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Level 18 Dark Elf Wizard, War Magic 265000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Tea Pu
Acolyte Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of


STRENGTH Unarmored (11) 11 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +6
10
SHIELD
AC
Superior Darkvision. You can see in dim light within
N
120 feet of you as if it were bright light, and in
CIE C

+0 Strength darkness as if it were dim light.


Y
PROFI

+0
+1 Dexterity Elven Accuracy. Whenever you have advantage on an
+0 Constitution ARMOR CLASS attack roll using Dexterity, Intelligence, Wisdom, or
Charisma, you can reroll one of the dice once.
DEXTERITY
✘ +11 Intelligence
MAXIMUM HIT DICE TEMPORARY

12
Fey Touched (1/Long Rest). You can cast your chosen
✘ +8 Wisdom
54 18d6 spells without expending a spell slot or using any spell
+1 Charisma slots you have of the appropriate level.
CONDITIONAL

+1 Battlecaster. You can use a weapon that you’re


proficient with as a spellcasting focus.When wielding a
magical weapon that you’re proficient with and that
CURRENT HIT POINTS
provides a bonus to hit and damage, you can also add
CONSTITUTION DEATH SAVING THROWS
that weapon’s bonus to damage rolls for spells you
SAVING THROWS
cast.
11 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Arcane Recovery. Once per day when you finish a
Y
PROFI

RT

EXPE
short rest, you can choose expended spell slots to
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
recover. The spell slots can have a combined level that
+0 +5 Arcana (Int)
Darkvision, Superior Darkvision is equal to or less than 9.
+0 Athletics (Str) War Magic. War mages act fast in battle, using their
INTELLIGENCE spells to seize tactical control of a situation.
+1 Deception (Cha)

20 +5 History (Int) Spell Mastery. Choose a 1st-level wizard spell and a


2nd-level wizard spell that are in your spellbook. You
✘ +8 Insight (Wis) can cast those spells at their lowest level without
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS expending a spell slot when you have them prepared.
+5 +5 Investigation (Int)
If you want to cast either spell at a higher level, you
must expend a spell slot as normal.By spending 8
✘ +8 Medicine (Wis) Fey Ancestry. Advantage on saving throws against hours in study, you can exchange one or both of the
being charmed, and magic can’t put you to sleep. spells you chose for different spells of the same levels.
WISDOM +5 Nature (Int)
Arcane Deflection. When you are hit with an attack or
14 ✘ +8 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 you fail a saving throw, you can use your reaction to
+1 Performance (Cha) hours a day. gain +2 bonus to your AC or +4 bonus to that saving
throw. If you use this feature, you can only cast
+1 Persuasion (Cha) cantrips in your following turn.
+2 ✘ +11 Religion (Int)
Sunlight Sensitivity. You have disadvantage on
attack rolls and on Perception checks that rely on Tactical Wit. You gain +5 bonus to your initiative.
+1 Sleight of Hand (Dex) sight when you, the target of your attack, or
CHARISMA whatever you are trying to perceive is in direct Power Surge. You start of with 1 power surge and you
+1 Stealth (Dex) sunlight. can store up to 5 power surges. Whenever you end a

13 +2 Survival (Wis)
SKILLS Drow Magic. You know the dancing lights cantrip.
You can cast Faerie Fire and Darkness 1/long rest.
spell successfully with Dispel Magic or Counterspell,
you gain 1 power surge. After a long rest, your power
surge resets to 1. If you finish a short rest with no
(Charisma) power surges, you gain 1 power surge.
+1 18 PASSIVE PERCEPTION
Durable Magic. While concentrating on a spell, you
gain +2 bonus to your AC and all saving throws.
ADVANTAGE

Deflecting Shroud. When you use Arcane Deflection,


INITIATIVE +6 1 Attack / Attack Action RACIAL TRAITS
three cratures of your choice which you can see within
60 feet take 9 force damage.

NAME RANGE ATTACK DAMAGE / TYPE


Quarterstaff of Certain Death 5 ft +6 vs AC 1d6+0 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Rapier, Shortsword,


Crossbow, Hand, Lance, Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Infernal, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Tea Pu
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

IDEAL

BOND

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

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 Quarterstaff of Certain Death. When you damage a
Scholar’s Pack 1 10 [Quarterstaff of Certain Death] 1 4 creature with an attack using this magic weapon, the
Bag of Tricks, Gray 1 .5 target can’t regain hit points until the start of your next
turn.

