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Sorcerer [Sea Sorcery] (6) / Warlock [The

Lurker in the Deep] (14) Pirate T


CLASS & LEVEL BACKGROUND PLAYER NAME
xX_Oceanlord_Xx Aasimar/Scourge Lawful Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
12 +2 30 I only serve my lord.
-1 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED I hate myself
8 PERSONALITY TRAITS

Hit Point Maximum 183


-1 Strength
DEXTERITY
+2 Dexterity
Redeem my soul
+2 ●
+11 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

14 +1 Wisdom

+11 Charisma Raphael / Evangeline /
CONSTITUTION SAVING THROWS My lord Kraken
TEMPORARY HIT POINTS BONDS

+5 +2 Acrobatics (Dex) SUCCESSES

20
6x(1d6+5) I'm easy to rage. I Drink
+1 Animal Handling (Wis) 14x(1d8+5) FAILURES
to calm down.
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+5 Athletics (Str)

-1 ●
+11 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

8 +1 Insight (Wis)
Dagger +8 1d4+2 piercing
Backpack
WISDOM
+5 Intimidation (Cha)
-1 Investigation (Int)
Spear +5 1d6-1 piercing
Bedroll
+1 Medicine (Wis) Clothes, common
+1 -1 Nature (Int)
Crystal

+7 Perception (Wis) Number of
12
+5 Performance (Cha)
Attacks: 1 Mess kit
CHARISMA

+11 Persuasion (Cha)
-1 Religion (Int)
Pouch
+5 +2 Sleight of Hand (Dex) Rations (1 day)
20
+2 Stealth (Dex) x10
+1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Rope, hempen
Rope, silk
17 PASSIVE WISDOM (PERCEPTION)
CP Tinderbox
SP
Torch x10
Tool Proficiencies: Navigator's
Tools; Water Vehicles Waterskin
EP

Weapon Proficiencies:
Crossbow, light; Dagger; Dart;
Quarterstaff; Simple; Sling
GP
10
PP
Armor Proficiencies: Light

Language Proficiencies:
Celestial; Common
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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28 1,86 85
AGE HEIGHT WEIGHT
xX_Oceanlord_Xx Ocean blue Pale White
CHARACTER NAME EYES SKIN HAIR

NAME

xX_Ocean Sharks_Xx

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

I was born as an accident of my drunk father who somehow seduced my mom, Evangeline the
kindest of angels. My stupid excuse of a father was a marine, he was never for me. But my
mother raised me all by herself.
Sadly, my mom grew ill. Staying in the mortal realm is really tough for her. So I set out to sea with
my father. I had read that some sorcerers could give magic to others. I wanted to get stronger, so
I could take care of my mother.
I hated traveling with my father, he was always drunk, as was its crew. Except for Raphael, He
was the only decent one of Dad'screw. I was practicing my magic when a storm began to brew out
of nowhere. We took refuge on a weird island, My father and his crew stayed in the ship, while I
and Raphael explored the island. We have been traveling for a while, and Raphael was my only
friend... more than a friend.
We went into a creepy cave. Pirates always store loot on islands like this.
The cave was dark, I used the light spell so Raphael was able to see. I was only 16 years old. in
the darkness of the cave, with only my tiny light guiding us, Raphael hugged me, I hugged him
back. I kissed him, he kissed me back. Everything after that becomes a blur. After making love
with my sweet Raphael, told him to go back to the ship, the cave seemed dangerous moving
forward, and I didn't have enough magic to protect both of us if someone or something attacked
us.
In the cave, I found a bunch of skeletons. I awakened my angelic heritage. In the face of danger, I
eradiated Radiant light burning my enemies to ash. when the last skeleton was defeated a voice
confronted me, asking me if I wanted more power. I did, with more power, I could protect Raphael,
and save my mom. I felt infused with the power promised to me, and passed out. I woke up with a
weird gem by my side. I graved it and run to the ship, hoping my ass of a father didn't leave me.
He didn't, that drunk monster was waiting for me with Raphael beat up, bleeding, tied to the
mainmast.
-' No son of mine will belove another man'- he said as he sliced Raph's neck -' you left me no
choice, your mom would be ashamed'-
I fell in a feat of rage, I grasped the gem, I felt the power flowing and lost control of my actions, I
slaughter everyone. When I finished killing everyone with my magic, o run to Raphael, but there
was no love in his eyes, he was afraid. He died in my arms, bleeding out, fearing me.
I can't go back to my loving mother, how could i... I become a monster.
The voice comes to me again 'i gave you power, now I want you to pay' Holding my tears I told
him I didn't care what happened to me. 'Bring me blood' as he said that, the island rose and
showed it's true form, the Kraken.
He rose above the ship, holding it with his arsenal of tentacles. I did not care, I wished for death.
He approached me I could only smell death.
-' you are my herald, kill for me, and il give you the power, I'll give you your love back, I'll save
your soul.'-
That day the old me died, and xX_OceanLord_Xx was born, the herald of the Kraken.
My lord supplied me with my crew of the damned, to crew my new ship. Creatures from the deep
that followed my every command.
I will save my soul, I will get Raphael back and reunite with my mother. I just need to satisfy my
lord and savior, I shall kill as he said.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Aasimar, Sorcerer, Warlock Charisma 19 +11
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Chill Touch Counterspell Conjure Fey (uses Mystic Arcanum)
Create Bonfire Dispel Magic
Eldritch Blast Magic Circle
Light Psionic Blast
Magic Stone Pulse Wave (Dunamancy)
Mind Sliver Vampiric Touch
Minor Illusion Wall of Water
Mold Earth
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME Finger of Death (uses Mystic Arcanum)
ED
PR

