que necesitaba ir. Asi que necesitaba otro plan. Y asi
FLAW
fue como conoci a Elian Degryff. Le ofreci mis sevicios como consejero. Posiblemente mis conocimientos (y quizas mis
BACKGROUND STORY
habilidades) le servirian para volver a poner su nombre entre las personas importantes de su isla. Y con el en el poder,
seria mas facil acceder al conocimiento que necesito... Ciertamente, espero obstaculos en el camino, pero se que voy a
lograr mi objetivo. El destino de Alcatraz depende de ello............
Tool Proficiency: Kit de escritura en lenguaje tactil
Discovery Language: Lenguaje tactil
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
BACKGROUND FEATURE

A bag containing forty-seven humanoid teeth, one of


which is rotten

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Book. A book might contain poetry, historical accounts,
[Quarterstaff] 1 4 Enduring Spellbook 1 — information pertaining to a particular field of lore,
Orb 1 3 diagrams and notes on gnomish contraptions, or just
Spellbook 1 3 about anything else that can be represented using text
Backpack 1 5 or pictures. A book of spells is a spellbook (described
Book 2 5 later in this section).
Ink (1 ounce bottle) 1 —
Ink Pen 1 — Case, Map or Scroll. A scroll case stuffed full of notes
Parchment (one sheet) 10 — from your studies or prayers
Winter blanket 1 3
Case, Map or Scroll 1 1 Braille Kit. Kit para escribir en braile
Clothes, Common 1 3
Braille Kit 1 5
[Scale Mail] 1 45
Shield 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 5 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

77.1 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Kit de Lenguaje tactil, A scroll case stuffed full of notes fram your studies or prayers, a winter blanket, a
set of common clothes,
Libro de rituales de Clerigo:
Detect MAgic, Purify food and drink.
Perla 100 poLibro indestructible (todos los conjuros)Tintas 80 po
Libro de repuesto (todos menos bola de fuego y remover maldicion)2 libros de conocimientos.

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.
Shield 1 6

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +6 14 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Divination

CANTRIPS Fire Bolt Mending


Prestidigitation Thunderclap

1ST LEVEL 4 SPELL SLOTS ● Expeditious Retreat ● Feather Fall


● Mage Armor ● Shield Comprehend Languages
Find Familiar Tenser’s Floating Disk Unseen Servant

2ND LEVEL 3 SPELL SLOTS ● Invisibility ● Locate Object


Darkness Misty Step

3RD LEVEL 3 SPELL SLOTS ● Fireball ● Remove Curse

Wisdom +5 13 3

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Knowledge Domain

CANTRIPS Guidance Spare the Dying


Thaumaturgy

1ST LEVEL 4 SPELL SLOTS ● Command (Always Prepared) ● Cure Wounds


● Identify (Always Prepared) ● Protection from Evil and Good ● Shield of Faith
Bane Bless Ceremony
Create or Destroy Water Detect Evil and Good ● Detect Magic (Ritual Caster)
Detect Poison and Disease Guiding Bolt Healing Word
Inflict Wounds ● Purify Food and Drink (Ritual Caster) Sanctuary

2ND LEVEL 3 SPELL SLOTS

3RD LEVEL 3 SPELL SLOTS


Fire Bolt Guidance Mending
Evocation Cantrip Divination Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 120 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (two lodestones)

You hurl a mote of fire at a creature or object within range. Make a You touch one willing creature. Once before the spell ends, the target This spell repairs a single break or tear in an object you touch, such as
ranged spell attack against the target. On a hit, the target takes 1d10 can roll a d4 and add the number rolled to one ability check of its broken chain link, two halves of a broken key, a torn cloak, or a
fire damage. A flammable object hit by this spell ignites if it isn’t choice. It can roll the die before or after making the ability check. The leaking wineskin. As long as the break or tear is no larger than 1 foot
being worn or carried. spell then ends. in any dimension, you mend it, leaving no trace of the former
This spell’s damage increases by 1d10 when you reach 5th level damage. This spell can physically repair a magic item or construct,
(2d10), 11th level (3d10), and 17th level (4d10). but the spell can’t restore magic to such an object.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Prestidigitation Spare the Dying Thaumaturgy


Transmutation Cantrip Necromancy Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE Touch RANGE 30 feet
DURATION Up to 1 hour DURATION Instantaneous DURATION Up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