ATTUNED MAGIC ITEMS 1 / 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

14.5 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.
Intelligence +11 19 23

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, War Magic

CANTRIPS Chill Touch Mage Hand


Prestidigitation Spare the Living Wind Slash

1ST LEVEL 4 SPELL SLOTS Alarm Alter Arrow’s Fortune


Armored Heart Burning Hands Disguise Self
Feather Fall Frost Fingers Guillotine
Ice Knife Jim’s Magic Missile Jump
Pendulum Ray of Sickness Slippery Fingers
Thunderwave Witch Bolt

2ND LEVEL 3 SPELL SLOTS Anticipate Attack Boiling Oil


Cloud of Daggers Frenzied Bolt Gift of Gab
Heartstop Invisibility Magic Weapon

3RD LEVEL 3 SPELL SLOTS

4TH LEVEL 3 SPELL SLOTS Absolute Command Gremlins


Steam Blast

5TH LEVEL 3 SPELL SLOTS Imbue Spell Shadow World


Sword of Fate

6TH LEVEL 1 SPELL SLOTS Catapult Chaotic World

7TH LEVEL 1 SPELL SLOTS Hellforging Mordenkainen’s Sword

8TH LEVEL 1 SPELL SLOTS Move the Cosmic Wheel Power Word Restore
Power Word Stun Time Jump

9TH LEVEL 1 SPELL SLOTS Power Word Kill


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

CANTRIPS Dancing Lights (Dark Elf)

1ST LEVEL Faerie Fire (Dark Elf)

2ND LEVEL Darkness (Dark Elf) Misty Step (Fey Touched)


Chill Touch Dancing Lights Mage Hand
Necromancy Cantrip Evocation Cantrip Conjuration Cantrip

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


RANGE 120 feet RANGE 120 feet RANGE 30 feet
DURATION 1 round DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S

You create a ghostly, skeletal hand in the space of a creature within You create up to four torch-sized lights within range, making them A spectral, floating hand appears at a point you choose within range.
range. Make a ranged spell attack against the creature to assail it appear as torches, lanterns, or glowing orbs that hover in the air for The hand lasts for the duration or until you dismiss it as an action.
with the chill of the grave. On a hit, the target takes 1d8 necrotic the duration. You can also combine the four lights into one glowing The hand vanishes if it is ever more than 30 feet away from you or if
damage, and it can’t regain hit points until the start of your next turn. vaguely humanoid form of Medium size. Whichever form you choose, you cast this spell again.
Until then, the hand clings to the target. If you hit an undead target, each light sheds dim light in a 10-foot radius. As a bonus action on You can use your action to control the hand. You can use the hand
it also has disadvantage on attack rolls against you until the end of your turn, you can move the lights up to 60 feet to a new spot within to manipulate an object, open an unlocked door or container, stow or
your next turn. This spell’s damage increases by 1d8 when you reach range. A light must be within 20 feet of another light created by this retrieve an item from an open container, or pour the contents out of
5th level (2d8), 11th level (3d8), and 17th level (4d8). spell, and a light winks out if it exceeds the spell’s range. a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Wizard) Player’s Handbook Drow Magic (Dark Elf) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Prestidigitation Spare the Living Wind Slash


Transmutation Cantrip Necromancy Cantrip Conjuration Cantrip

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


RANGE 10 feet RANGE 60 feet RANGE 15 feet
DURATION Up to 1 hour DURATION Instantaenous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

This spell is a minor magical trick that novice spellcasters use for You feed off the lingering fragments of life-force from the dying. A blade of wind flies from your outstretched hands in a straight line
practice. You create one of the following magical effects within Select a humanoid that has 0 hit points and is not stable that you can up to 15 feet in a direction you choose. If the blade would strike a
range: see within range. The target must succeed on a Death saving throw. creature, it must make a Dexterity saving throw. On a failed save, the
• You create an instantaneous, harmless sensory effect, such as a On a failure, the creature inches closer to death and you gain 1d4 target takes 1d8 slashing damage and then the spell ends.
shower of sparks, a puff of wind, faint musical notes, or an odd odor. temporary hit points. Alternatively, you can target a humanoid This spell deals an additional 1d8 slashing damage when you reach
• You instantaneously light or snuff out a candle, a torch, or a corpse that has died within the last minute to gain this benefit. You 5th level (2d8), 11th level (3d8) and 17th level (4d8).
small campfire. cannot use the same corpse more than once.
• You instantaneously clean or soil an object no larger than 1 cubic You gain one additional 1d4 temporary hit points at 5th level (2d4),
foot. 11th level (3d4), and 17th level (4d4).
• 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 (Wizard) Player’s Handbook Spellcasting (Wizard) Grimlore’s Grimoire Spellcasting (Wizard) Grimlore’s Grimoire