Arms of Hadar

Find Familiar
4
Banishment
SPELLS KNOWN

Control Water
Dimension Door
Hallucinatory Terrain

2 3
Dragon's Breath

Hold Person
Immovable Object (Dunamancy)
5 3
Mirror Image

Misty Step Cone of Cold


9
Suggestion

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Aasimar, Sorcerer, Warlock
Charisma 19 +11
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Prestidigitation
Toll the Dead

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2 3

5 3
9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.
Damage Resistances: necrotic, radiant, fire, cold

----------Bonus Actions----------
Flexible Casting. You can convert sorcery points into spell slots (level - point cost: 1st - 2, 2nd - 3, 3rd - 5, 4th - 6, 5th - 7). You can also convert spell slots into sorcery points equal to
the slot's level.

-----------Other Traits------------
Bad Reputation. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such
as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Curse of the Sea. When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.
When you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a
different creature with this feature.
Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the
appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies):
• Cold Damage. If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the
target's speed, use whichever reduction is greater.
• Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.
• Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.

Devouring Maw. Starting at 10th level, you can magically draw forth a manifestation of your patron's insatiable hunger. As an action, choose a point you can see within 60 feet of you.
For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw
against your spell save DC or be restrained. Any creature that starts its turn in the maw's area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an
action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw's area, you gain temporary hit
points equal to your warlock level.
Once you use this feature, you can't do so again until you finish a short or long rest.

Eldritch Invocation: Agonizing Blast. Add 5 to eldritch blast spell damage.

Eldritch Invocation: Eldritch Armor (Prerequisite: Pact of the Blade). As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided
you aren't wearing armor already. You are proficient with this suit of armor until it's removed.

Eldritch Invocation: Eldritch Spear. Eldrich blast with range 300 ft.

Eldritch Invocation: Investment of the Chain Master (Prerequisite: Pact of the Chain). When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch
power, granting the creature the following benefits:
• The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
• The familiar no longer needs to breathe.
• The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
• If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Eldritch Invocation: Lance of Lethargy (Requires: Eldritch Blast cantrip). Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's
speed by 10 feet until the end of your next turn.

Eldritch Invocation: Repelling Blast. Push the creature 10 ft when you cast eldritch blast.

Equipment. You possess a belaying pin (club), and a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets
table in chapter 5). Enter these manually as custom items.

Fathomless Soul. At 6th level, your patron grants you greater abilities. You gain the following benefits:
• You can breathe both air and water.
• You gain a swimming speed equal to your walking speed.
• You gain resistance to cold damage.

Grasp of the Deep. At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, 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 can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it
takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Guardian Grasp. At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the
tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a
long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Mystic Arcanum. You gain a 6th level spell you can cast without expending a slot, more at higher levels (use twice/long rest).

Pact Boon: Pact of the Chain. Can cast find familiar as a ritual, use your attack action to give your familiar an attack as a reaction.

Quickened Spell. Spend 2 sorcery pts. to convert a casting of a spell with 1 action casting time to 1 bonus-action.

Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and
mouth, and threaten to char you.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of
each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra
radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Scion of the Deep. At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, 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.

Sorcery Points. You have 6 sorcery points (use 6 times/long rest).

Soul of the Sea. At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.

Twinned Spell. Spend X sorcery pts. (min 1) to target two creatures with a single target spell, where X is the spell level.

Unleash the Depths. Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through
reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can't use this feature
again until you finish a long rest.
Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your
patron's realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.
Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a
Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it
takes half as much damage and is not knocked prone. The tentacles then vanish.

Watery Defense. At 6th level, you gain resistance to fire damage.