This spell is a minor magical trick that novice spellcasters use for You touch a living creature that has 0 hit points. The creature You manifest a minor wonder, a sign of supernatural power, within
practice. You create one of the following magical effects within becomes stable. This spell has no effect on undead or constructs. range. You create one of the following magical effects within range:
range: • Your voice booms up to three times as loud as normal for 1
• You create an instantaneous, harmless sensory effect, such as a minute.
shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You cause flames to flicker, brighten, dim, or change color for 1
• You instantaneously light or snuff out a candle, a torch, or a minute.
small campfire. • You cause harmless tremors in the ground for 1 minute.
• You instantaneously clean or soil an object no larger than 1 cubic • You create an instantaneous sound that originates from a point
foot. of your choice within range, such as a rumble of thunder, the cry of a
• You chill, warm, or flavor up to 1 cubic foot of nonliving material raven, or ominous whispers.
for 1 hour. • You instantaneously cause an unlocked door or window to fly
• You make a color, a small mark, or a symbol appear on an object open or slam shut.
or a surface for 1 hour. • You alter the appearance of your eyes for 1 minute. If you cast
• You create a nonmagical trinket or an illusory image that can fit this spell multiple times, you can have up to three of its 1-minute
in your hand and that lasts until the end of your next turn. effects active at a time, and you can dismiss such an effect as an
action.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook

Thunderclap Command Comprehend Languages


Evocation Cantrip 1st-level enchantment 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self (5-foot radius) RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION 1 round DURATION 1 hour
COMPONENTS S COMPONENTS V COMPONENTS V, S, M (a pinch of soot and salt)

You create a burst of thunderous sound, which can be heard 100 feet You speak a one-word command to a creature you can see within For the duration, you understand the literal meaning of any spoken
away. Each creature other than you within 5 feet of you must make a range. The target must succeed on a Wisdom saving throw or follow language that you hear. You also understand any spoken language
Constitution saving throw. On a failed save, the creature takes 1d6 the command on its next turn. The spell has no effect if the target is that you hear. You also understand any written language that you
thunder damage. undead, if it doesn’t understand your language, or if your command see, but you must be touching the surface of which the words are
The spell’s damage increases by 1d6 when you reach 5th level is directly harmful to it. Some typical commands and their effects written. It takes about 1 minute to read one page of text. This spell
(2d6), 11th level (3d6), and 17th level (4d6). follow. You might issue a command other than one described here. If doesn’t decode secret messages in a text or glyph, such as an arcane
you do so, the DM determines how the target behaves. If the target sigil, that isn’t part of a written language.
can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

Spellcasting (Wizard) Princes of the Apocalypse Knowledge Domain (Cleric) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Cure Wounds Detect Magic Detect Poison and Disease
1st-level evocation 1st-level divination (ritual) 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a yew leaf)

A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of For the duration, you can sense the presence and location of poisons,
your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a poisonous creatures, and diseases within 30 feet of you. You also
or constructs. faint aura around any visible creature or object in the area that bears identify the kind of poison, poisonous creature, or disease in each
At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can case. The spell can penetrate most barriers, but is blocked by 1 foot
level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt. wood or dirt.

Prepared (Cleric) Player’s Handbook Cleric Player’s Handbook Cleric Player’s Handbook

Expeditious Retreat Feather Fall Find Familiar


1st-level transmutation 1st-level transmutation 1st-level conjuration (ritual)

CASTING TIME 1 bonus action CASTING TIME 1 reaction CASTING TIME 1 hour
RANGE Self RANGE 60 feet RANGE 10 feet
DURATION Concentration, up to 10 minutes DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be
consumed by fire in a brass brazier)

This spell allows you to move at an incredible pace. When you cast Reaction: When you or a creature within 60 feet of you falls Choose You gain the service of a familiar, a spirit that takes an animal form you choose:
this spell, and then as a bonus action on each of your turns until the up to five falling creatures within range. A falling creature’s rate of bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
spell ends, you can take the Dash action. descent slows to 60 feet per round until the spell ends. If the creature space within range, the familiar has the statistics of the chosen form, though it is a
lands before the spell ends, it takes no falling damage and can land celestial, fey or fiend (your choice) instead of a beast.
on its feet, and the spell ends for that creature. Your familiar acts independently of you, but it always obeys your commands. In
combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Identify Mage Armor Protection from Evil and Good


1st-level divination (ritual) 1st-level abjuration 1st-level abjuration

CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Touch RANGE Touch
DURATION Instantaneous DURATION 8 hours DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)

You choose one object that you must touch throughout the casting of You touch a willing creature who isn’t wearing armor, and a Until the spell ends, one willing creature you touch is protected
the spell. If it is a magic item or some other magic-imbued object, you protective magical force surrounds it until the spell ends. The target’s against certain types of creatures: aberrations, celestials, elementals,
learn its properties and how to use them, whether it requires base AC becomes 13 + its Dexterity modifier. The spell ends it if the fey, fiends, and undead. The protection grants several benefits.
attunement to use, and how many charges it has, if any. You learn target dons armor or if you dismiss the spell as an action. Creatures of those types have disadvantage on attack rolls against
whether any spells are affecting the item and what they are. If the the target. The target also can’t be charmed, frightened, or possessed
item was created by a spell, you learn which spell created it. If you by them. If the target is already charmed, frightened, or possessed by
instead touch a creature throughout the casting, you learn what such a creature, the target has advantage on any new saving throw
spells, if any, are currently affecting it. against the relevant effect.