Alarm Alter Arrow’s Fortune Armored Heart


1st-level abjuration (ritual) 1st-level divination (combat) 1st-level conjuration (clockwork)

CASTING TIME 1 minute CASTING TIME 1 reaction, when an enemy makes a ranged attack that hits CASTING TIME 1 bonus action
RANGE 30 feet RANGE 100 feet RANGE Touch
DURATION 8 hours DURATION Instantaneous DURATION 1 round
COMPONENTS V, S, M (a tiny bell and a piece of fine silver wire) COMPONENTS S COMPONENTS V, S, M (5 gp worth of mithral dust sprinkled on the target’s skin)

You set an alarm against unwanted intrusion. Choose a door, a You clap your hands, setting off a chain of tiny events that culminate The targeted creature gains resistance to bludgeoning, slashing, and
window, or an area within range that is no larger than a 20-foot cube. in throwing off an enemy's aim. When an enemy makes a ranged piercing damage. This resistance can be overcome with adamantine
Until the spell ends, an alarm alerts you whenever a tiny or larger attack (weapon or spell) that hits one of your allies, this spell causes or magical weapons.
creature touches or enters the warded area. When you cast the spell, the enemy to repeat the attack roll unless the enemy makes a
you can designate creatures that won’t set off the alarm. You also successful Charisma saving throw. The attack is resolved using the
choose whether the alarm is mental or audible. lower of the two rolls (effectively giving the enemy disadvantage on
A mental alarm alerts you with a ping in your mind if you are within the attack).
1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds
within 60 feet.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Deep Magic: Combat Divination Spellcasting (Wizard) Deep Magic: Clockwork
Burning Hands Disguise Self Faerie Fire
1st-level evocation 1st-level illusion 1st-level evocation

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


RANGE Self (15-foot cone) RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

As you hold your hands with thumbs touching and fingers spread, a You make yourself—including your clothing, armor, weapons, and Each object in a 20-foot cube within range is outlined in blue, green,
thin sheet of flames shoots forth from your outstretched fingertips. other belongings on your person—look different until the spell ends or violet light (your choice). Any creature in the area when the spell is
Each creature in a 15-foot cone must make a Dexterity saving throw. or until you use your action to dismiss it. You can seem 1 foot shorter cast is also outlined in light if it fails a Dexterity saving throw. For the
A creature takes 3d6 fire damage on a failed save, or half as much or taller and can appear thin, fat, or in between. You can’t change duration, objects and affected creatures shed dim light in a 10-foot
damage on a successful one. The fire ignites any flammable objects in your body type, so you must adopt a form that has the same basic radius.
the area that aren’t being worn or carried. arrangement of limbs. Otherwise, the extent of the illusion is up to Any attack roll against an affected creature or object has advantage
At Higher Levels. When you cast this spell using a spell slot of 2nd you. if the attacker can see it, and the affected creature or object can’t
level or higher, the damage increases by 1d6 for each slot level above The changes wrought by this spell fail to hold up to physical benefit from being invisible.
1st. inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Drow Magic (Dark Elf) Player’s Handbook

Feather Fall Frost Fingers Guillotine


1st-level transmutation 1st-level evocation 1st-level conjuration

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


RANGE 60 feet RANGE Self (15-foot cone) RANGE Touch
DURATION 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S COMPONENTS V, S

Reaction: When you or a creature within 60 feet of you falls Choose Freezing cold blasts from your fingertips in a 15-foot cone. Each You extend your hand and touch a creature while muttering the
up to five falling creatures within range. A falling creature’s rate of creature in that area must make a Constitution saving throw, taking passing prayer of an executioner. The creature must make a Strength
descent slows to 60 feet per round until the spell ends. If the creature 2d8 cold damage on a failed save, or half as much damage on a saving throw or become restrained by a pair of ethereal chains that
lands before the spell ends, it takes no falling damage and can land successful one. bind the target to the ground, and a large magical blade is summoned
on its feet, and the spell ends for that creature. The cold freezes nonmagical liquids in the area that aren't being above their head.
worn or carried. As a bonus action on your turn, you are able to release the blade
At Higher Levels. When you cast this spell using a spell slot of 2nd down upon your target’s neck, dealing 2d8 magical slashing damage.
level or higher, the damage increases by 1d8 for each slot level above For every round that you do not release the blade with your bonus
1st. action after the initial cast, add 1d8 additional damage as a blade
ratchets another notch higher above the target.
The target may use their action to attempt a Strength saving throw
to break the chains at the start of each turn. This removes the
restrained condition and ends the spell without doing any damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial damage increases by 1d8 for each slot level
above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Icewind Dale: Rime of the Frostmaiden Spellcasting (Wizard) Grimlore’s Grimoire