You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage
from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks.
Once you use this special reaction, you can't use it again until you finish a short or long rest.
Page 1

Light Chill Touch Counterspell


Aasimar - Evocation cantrip DC 19 Spell Mod +11 Sorcerer - Necromancy cantrip DC 19 Spell Mod +11 Sorcerer Level 3 Abjuration DC 19 Spell Mod +11
1 Act. Touch V,M 1 hr 1 Act. 120 ft V,S 1 Rnd 1 reAct. 60 ft S Inst
A firefly or phosphorescent moss

You touch one object that is no larger than 10 You create a ghostly, skeletal hand in the You attempt to interrupt a creature in the
feet in any dimension. Until the spell ends, the space of a creature within range. Make a process of casting a spell. If the creature is
object sheds bright light in a 20-foot radius ranged spell attack against the creature to casting a spell of 3rd level or lower, its spell
and dim light for an additional 20 feet. The assail it with the chill of the grave. On a hit, fails and has no effect. If it is casting a spell of
light can be colored as you like. Completely the target takes 1d8 necrotic damage, and it 4th level or higher, make an ability check
covering the object with something opaque can't regain hit points until the start of your using your spellcasting ability. The DC equals
blocks the light. The spell ends if you cast it next turn. Until then, the hand clings to the 10 + the spell's level. On a success, the
again or dismiss it as an action. If you target target. If you hit an undead target, it also has creature's spell fails and has no effect. At
an object held or worn by a hostile creature, disadvantage on attack rolls against you until Higher Levels: When you cast this spell using a
that creature must succeed on a Dexterity the end of your next turn. This spell's damage spell slot of 4th level or higher, the
saving throw to avoid the spell. increases by 1d8 when you reach 5th level interrupted spell has no effect if its level is less
(2d8), 11th level (3d8), and 17th level (4d8). than or equal to the level of the spell slot you
used.

Dragon's Breath Hold Person Immovable Object (Dunamancy)


Sorcerer Level 2 Transmutation DC 19 Spell Mod +11 Sorcerer Level 2 Enchantment DC 19 Spell Mod +11 Sorcerer Level 2 Transmutation DC 19 Spell Mod +11
1 B.A. Touch V,S,M Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Touch V,S,M 1 hr
A hot pepper A small, straight piece of iron Gold dust worth at least 25 gp, which the spell
consumes

You touch one willing creature and imbue it Choose a humanoid that you can see within You touch an object that weighs no more than
with the power to spew magical energy from range. The target must succeed on a Wisdom 10 pounds and cause it to become magically
its mouth, provided it has one. Choose acid, saving throw or be paralyzed for the duration. fixed in place. You and the creatures you
cold, fire, lightning, or poison. Until the spell At the end of each of its turns, the target can designate when you cast this spell can move
ends, the creature can use an action to exhale make another Wisdom saving throw. On a the object normally. You can also set a
energy of the chosen type in a 15-foot cone. success, the spell ends on the target. At Higher password that, when spoken within 5 feet of
Each creature in that area must make a Levels. When you cast this spell using a spell the object, suppresses this spell for 1 minute.
Dexterity saving throw, taking 3d6 damage of slot of 3rd level or higher, you can target one If the object is fixed in the air, it can hold up to
the chosen type on a failed save, or half as additional humanoid for each slot level above 4,000 pounds of weight. More weight causes
much damage on a successful one. At Higher 2nd. The humanoids must be within 30 feet of the object to fall. Otherwise, a creature can use
Levels. When you cast this spell using a spell each other when you target them. an action to make a Strength check against
slot of 3rd level or higher, the damage your spell save DC. On a success, the creature
increases by 1d6 for each slot level above 2nd. can move the object up to 10 feet. At Higher
Levels. If you cast this spell using a spell slot of
4th or 5th level, the DC to move the object
increases by 5, it can carry up to 8,000 pounds
of weight, and the duration increases to 24
hours. If you cast this spell using a spell slot of
6th level or higher, the DC to move the object

Mind Sliver Minor Illusion Mold Earth


Sorcerer - Enchantment cantrip DC 19 Spell Mod +11 Sorcerer - Illusion cantrip DC 19 Spell Mod +11 Sorcerer - Transmutation cantrip DC 19 Spell Mod
+11
1 Act. 60 ft V 1 Rnd 1 Act. 30 ft S,M 1 min 1 Act. 30 ft S Inst
A bit of fleece