Knowledge Domain (Cleric) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Prepared (Cleric) Player’s Handbook
Shield Shield of Faith Tenser’s Floating Disk
1st-level abjuration 1st-level abjuration 1st-level conjuration (ritual)

CASTING TIME 1 reaction CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE 60 feet RANGE 30 feet
DURATION 1 round DURATION Concentration, up to 10 minutes DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S, M (a drop of mercury)

Reaction trigger: You are hit by an attack or targeted by the magic A shimmering field appears and surrounds a creature of your choice This spell creates a circular, horizontal plane of force, 3 feet in
missile spell An invisible barrier of magical force appears and protects within range, granting it a +2 bonus to AC for the duration. diameter and 1 inch thick, that floats 3 feet above the ground in an
you. Until the start of your next turn, you have a +5 bonus to AC, unoccupied space of your choice that you can see within range. The
including against the triggering attack, and you take no damage from disk remains for the duration, and can hold up to 500 pounds. If more
magic missile. weight is placed on it, the spell ends, and everything on the disk falls
to the ground. The disk is immobile while you are within 20 feet of it.
If you move more than 20 feet away from it, the disk follows you so
that it remains within 20 feet of you. It can more across uneven
terrain, up or down stairs, slopes and the like, but it can’t cross an
elevation change of 10 feet or more. For example, the disk can’t
move across a 10-foot-deep pit, nor could it leave such a pit if it was
created at the bottom. If you move more than 100 feet from the disk
(typically because it can’t move around an obstacle to follow you),
the spell ends.

Spellcasting (Wizard) Player’s Handbook Prepared (Cleric) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Unseen Servant Darkness Invisibility


1st-level conjuration (ritual) 2nd-level evocation 2nd-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 60 feet RANGE Touch
DURATION 1 hour DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a piece of string and a bit of wood) COMPONENTS V, M (bat fur and a drop of pitch or piece of coal) COMPONENTS V, S, M (an eyelash encased in gum arabic)

This spell creates an invisible, mindless, shapeless, Medium force that Magical darkness spreads from a point you choose within range to fill A creature you touch becomes invisible until the spell ends. Anything
performs simple tasks at your command until the spell ends. The a 15-foot radius sphere for the duration. The darkness spreads the target is wearing or carrying is invisible as long as it is on the
servant springs into existence in an unoccupied space on the ground around corners. A creature with darkvision can’t see through this target’s person. The spell ends for a target that attacks or casts a
within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t darkness, and nonmagical light can’t illuminate it. If the point you spell.
attack. If it drops to 0 hit points, the spell ends. choose is on an object you are holding or one that isn’t being worn or At Higher Levels. When you cast this spell using a spell slot of 3rd
Once on each of your turns as a bonus action, you can mentally carried, the darkness emanates from the object and moves with it. level or higher, you can target one additional creature for each slot
command the servant to move up to 15 feet and interact with an Completely covering the source of the darkness with an opaque level above 2nd.
object. The servant can perform simple tasks that a human servant object, such as a bowl or a helm, blocks the darkness. If any of this
could do, such as fetching things, cleaning, mending, folding clothes, spell’s area overlaps with an area of light created by a spell of 2nd
lighting fires, serving food, and pouring wine. Once you give the level or lower, the spell that created the light is dispelled.
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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Locate Object Misty Step Fireball


2nd-level divination 2nd-level conjuration 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE 150 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a forked twig) COMPONENTS V COMPONENTS V, S, M (a tiny ball of bat guano and sulfur)

Describe or name an object that is familiar to you. You sense the Briefly surrounded by silvery mist, you teleport up to 30 feet to an A bright streak flashes from your pointing finger to a point you
direction to the object’s location, as long as that object is within unoccupied space that you can see. choose within range and then blossoms with a low roar into an
1,000 feet of you. If the object is in motion, you know the direction of explosion of flame. Each creature in a 20-foot-radius sphere centered
its movement. The spell can locate a specific object known to you, as on that point must make a Dexterity saving throw. A target takes 8d6
long as you have seen it up close - within 30 feet - at least once. fire damage on a failed save, or half as much damage on a successful
Alternatively, the spell can locate the nearest object of a particular one.
kind, such as a certain kind of apparel, jewelry, furniture, tool, or The fire spreads around corners. It ignites flammable objects in the
weapon. This spell can’t locate an object if any thickness of lead, even area that aren’t being worn or carried.
a thin sheet, blocks a direct path between you and the object. At Higher Levels. 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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Remove Curse
3rd-level abjuration

CASTING TIME 1 action


RANGE Touch
DURATION Instantaneous
COMPONENTS V, S

At your touch, all curses affecting one creature or object end. If the
object is a cursed magic item, its curse remains, but the spell breaks
its owner’s attunement to the object so it can be removed or
discarded.

Spellcasting (Wizard) Player’s Handbook


Enduring Spellbook
Wondrous Items

This spellbook, along with anything written on its pages,


can’t be damaged by fire or immersion in water. In
addition, the spellbook doesn't deteriorate with age.

0 lb. Xanathar’s Guide to Everything

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