Ice Knife Jim’s Magic Missile Jump


1st-level conjuration 1st-level evocation 1st-level transmutation

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


RANGE 60 feet RANGE 120 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS S, M (a drop of water or piece of ice) COMPONENTS V, S COMPONENTS V, S, M (a grasshopper’s hind leg)

You create a shard of ice and fling it at one creature within range. Any apprentice wizard can cast a boring old magic missile. Sure, it You touch a creature. The creature’s jump distance is tripled until the
Make a ranged spell attack against the target. On a hit, the target always strikes its target. Yawn. Do away with the drudgery of your spell ends.
takes 1d10 piercing damage. Hit or miss, the shard then explodes. grandfather’s magic with this improved version of the spell, as used
The target and each creature within 5 feet of the point where the ice by Jim Darkmagic!
exploded must succeed on a Dexterity saving throw or take 2d6 cold You create three twisting, whistling, hypoallergenic, gluten-free
damage. darts of magical force. Each dart targets a creature of your choice
At Higher Levels. When you cast this spell using a spell slot of 2nd that you can see within range. Make a ranged spell attack for each
level or higher, the cold damage increases by 1d6 for each slot level missile. On a hit, a missile deals 2d4 force damage to its target.
above 1st. If the attack roll scores a critical hit, the target of that missile takes
5d4 force damage instead of you rolling damage twice for a critical
hit. If the attack roll for any missile is a 1, all missiles miss their
targets and blow up in your face, dealing 1 force damage per missile
to you.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the spell creates one more dart, and the royalty
component increases by 1 gp, for each slot level above 1st.

Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Acquisitions Incorporated Spellcasting (Wizard) Player’s Handbook
Pendulum Ray of Sickness Slippery Fingers
1st-level enchantment (clockwork) 1st-level necromancy 1st-level divination (combat)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE 60 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (small pendulum or metronome made of brass and rosewood COMPONENTS V, S COMPONENTS V, S
worth 10 gp)

You give the target creature a degree of regularity in its motions and A ray of sickening greenish energy lashes out toward a creature You set a series of small events in motion that cause the targeted
fortunes. If the target fails a Wisdom saving throw, then for the within range. Make a ranged spell attack against the target. On a hit, creature to drop one nonmagical item of your choice that it's
duration of the spell it doesn’t make d20 die rolls but instead follows the target takes 2d8 poison damage and must make a Constitution currently holding unless it makes a successful Charisma saving throw.
the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on. saving throw. On a failed save, it is also poisoned until the end of This spell can't cause magic items to be dropped.
your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) Deep Magic: Clockwork Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Deep Magic: Combat Divination

Thunderwave Witch Bolt Anticipate Attack


1st-level evocation 1st-level evocation 2nd-level divination (combat)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, when you are attacked but before the attack roll is made

RANGE Self (15-foot cube) RANGE 30 feet RANGE Self


DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a twig from a tree that has been struck by lightning) COMPONENTS V, S

A wave of thunderous force sweeps out from you. Each creature in a A beam of crackling, blue energy lances out toward a creature within In a flash of foreknowledge, you spot an oncoming attack with
15-foot cube originating from you must make a Constitution saving range, forming a sustained arc of lightning between you and the enough time to avoid it. Upon casting this spell, you can move up to
throw. On a failed save, a creature takes 2d8 thunder damage and is target. Make a ranged spell attack against that creature. On a hit, the half your speed without triggering opportunity attacks. The attack
pushed 10 feet away from you. On a successful save, the creature target takes 1d12 lightning damage, and on each of your turns for the still occurs but misses automatically if you are no longer within the
takes half as much damage and isn’t pushed. In addition, unsecured duration, you can use your action to deal 1d12 lightning damage to attack's range, are impossible for the attack to hit, or can't be
objects that are completely within the area of effect are the target automatically. The spell ends if you use your action to do targeted by that attack in your new position. If none of those apply
automatically pushed 10 feet away from you by the spell’s effect, and anything else. The spell also ends if the target is ever outside the but the situation has changed—you’ve moved into a position with
the spell emits a thunderous boom audible out to 300 feet. spell’s range or if it has total cover from you. cover, for example—then the attack is made under those new
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd conditions.
level or higher, the damage increases by 1d8 for each slot level above level or higher, the initial damage increases by 1d12 for each slot
1st. level above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Deep Magic: Combat Divination

