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Level 11 Half-Elf Bard, College of Creation (6) / Warlock, The Lurker in the Deep (5) 85000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


BardianFathom
Failed Merchant Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and

STRENGTH Unarmored (13) 13 in darkness as if it were dim light.


Eldritch Adept.
PROFICIENCY BONUS +4 Eldritch Smite. Once per turn when you hit a creature with your pact weapon, you

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SHIELD can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus
AC another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge
or smaller.

N
CIE C
Bardic Inspiration (Bonus Action—3/Long Rest). Inspire one creature other than
+0 Strength yourself within 60 feet of you who can hear you. It gains one Bardic Inspiration die, a
Y
PROFI

+0 d8.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.
✘ +7 Dexterity
Song of Rest. You or any friendly creatures who can hear your performance regain hp
+2 Constitution ARMOR CLASS at the end of the short rest by spending one or more Hit Dice, each of those creatures
regains an extra 1d6 hit points.
DEXTERITY
+0 Intelligence Font of Inspiration. You regain all of your expended uses of Bardic Inspiration when
MAXIMUM HIT DICE TEMPORARY

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you finish a short or long rest.
+0 Wisdom
80 11d8 Countercharm (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
✘ +7 Charisma advantage on saving throws against being frightened or charmed.
CONDITIONAL
Note of Potential. Whenever you give a creature a Bardic Inspiration die, you can
+3 create a Note of Potential. The note orbits within 5 feet of the creature. The note is a
Tiny object that is intangible and invulnerable, and it lasts until the creature rolls the
Bardic Inspiration die. A creature with a note can use it in the following ways.
CURRENT HIT POINTS Note of Destruction. Immediately after the creature rolls the Bardic Inspiration die to
add it to an attack roll, the creature can expend the note to create a burst of sound.
CONSTITUTION DEATH SAVING THROWS
Each other creature within 5 feet of it must succeed on a Constitution save or take
SAVING THROWS thunder damage equal to the number rolled on the Bardic Inspiration die.

14 N
CIE C

+7 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Note of Protection. Immediately after the creature rolls the Bardic Inspiration die and
adds it to a saving throw, the creature can expend the note to gain temporary hp
Y
PROFI

✘ equal to the number rolled on the Bardic Inspiration die + 3, provided the creature
RT

EXPE
doesn't already have temporary hp.
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+2 +2 Arcana (Int) Darkvision
Note of Ingenuity. When the creature rolls the Bardic Inspiration die to add it to an
ability check, the creature can expend the note to roll the Bardic Inspiration die again
and choose which roll to use.

+2 Athletics (Str) Animating Performance (Action—1/Long Rest). You can target a Large or smaller
nonmagical item you can see within 30 feet of you and animate it. It is under your
INTELLIGENCE +5 Deception (Cha)
control for 1 hour or until it is reduced to 0 hp.In combat, the item shares your
initiative count, but it takes its turn immediately after yours. It can move and use its
reaction on its own, but the only action it takes on its turn is the Dodge action, unless

10 +2 History (Int) you take a bonus action on your turn to command it to take one of the actions in its
stat block or the Dash, Disengage, Help, Hide, or Search action.When you use your
Bardic Inspiration feature, you can command which action your animated item takes
+2 Insight (Wis) as part of the same bonus action.You regain the use of this feature when you expend
a spell slot of 3rd level or higher to use this feature. You can have only one item
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS animated by this feature at a time; if you use this action and already have a dancing
+0 ✘ +4 Investigation (Int)
item from this feature, the first one immediately becomes inanimate.
The Lurker in the Deep. You made a pact with an entity that lurks somewhere deep in
the ocean, or even on the Elemental Plane of Water.
+2 Medicine (Wis) Fey Ancestry. You have advantage on saving
WISDOM
throws against being charmed, and magic can’t Eldritch Invocations.
+2 Nature (Int) put you to sleep.
Mask of Many Faces. You can cast disguise self at will, without expending a spell
slot.