You drive a disorienting spike of psychic You create a sound or an image of an object You choose a portion of dirt or stone that you
energy into the mind of one creature you can within range that lasts for the duration. The can see within range and that fits within a
see within range. The target must make an illusion also ends if you dismiss it as an action 5-foot cube. You manipulate it in one of the
Intelligence saving throw. Unless the saving or cast this spell again. If you create a sound, following ways: • If you target an area of loose
throw is successful, the target takes 1d6 its volume can range from a whisper to a earth, you can instan-taneously excavate it,
psychic damage, and the first time it makes a scream. It can be your voice, someone else's move it along the ground, and deposit it up to
saving throw before the end of your next turn, voice, a lion's roar, a beating of drums, or any 5 feet away. This movement doesn’t have
it must roll a d4 and subtract the number other sound you choose. The sound continues enough force to cause damage. • You cause
rolled from the save. This spell's damage unabated throughout the duration, or you can shapes, colors, or both to appear on the dirt or
increases by 1d6 when you reach certain make discrete sounds at different times before stone, spelling out words, creating images, or
levels: 5th level (2d6), 11th level (3d6), and 17th the spell ends. If you create an image of an shap-ing patterns. The changes last for 1 hour.
level (4d6). object—such as a chair, muddy footprints, or a • If the dirt or stone you target is on the
small chest—it must be no larger than a 5-foot ground, you cause it to become difficult
cube. The image can't create sound, light, terrain. Alternatively, you can cause the
smell, or any other sensory effect. Physical ground to become normal terrain if it is
interaction with the image reveals it to be an already difficult terrain. This change lasts for 1
illusion, because things can pass through it. If hour. If you cast this spell multiple times, you
a creature uses its action to examine the sound can have no more than two of its
or image, the creature can determine that it is non-instantaneous effects active at a time, and
Page 1 (reverse)

Immovable Object (Dunamancy) (reverse)


increases by 10, it can carry up to 20,000
pounds of weight, and the effect is permanent
until dispelled.

Mold Earth (reverse) Minor Illusion (reverse)


you can dismiss such an effect as an action. an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.
Page 2

Prestidigitation Psionic Blast Suggestion


Sorcerer - Transmutation cantrip DC 19 Spell Mod Sorcerer Level 3 Evocation DC 19 Spell Mod +11 Sorcerer Level 2 Enchantment DC 19 Spell Mod +11
+11
1 Act. 10 ft V,S Up to 1 hr 1 acton Self V Inst 1 Act. 30 ft V,M Conc, 8 hrs
A snake's tongue and either a bit of honeycomb or a
drop of sweet oil

This spell is a minor magical trick that novice You unleash a destructive wave of mental You suggest a course of activity (limited to a
spellcasters use for practice. You create one of power in a 30-foot cone. Each creature in the sentence or two) and magically influence a
the following magical effects within range: • area must make a Dexterity saving throw. On creature you can see within range that can
You create an instantaneous, harmless a failed save, a target takes 5d8 force damage, hear and understand you. Creatures that can't
sensory effect, such as a shower of sparks, a is pushed 20 feet directly away from you, and be charmed are immune to this effect. The
puff of wind, faint musical notes, or an odd is knocked prone. On a successful save, a suggestion must be worded in such a manner
odor. • You instantaneously light or snuff out a target takes half as much damage and isn't as to make the course of action sound
candle, a torch, or a small campfire. • You pushed or knocked prone. At Higher Levels. reasonable. Asking the creature to stab itself,
instantaneously clean or soil an object no When you cast this spell using a spell slot of throw itself onto a spear, immolate itself, or
larger than 1 cubic foot. • You chill, warm, or 4th level or higher, the damage increases by do some other obviously harmful act ends the
flavor up to 1 cubic foot of nonliving material 1d8 for each slot level above 3rd. spell. The target must make a Wisdom saving
for 1 hour. • You make a color, a small mark, or throw. On a failed save, it pursues the course
a symbol appear on an object or a surface for 1 of action you described to the best of its
hour. • You create a nonmagical trinket or an ability. The suggested course of action can
illusory image that can fit in your hand and continue for the entire duration. If the
that lasts until the end of your next turn. If suggested activity can be completed in a
you cast this spell multiple times, you can shorter time, the spell ends when the subject
have up to three of its non-instantaneous finishes what it was asked to do. You can also
effects active at a time, and you can dismiss specify conditions that will trigger a special

Wall of Water Arms of Hadar Banishment


Sorcerer Level 3 Evocation DC 19 Spell Mod +11 Warlock Level 1 Conjuration DC 19 Spell Mod +11 Warlock Level 4 Abjuration DC 19 Spell Mod +11
1 Act. 60 ft V,S,M Conc, 10 mins 1 Act. Self V,S Inst 1 Act. 60 ft V,S,M Conc, 1 min
A drop of water An item distasteful to the target