Boiling Oil Cloud of Daggers Darkness


2nd-level conjuration (battle) 2nd-level conjuration 2nd-level evocation

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


RANGE 60 feet RANGE 60 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a vial of oil) COMPONENTS V, S, M (a sliver of glass) COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)

You conjure a shallow, 30-foot-diameter pool of boiling oil centered You fill the air with spinning daggers in a cube 5 feet on each side, Magical darkness spreads from a point you choose within range to fill
on a point within range. The pool is difficult terrain, and any creature centered on a point you choose within range. A creature takes 4d4 a 15-foot radius sphere for the duration. The darkness spreads
entering the pool or beginning its turn in the pool takes 3d8 fire slashing damage when it enters the spell’s area for the first time on a around corners. A creature with darkvision can’t see through this
damage and falls prone. Creatures that make a successful Dexterity turn or starts its turn there. darkness, and nonmagical light can’t illuminate it.
saving throw take half damage and don’t fall prone. At Higher Levels. when you cast this spell using a spell slot of 3rd If the point you choose is on an object you are holding or one that
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above isn’t being worn or carried, the darkness emanates from the object
level or higher, the damage increases by 1d8 for each slot level above 2nd. and moves with it. Completely covering the source of the darkness
2nd. with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a
spell of 2nd level or lower, the spell that created the light is dispelled.

Spellcasting (Wizard) Deep Magic: Battle Magic Spellcasting (Wizard) Player’s Handbook Drow Magic (Dark Elf) Player’s Handbook
Frenzied Bolt Gift of Gab Heartstop
2nd-level evocation (chaos) 2nd-level enchantment 2nd-level necromancy (clockwork)

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you speak to another creature CASTING TIME 1 action
RANGE 120 feet RANGE Self RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You direct a bolt of rainbow colors toward a creature of your choice Jim Darkmagic is said to have invented this spell, originally calling it I You slow the beating of a willing target’s heart to the rate of one beat
within range. If it hits, the target takes 3d8 damage of a random type said what?! Have you ever been talking to the local monarch and per minute. The creature’s breathing almost stops. To a casual or
(determined by rolling on the Damage Type table; see Twisted accidentally mentioned how their son looks like your favorite hog brief observer, the subject appears dead. At the end of the spell, the
Arcana). If your attack roll was odd (the roll itself, not the adjusted from when you were growing up on the family farm? We’ve all been creature returns to normal with no ill efects.
result), the bolt leaps to a new target of your choice within range that there! But rather than being beheaded for an honest slip of the
has not already been targeted by frenzied bolt, requiring a new spell tongue, you can pretend it never happened—by ensuring that no one
attack roll to hit. The bolt continues leaping to new targets until you knows it happened.
roll an even number on your spell attack, miss a target, or run out of When you cast this spell, you skillfully reshape the memories of
potential targets. All targets must be within range from you. You and listeners in your immediate area, so that each creature of your choice
your allies are legal targets for this spell, if you are particularly within 5 feet of you forgets everything you said within the last 6
lucky—or unlucky. seconds. Those creatures then remember that you actually said the
At Higher Levels. When you cast this spell using a spell slot of 3rd words you speak as the verbal component of the spell.
level or higher, you create an additional bolt for each slot level above
2nd. Each potential target can be hit only once by the spell, not once
per bolt.

Spellcasting (Wizard) Deep Magic: Chaos Magic Spellcasting (Wizard) Acquisitions Incorporated Spellcasting (Wizard) Deep Magic: Clockwork

Invisibility Magic Weapon Misty Step


2nd-level illusion 2nd-level transmutation 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Touch RANGE Touch RANGE Self
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S, M (an eyelash encased in gum arabic) COMPONENTS V, S COMPONENTS V

A creature you touch becomes invisible until the spell ends. Anything You touch a nonmagical weapon. Until the spell ends, that weapon Briefly surrounded by silvery mist, you teleport up to 30 feet to an
the target is wearing or carrying is invisible as long as it is on the becomes a magic weapon with a +1 bonus to attack rolls and damage unoccupied space that you can see.
target’s person. The spell ends for a target that attacks or casts a rolls.
spell. 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 3rd level or higher, the bonus increases to +2. When you use a spell slot
level or higher, you can target one additional creature for each slot of 6th level or higher, the bonus increases to +3.
level above 2nd.