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Thirsting Blade. You can attack with your pact weapon twice, instead of once,
✘ +4 Perception (Wis) whenever you take the Attack action on your turn.
Eldritch Sight. You can cast detect magic at will, without expending a spell slot.
✘✘ +11 Performance (Cha) Pact of the Blade (Action). Create a pact weapon in your empty hand. This weapon
counts as magical for the purpose of overcoming resistance and immunity to
✘✘ +11 Persuasion (Cha) nonmagical attacks and damage.Your pact weapon disappears if it is more than 5 feet
+0 +2 Religion (Int)
away from you for 1 minute or more. It also disappears if you use this feature again, if
you dismiss the weapon (no action required), or if you die.You can transform one
magic weapon into your pact weapon by performing a special ritual while you hold
the weapon. You perform the ritual over the course of 1 hour, which can be done
+5 Sleight of Hand (Dex) during a short rest. You can then dismiss the weapon, shunting it into an
extradimensional space, and it appears whenever you create your pact weapon
CHARISMA ✘ +7 Stealth (Dex) thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon
ceases being your pact weapon if you die, if you perform the 1-hour ritual on a

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different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon
+2 Survival (Wis) appears at your feet if it is in the extradimensional space when the bond breaks.
SKILLS Grasp of the Deep (Bonus Action—3/Long Rest). You create a 10-foot-long tentacle
at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until
you use this feature to create another tentacle. When you create the tentacle, you

+3 14 can make a melee spell attack against a creature within 10 feet of it. On a hit, the
PASSIVE PERCEPTION target takes 1d8 cold or lightning damage and its speed is reduced by 10 feet until the
start of your next turn. As a bonus action on your turn, you can move the tentacle up
to 30 feet and repeat the attack.
Scion of the Deep. You can telepathically communicate with any aberration, beast,
ADVANTAGE elemental, or monstrosity that has an innate swimming speed, while it is within 120
feet of you. The creature can understand you and can respond telepathically.
INITIATIVE +5 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Flute, Lute, Whistle-Stick,


Leatherworker’s tools

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
BardianFathom
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended
poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you
lost everything.
Even my competitors said I was affable and talented.
Those traits should serve me well.To prosper, you With failure, however, comes experience. You’re free of that old life, having made some connections and learned your
have to be in control. lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the
sphere of Acquisitions Incorporated—and a franchise just might be in your future.

PERSONALITY TRAITS

Survival. Where there’s life, there’s hope. If I remain


alive and flexible, I can succeed. (Any)

IDEAL

If I take care of my possessions, they’ll take care of


me. People come and go, but a weapon or a wand is
something you can always rely on.

BOND

I must have the best of everything. Like, right now.

FLAW BACKGROUND STORY

Supply Chain
From your time as a merchant, you retain
connections with wholesalers, suppliers, and other
merchants and entrepreneurs. You can call upon
these connections when looking for items or
information.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

lb / 150 lb 300 lb

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

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Creation

CANTRIPS Mind Sliver Prestidigitation


Vicious Mockery

1ST LEVEL 4 SPELL SLOTS Black Lotus Assault Charm Person


Dissonant Whispers Tasha’s Hideous Laughter Thunderwave

2ND LEVEL 3 SPELL SLOTS Crown of Madness Invisibility

3RD LEVEL 3 SPELL SLOTS Psionic Blast Summon Fey Spirit

Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Lurker in the Deep

CANTRIPS Booming Blade Eldritch Blast


Lightning Lure

1ST LEVEL Hellish Rebuke Hex


Protection from Evil and Good

2ND LEVEL Mirror Image Shadow Blade

3RD LEVEL 2 SPELL SLOTS Thunder Step

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Other Spells

1ST LEVEL Disguise Self (Mask of Many Faces) Detect Magic (Eldritch Sight)
Booming Blade Eldritch Blast Lightning Lure
Evocation Cantrip Evocation Cantrip Evocation Cantrip

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


RANGE 5 feet RANGE 120 feet RANGE 15 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, M (a weapon) COMPONENTS V, S COMPONENTS V

As part of the action used to cast this spell, you must make a melee A beam of crackling energy streaks toward a creature within range. You create a lash of lightning energy that strikes at one creature of
attack with a weapon against one creature within the spell’s range, Make a ranged spell attack against the target. On a hit, the target your choice that you can see within range. The target must succeed
otherwise the spell fails. On a hit, the target suffers the attack’s takes 1d10 force damage. on a Strength saving throw or be pulled up to 10 feet in a straight line
normal effects, and it becomes sheathed in booming energy until the The spell creates more than one beam when you reach higher toward you and then take 1d8 lightning damage if it is within 5 feet
start of your next turn. If the target willingly moves before then, it levels: two beams at 5th level, three beams at 11th level, and four of you.
immediately takes 1d8 thunder damage, and the spell ends. beams at 17th level. you can direct the beams at the same target or This spell’s damage increases by 1d8 when you reach 5th level
This spell’s damage increases when you reach higher levels. At 5th at different ones. Make a separate attack roll for each beam. (2d8), 11th level (3d8), and 17th level (4d8).
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.