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

Absolute Command Gremlins Steam Blast


4th-level transmutation (clockwork) 4th-level conjuration (clockwork) 4th-level evocation (clockwork)

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


RANGE Touch RANGE 60 feet RANGE Self (15-foot radius)
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a pair of small gloves fitted with a conduit and worth 100 gp) COMPONENTS V, S, M (a single gear) COMPONENTS V, S, M (a tiny copper ketle or boiler)

You can control a construct you have built with a challenge rating of 6 You target a construct and summon a plague of invisible spirits to You unleash a burst of superheated steam in a 15-foot radius
or less. You can manipulate objects with your construct as precisely harass it. The target resists the spell and negates its efect with a centered on you. All other creatures in that area take 5d8 ire
as its construction allows, and you perceive its surroundings through successful Wisdom saving throw. While the spell remains in efect, the damage, or half damage with a successful Dexterity saving throw.
its sensory inputs as if you inhabited its body. construct has disadvantage on atack rolls, ability checks, and saving Nonmagical ires smaller than a bonire are extinguished and
The construct uses the caster’s Proficiency bonus (modiied by the throws, and it takes 3d8 force damage at the start of each of its turns everything becomes wet.
construct’s Strength and Dexterity scores). You can use the as it is magically disassembled by the spirits. At Higher Levels. When you cast this spell using a spell slot of 5th
manipulators of the construct to perform any number of skill-based At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, add 1d8 damage per spell level.
tasks, using the construct’s Strength and Dexterity modiiers when or higher, the damage increases by 1d8 for each slot above 4th.
using skills based on those particular abilities.
Your body remains immobile, as if paralyzed, for the duration of
the spell. The construct must remain within 100 feet of you. If it
moves beyond this distance, the spell immediately ends and the
caster’s mind returns to his or her body.
At Higher Levels. When you cast this spell using higher-level spell
slots, you may control a construct with a challenge rating 2 higher for
each slot level you use above 4th. The construct’s range also
increases by 10 feet for each slot level.

Spellcasting (Wizard) Deep Magic: Clockwork Spellcasting (Wizard) Deep Magic: Clockwork Spellcasting (Wizard) Deep Magic: Clockwork
Imbue Spell Shadow World Sword of Fate
5th-level transmutation (ritual, clockwork) 5th-level conjuration 5th-level illusion

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


RANGE Touch RANGE Self (60 feet) RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS V, S, M (a specially designed gear worth 100 gp per spell level—see COMPONENTS V, S COMPONENTS V
below)

This ritual allows you to imbue a spell of 1st through 3rd level that The Inverse is real. The nightmares are coming. Choose a creature that you can see. You create an illusionary sword
has a casting time of instantaneous onto a gear worth 100 gp per You call forth a portal to a shadowy plane that influences the world that hangs above that creature's head. Everyone with line of sight can
level of spell you are imbuing. At the end of the ritual, the gear is within range, crafting the umbral power into a new landscape of your see the sword except for the affected creature. When you cast the
placed into a piece of clockwork that includes a timer or trigger choosing. The terrain you create can be opaque, but is only half- spell you must shout out one of the following conditions:
mechanism. When the timer or trigger goes of, the spell is cast. If the formed and thus only creates difficult terrain rather than true walls • You cannot harm us.
range of the spell was Touch, it efects only a target touching the or surfaces. At the start of each of your turns while you maintain • The target creature breaks this condition if they target the spell
device. If the spell had a range in feet, the spell is cast on the closest concentration on this spell, you can use an action to create one of the caster or a companion with an attack or a spell that causes damage.
viable target within range, based on the nature of the spell. Spells following effects: • You cannot use magic.
with a range of Self or Sight can’t be imbued. If the gear is placed • Tendrils. • The target creature breaks this condition if they cast a spell.
with a timer, it activates when the time elapses regardless of whether • Dark coils of shadow form and attempt to grasp one creature • You cannot leave this area.
a legitimate target is available. that you can see within range. The target must make a Strength • The target creature breaks this condition if it moves more than
At Higher Levels. You can perform this ritual as a 7th level spell to saving throw. If they fail, they are restrained until the start of your 30 feet from the spot it was standing when the spell was cast.
imbue a spell of 4th or 5th level. next turn.
• Spikes. If the target creature breaks the condition, it takes 10d8 slashing
• Dangerous needles of shadow skewer forth from the ground, damage as the blade becomes real and slices downward. If the target
stabbing at up to three creatures you can see within range. Each is reduced to 0 hit points, then one of its heads is removed. If the
must make a Dexterity saving throw. If they fail, they take 4d10 creature has no remaining heads, then it is instantly killed.
piercing damage. The sword of fate can be dispelled. In addition, remove curse will
• Nightmares. end the spell on the target.
• Horrible visages form around you and rush outward. All
creatures within range that can see you must make a Wisdom saving
throw. If they fail, they are frightened of you until the start of your
next turn.

Spellcasting (Wizard) Deep Magic: Clockwork Spellcasting (Wizard) The Compendium of Forgotten Secrets Spellcasting (Wizard) Odyssey of the Dragonlords

Catapult Chaotic World Hellforging


6th-level transmutation (clockwork) 6th-level illusion (chaos) 7th-level necromancy (ritual, clockwork)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 hour (see below)
RANGE 400 feet RANGE 60 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a small platinum lever and fulcrum worth 400 gp) COMPONENTS V, M (seven irregular pieces of colored cloth that you throw into the COMPONENTS V, S, M (a complete mechanical body worth 10,000 gp inscribed with
air) demonic runes and containing a ready soul gem)

You magically hurl an object or creature weighing 500 lb. or less 40 You throw a handful of colored cloth into the air while screaming a You spend an hour calling forth a disembodied evil spirit. At the end of that
feet through the air in a direction of your choosing (including straight litany of disjointed phrases. A moment later, a 30-foot cube centered time, the summoned spirit must make a Charisma saving throw. If the saving
up). Objects hurled at speciic targets require a spell atack roll to hit. A on a point within range fills with multicolored light, cacophonous throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage
thrown creature takes 6d10 damage from the force of the throw plus sound, overpowering scents, and other confusing sensory from waves of uncontrolled energy rippling out from the disembodied spirit.
You can maintain the spell, forcing the subject to repeat the saving throw at
any appropriate falling damage, and lands prone. If the target of the information. The effect is dizzying and overwhelming. All enemies the end of each of your turns, with the same consequence to you for each
spell is thrown against another creature, the total damage is divided within the cube must make successful Intelligence saving throws or failure. If you choose not to maintain the spell or are unable to do so, the evil
evenly between them and both creatures are knocked prone. be blinded, deafened, and fall prone. They cannot stand up or spirit returns to its place of torment and cannot be recalled.
At Higher Levels. hen you cast this spell using a higher level spell recover from this blindness or deafness while within the area of If the saving throw fails, the summoned spirit is transferred into the waiting
slot, each additional level increases the damage by 1d10, the distance effect, but the conditions and the restriction on standing end soul gem and immediately animates the constructed body. The subject is now
thrown by 10 feet, and the weight thrown by 100 lb. immediately for a creature who leaves the spell’s area of effect. a hellforged; it loses all of its previous racial traits and gains gearforged traits
except as follows:
Vulnerability: Hellforged are vulnerable to radiant damage.
Evil Mind: Hellforged have disadvantage on saving throws against spells and
abilities of evil iends or aberrations that efect the mind or behavior.
Past Life: The hellforged retains only a vague sense of who it was in its
former existence, but these memories are enough for it to gain proiciency in
one skill.
Languages: Hellforged speak Common, Machine Speech, and Infernal or
Abyssal
Up to four other spellcasters of at least 5th level can assist you in the ritual.
Each assistant increases the DC of the Charisma saving throw by 1. In the
event of a failed saving throw, the spellcaster and each assistant take damage.
An assistant who drops out of the casting can’t rejoin.