Pact Magic (Warlock) Sword Coast Adventurer’s Guide Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Sword Coast Adventurer’s Guide

Mind Sliver Prestidigitation Vicious Mockery


Enchantment Cantrip Transmutation Cantrip Enchantment Cantrip

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


RANGE 60 feet RANGE 10 feet RANGE 60 feet
DURATION 1 round DURATION Up to 1 hour DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V

You drive a disorienting spike of psychic energy into the mind of one This spell is a minor magical trick that novice spellcasters use for You unleash a string of insults laced with subtle enchantments at a
creature you can see within range. The target must make an practice. You create one of the following magical effects within creature you can see within range. If the target can hear you (thought
Intelligence saving throw. Unless the saving throw is successful, the range: it need not understand you), it must succeed on a Wisdom saving
target takes 1d6 psychic damage, and the first time it makes a saving • You create an instantaneous, harmless sensory effect, such as a throw or take 1d4 psychic damage and have disadvantage on the
throw before the end of your next turn, it must roll a d4 and subtract shower of sparks, a puff of wind, faint musical notes, or an odd odor. next attack roll it makes before the end of its next turn. This spell’s
the number rolled from the save. • You instantaneously light or snuff out a candle, a torch, or a damage increases by 1d4 when you reach 5th level (2d4), 11th level
This spell’s damage increases by 1d6 when you reach certain levels: small campfire. (3d4) and 17th level (4d4)
5th level (2d6), 11th level (3d6), and 17th level (4d6). • You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Bard) UA: Fighter, Rogue, and Wizard Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Black Lotus Assault Charm Person Detect Magic


1st-level illusion 1st-level enchantment 1st-level divination (ritual)

CASTING TIME Special CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 30 feet RANGE Self
DURATION 1 minute DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a melee weapon) COMPONENTS V, S COMPONENTS V, S

The black lotus only blooms during the solar eclipse, when the You attempt to charm a humanoid you can see within range. It must For the duration, you sense the presence of magic within 30 feet of
nearest star understands its own mortality. make a Wisdom saving throw, and does so with advantage if you or you. If you sense magic in this way, you can use your action to see a
The first time you take the Attack action during your turn, you can your companions are fighting it. If it fails the saving throw, it is faint aura around any visible creature or object in the area that bears
cast this spell to summon a swirl of black lotus petals to surround charmed by you until the spell ends or until you or your companions magic, and you learn its school of magic, if any. The spell can
your weapon, distracting your foes and enabling you to strike with do anything harmful to it. The charmed creature regards you as a penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
great power. Each successful hit you make with this weapon before friendly acquaintance. When the spell ends, the creature knows it common metal, a thin sheet of lead, or 3 feet of wood or dirt.
the spell ends, the target must make a Wisdom saving throw or have was charmed by you.
a new effect apply. Once you’ve made three weapon attacks, the At Higher Levels. When you cast this spell using a spell slot of 2nd
spell ends. level or higher, you can target one additional creature for each slot
• 1st Hit: level above 1st. The creatures must be within 30 feet of each other
• If the target fails their saving throw, their movement speed is when you target them.
halved until the end of their next turn.
• 2nd Hit:
• If the target fails their saving throw, they take 1d6 psychic
damage and cannot take reactions until after the end of your next
turn.
• 3rd Hit:
• If the target fails their saving throw, they take 2d6 psychic
damage and cannot take bonus actions during their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the psychic damage of the 2nd hit increases by 1d6
per spell slot level above 1st.

Spellcasting (Bard) The Compendium of Forgotten Secrets Spellcasting (Bard) Player’s Handbook Eldritch Sight (Warlock) Player’s Handbook
Disguise Self Dissonant Whispers Hellish Rebuke
1st-level illusion 1st-level enchantment 1st-level evocation

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


RANGE Self RANGE 60 feet RANGE 60 feet
DURATION 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