Spellcasting (Wizard) Deep Magic: Clockwork Spellcasting (Wizard) Deep Magic: Chaos Magic Spellcasting (Wizard) Deep Magic: Clockwork

Mordenkainen’s Sword Move the Cosmic Wheel Power Word Restore


7th-level evocation 8th-level conjuration (clockwork) 8th-level evocation (clockwork)

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


RANGE 60 feet RANGE 120 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION 24 hours DURATION Instantaneous
COMPONENTS V, S, M (a miniature platinum sword with a grip and pommel of COMPONENTS V, S, M (a music box worth at least 250 gp atuned to a particular COMPONENTS V
copper and zinc, worth 250 gp) plane of existence)

You create a sword-shaped plane of force that hovers within range. It You wind your music box and call forth a piece of another plane of existence with You speak a word of power, and energy washes over a single
lasts for the duration. which you are familiar, either through personal experience or intense study. The construct you touch. The construct regains all of its lost hit points, all
magic creates a bubble of space with a 30-foot radius within range of you and at a
When the sword appears, you make a melee spell attack against a spot you designate. The portion of your plane that’s inside the bubble swaps negative conditions on the construct end, and it can use a reaction to
target of your choice within 5 feet of the sword. On a hit, the target places with a corresponding portion of the plane your music box is atuned with. stand up, if it was prone.
takes 3d10 force damage. Until the spell ends, you can use a bonus There is a 10% chance that the portion of the plane you summon arrives with
action on each of your turns to move the sword up to 20 feet to a native creatures on it. Inanimate objects and non-ambulatory life (like trees) are
spot you can see and repeat this attack against the same target or a cut of at the edge of the bubble, while living creatures that don’t it inside the
different one. bubble are shunted outside of it before the swap occurs. Otherwise, creatures
from both planes that are caught inside the bubble are sent along with their chunk
of reality to the other plane for the duration of the spell unless they make a
successful Charisma saving throw when the spell is cast; with a successful save, a
creature can choose whether to shit planes with the bubble or leap outside of it a
moment before the shit occurs.
Any natural reaction between the two planes occurs normally (ire spreads,
water lows, etc.) while energy (such as necrotic energy) leaks slowly across the
edge of the sphere (no more than a foot or two per hour). Otherwise, creatures
and efects can move freely across the boundary of the sphere; for the duration of
the spell, it becomes a part of its new location to the fullest extent possible, given
the natures of the two planes. The two displaced bubbles shit back to their
original places automatically ater 24 hours.
Note that the amount of preparation involved (acquiring and atuning the music
box) precludes this spell from being cast on the spur of the moment. Because of
its unpredictable and potentially wideranging efect, it’s also advisable to discuss
your interest in this spell with your GM before adding it to your character’s
repertoire.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Deep Magic: Clockwork Spellcasting (Wizard) Deep Magic: Clockwork
Power Word Stun Time Jump Power Word Kill
8th-level enchantment 8th-level transmutation (clockwork) 9th-level enchantment

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


RANGE 60 feet RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V

You speak a word of power that can overwhelm the mind of one You throw a construct forward in time, if it fails a Constitution saving You utter a word of power that can compel one creature you can see
creature you can see within range, leaving it dumbfounded. If the throw. The construct disappears for 1d4 + 1 rounds, during which within range to die instantly. If the creature you chose has 100 hit
target has 150 hit points or fewer, it is stunned. Otherwise, the spell time it cannot act or be acted upon in any way. When the construct points or fewer, it dies. Otherwise, the spell has no effect.
has no effect. The stunned target must make a Constitution saving returns, it is unaware that any time has passed.
throw at the end of each of its turns. On a successful save, this
stunning effect ends.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Deep Magic: Clockwork Spellcasting (Wizard) Player’s Handbook
Scholar’s Pack Quarterstaff of Certain Death Bag of Tricks, Gray
Equipment Packs Weapons Wondrous Items

Includes a backpack, a book of lore, a bottle of ink, an ink When you damage a creature with an attack using this This ordinary bag, made from gray, rust, or tan cloth, appears
pen, 10 sheets of parchment, a little bag of sand, and a magic weapon, the target can’t regain hit points until the empty. Reaching inside the bag, however, reveals the
small knife. start of your next turn. presence of a small, fuzzy object. The bag weighs ½ pound.
You can use an action to pull the fuzzy object from the bag
and throw it up to 20 feet. When the object lands, it
transforms into a creature you determine by rolling a d8 and
consulting the table that corresponds to the bag's color. The
creature vanishes at the next dawn or when it is reduced to 0
hit points.
The creature is friendly to you and your companions, and it
acts on your turn. You can use a bonus action to command
how the creature moves and what action it takes on its next
turn, or to give it general orders, such as to attack your
enemies. In the absence of such orders, the creature acts in a
fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag,
the bag can't be used again until the next dawn.
GRAY BAG OF TRICKS
d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk

10 lbs. Player’s Handbook 4 lb. Explorer’s Guide to Wildemount ½ lb. Dungeon Master’s Guide

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