You make yourself—including your clothing, armor, weapons, and You whisper a discordant melody that only one creature of your Reaction: you are being damaged by a creature within 60 feet of you
other belongings on your person—look different until the spell ends choice within range can hear, wracking it with terrible pain. The that you can see You point your finger, and the creature that
or until you use your action to dismiss it. You can seem 1 foot shorter target must make a Wisdom saving throw. On a failed save, it takes damaged you is momentarily surrounded by hellish flames. The
or taller and can appear thin, fat, or in between. You can’t change 3d6 psychic damage and must immediately use its reaction , if creature must make a Dexterity saving throw. It takes 2d10 fire
your body type, so you must adopt a form that has the same basic available, to move as far as its speed allows away from you. The damage on a failed save, or half as much damage on a successful one.
arrangement of limbs. Otherwise, the extent of the illusion is up to creature doesn’t move into obviously dangerous ground, such as a At Higher Levels. When you cast this spell using a spell slot of 2nd
you. fire or a pit. On a successful save, the target takes half as much level or higher, the damage increases by 1d10 for each slot level
The changes wrought by this spell fail to hold up to physical damage and doesn’t have to move away. A deafened creature above 1st.
inspection. For example, if you use this spell to add a hat to your automatically succeeds on the save.
outfit, objects pass through the hat, and anyone who touches it At Higher Levels. When you cast this spell using a spell slot of 2nd
would feel nothing or would feel your head and hair. If you use this level or higher, the damage increases by 1d6 for each slot level above
spell to appear thinner than you are, the hand of someone who 1st.
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Mask of Many Faces (Warlock) Player’s Handbook Spellcasting (Bard) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Hex Protection from Evil and Good Tasha’s Hideous Laughter


1st-level enchantment 1st-level abjuration 1st-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE Touch RANGE 30 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air)
consumes)

You place a curse on a creature that you can see within range. Until Until the spell ends, one willing creature you touch is protected A creature of your choice that you can see within range perceives
the spell ends, you deal an extra 1d6 necrotic damage to the target against certain types of creatures: aberrations, celestials, elementals, everything as hilariously funny and falls into fits of laughter if this
whenever you hit it with an attack. Also, choose one ability when you fey, fiends, and undead. The protection grants several benefits. spell affects it. The target must succeed on a Wisdom saving throw or
cast the spell. The target has disadvantage on ability checks made Creatures of those types have disadvantage on attack rolls against fall prone, becoming incapacitated and unable to stand up for the
with the chosen ability. If the target drops to 0 hit points before this the target. The target also can’t be charmed, frightened, or possessed duration. A creature with an Intelligence score of 4 or less isn’t
spell ends, you can use a bonus action on a subsequent turn of yours by them. If the target is already charmed, frightened, or possessed by affected.
to curse a new creature. A remove curse cast on the target ends this such a creature, the target has advantage on any new saving throw At the end of each of its turns, and each time it takes damage, the
spell early. against the relevant effect. target can make another Wisdom saving throw. The target has
At Higher Levels. When you cast this spell using a spell slot of 3rd advantage on the saving throw if it’s triggered by damage. On a
or 4th level, you can maintain your concentration on the spell for up success, the spell ends.
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Thunderwave Crown of Madness Invisibility


1st-level evocation 2nd-level enchantment 2nd-level illusion

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


RANGE Self (15-foot cube) RANGE 120 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (an eyelash encased in gum arabic)

A wave of thunderous force sweeps out from you. Each creature in a One humanoid of your choice that you can see within range must A creature you touch becomes invisible until the spell ends. Anything
15-foot cube originating from you must make a Constitution saving succeed on a Wisdom saving throw or become charmed by you for the target is wearing or carrying is invisible as long as it is on the
throw. On a failed save, a creature takes 2d8 thunder damage and is the duration. While the target is charmed in this way, a twisted target’s person. The spell ends for a target that attacks or casts a
pushed 10 feet away from you. On a successful save, the creature crown of jagged iron appears on its head, and a madness glows in its spell.
takes half as much damage and isn’t pushed. In addition, unsecured eyes. The charmed target must use its action before moving on each At Higher Levels. When you cast this spell using a spell slot of 3rd
objects that are completely within the area of effect are of its turns to make a melee attack against a creature other than level or higher, you can target one additional creature for each slot
automatically pushed 10 feet away from you by the spell’s effect, and itself that you mentally choose. The target can act normally on its level above 2nd.
the spell emits a thunderous boom audible out to 300 feet. turn if you choose no creature or if none are within its reach. On your
At Higher Levels. When you cast this spell using a spell slot of 2nd subsequent turns, you must use your action to maintain control over
level or higher, the damage increases by 1d8 for each slot level above the target, or the spell ends. Also, the target can make a Wisdom
1st. saving throw at the end of each of its turns. On a success, the spell
ends.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Mirror Image Shadow Blade Psionic Blast
2nd-level illusion 2nd-level illusion 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE Self (30-foot cone)
DURATION 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

Three illusory duplicates of yourself appear in your space. Until the You weave together threads of shadow to create a sword of solidified You unleash a destructive wave of mental power in a 30-foot cone.
spell ends, the duplicates move with you and mimic your actions, gloom in your hand. This magic sword lasts until the spell ends. It Each creature in the area must make a Dexterity saving throw. On a
shifting position so it’s impossible to track which image is real. You counts as a simple melee weapon with which you are proficient. It failed save, a target takes 5d8 force damage, is pushed 20 feet
can use your action to dismiss the illusory duplicates. Each time a deals 2d8 psychic damage on a hit and has the finesse, light, and directly away from you, and is knocked prone. On a successful save, a
creature targets you with an attack during the spell’s duration, roll a thrown properties (range 20/60). In addition, when you use the target takes half as much damage and isn’t pushed or knocked prone.
d20 to determine whether the attack instead targets one of your sword to attack a target that is in dim light or darkness, you make the At Higher Levels. When you cast this spell using a spell slot of 4th
duplicates. If you have three duplicates, you must roll a 6 or higher to attack roll with advantage. level or higher, the damage increases by 1d8 for each slot level above
change the attack’s target to a duplicate. With two duplicates, you If you drop the weapon or throw it, it dissipates at the end of the 3rd.
must roll an 8 or higher. With one duplicate, you must roll an 11 or turn. Thereafter, while the spell persists, you can use a bonus action
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an to cause the sword to reappear in your hand.
attack hits a duplicate, the duplicate is destroyed. A duplicate can be At Higher Levels. When you cast this spell using a 3rd- or 4th-level
destroyed only by an attack that hits it. It ignores all other damage spell slot, the damage increases to 3d8. When you cast it using a 5th-
and effects. The spell ends when all three duplicates are destroyed. A or 6th-level spell slot, the damage increases to 4d8. When you cast it
creature is unaffected by this spell if it can’t see, if it relies on senses using a spell slot of 7th level or higher, the damage increases to 5d8.
other than sight, such as blindsight, or if it can perceive illusions as
false, as with truesight.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything Spellcasting (Bard) UA: Fighter, Rogue, and Wizard

Summon Fey Spirit Thunder Step


3rd-level conjuration 3rd-level conjuration

CASTING TIME 1 action CASTING TIME 1 action


RANGE 90 feet RANGE 90 feet
DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S, M (a gilded flower worth at least 300 gp) COMPONENTS V

You call forth a spirit from the Feywild. The spirit manifests physically You teleport yourself to an unoccupied space you can see within
in an unoccupied space that you can see within range. This corporeal range. Immediately after you disappear, a thunderous boom sounds.
form uses the Fey Spirit stat block below. When you cast the spell, and each creature within 10 feet of the space you left must make a
choose a mood: Deceitful, Furious, or Joyful. The creature physically Constitution saving throw, taking 3d10 thunder damage on a failed
resembles a satyr, a dryad, or an elf (your choice) marked by the save, or half as much damage on a successful one. The thunder can
chosen mood, which also determines one of the traits in its stat be heard from up to 300 feet away.
block. The creature disappears when it drops to 0 hit points or when You can bring along objects as long as their weight doesn’t exceed
the spell ends. what you can carry. You can also teleport one willing creature of your
The creature is friendly to you and your companions for the spell’s size or smaller who is carrying gear up to its carrying capacity. The
duration. In combat, the creature shares your initiative count, but it creature must be within 5 feet of you when you cast this spell, and
takes its turn immediately after yours. It obeys verbal commands that there must be an unoccupied space within 5 feet of your destination
you issue to it (no action required by you). If you don’t issue any, it space for the creature to appear in; otherwise, the creature is left
defends itself but otherwise takes no action. behind.
At Higher Levels. When you cast this spell using a spell slot of 4th At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the creature assumes the higher level for that casting level or higher, the damage increases by 1d10 for each slot level
wherever it uses the spell’s level in its stat block. above 3rd.

Spellcasting (Bard) UA: Spells and Magic Tattoos Pact Magic (Warlock) Xanathar’s Guide to Everything

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