You conjure up a wall of water on the ground You invoke the power of Hadar, the Dark You attempt to send one creature that you can
at a point you can see within range. You can Hunger. Tendrils of dark energy erupt from see within range to another plane of existence.
make the wall up to 30 feet long, 10 feet high, you and batter all creatures within 10 feet of The target must succeed on a Charisma saving
and 1 foot thick, or you can make a ringed wall you. Each creature in that area must make a throw or be banished. If the target is native to
up to 20 feet in diameter, 20 feet high, and 1 Strength saving throw. On a failed save, a the plane of existence you're on, you banish
foot thick. The wall vanishes when the spell target takes 2d6 necrotic damage and can't the target to a harmless demiplane. While
ends. The wall’s space is difficult terrain. Any take reactions until its next turn. On a there, the target is incapacitated. The target
ranged weapon attack that enters the wall’s successful save, the creature takes half remains there until the spell ends, at which
space has disadvantage on the attack roll, and damage, but suffers no other effect. At Higher point the target reappears in the space it left
fire damage is halved if the fire effect passes Levels. When you cast this spell using a spell or in the nearest unoccupied space if that
through the wall to reach its target. Spells that slot of 2nd level or higher, the damage space is occupied. If the target is native to a
deal cold damage that pass through the wall increases by 1d6 for each slot level above 1st. different plane of existence than the one
cause the area of the wall they pass through to you're on, the target is banished with a faint
freeze solid (at least a 5-foot square section is popping noise, returning to its home plane. If
frozen). Each 5-foot-square frozen section has the spell ends before 1 minute has passed, the
AC 5 and 15 hit points. Reducing a frozen target reappears in the space it left or in the
section to 0 hit points destroys it. When a nearest unoccupied space if that space is
section is destroyed, the wall’s water doesn’t occupied. Otherwise, the target doesn't return.
fill it. At Higher Levels. When you cast this spell

Cone of Cold Conjure Fey Control Water


Warlock Level 5 Evocation DC 19 Spell Mod +11 Warlock Level 6 Conjuration DC 19 Spell Mod +11 Warlock Level 4 Transmutation DC 19 Spell Mod
+11
1 Act. Self V,S,M Inst 1 min 90 ft V,S Conc, 1 hr 1 Act. 300 ft V,S,M Conc, 10 mins
A small crystal or glass cone A drop of water and a pinch of dust

A blast of cold air erupts from your hands. You summon a fey creature of challenge rating Until the spell ends, you control any
Each creature in a 60-foot cone must make a 6 or lower, or a fey spirit that takes the form of freestanding water inside an area you choose
Constitution saving throw. A creature takes a beast of challenge rating 6 or lower. It that is a cube up to 100 feet on a side. You can
8d8 cold damage on a failed save, or half as appears in an unoccupied space that you can choose from any of the following effects when
much damage on a successful one. A creature see within range. The fey creature disappears you cast this spell. As an action on your turn,
killed by this spell becomes a frozen statue when it drops to 0 hit points or when the spell you can repeat the same effect or choose a
until it thaws. At Higher Levels. When you ends. The fey creature is friendly to you and different one. Flood. You cause the water level
cast this spell using a spell slot of 6th level or your companions for the duration. Roll of all standing water in the area to rise by as
higher, the damage increases by 1d8 for each initiative for the creature, which has its own much as 20 feet. If the area includes a shore,
slot level above 5th. turns. It obeys any verbal commands that you the flooding water spills over onto dry land. If
issue to it (no action required by you), as long you choose an area in a large body of water,
as they don't violate its alignment. If you don't you instead create a 20-foot tall wave that
issue any commands to the fey creature, it travels from one side of the area to the other
defends itself from hostile creatures but and then crashes down. Any Huge or smaller
otherwise takes no actions. If your vehicles in the wave's path are carried with it
concentration is broken, the fey creature to the other side. Any Huge or smaller vehicles
doesn't disappear. Instead, you lose control of struck by the wave have a 25 percent chance of
the fey creature, it becomes hostile toward you capsizing. The water level remains elevated
and your companions, and it might attack. An until the spell ends or you choose a different
Page 2 (reverse)

Suggestion (reverse) Prestidigitation (reverse)


activity during the duration. For example, you such an effect as an action.
might suggest that a knight give her warhorse
to the first beggar she meets. If the condition
isn't met before the spell expires, the activity
isn't performed. If you or any of your
companions damage the target, the spell ends.

Banishment (reverse)
using a spell slot of 5th level or higher, you can
target one additional creature for each slot
level above 4th.

Control Water (reverse) Conjure Fey (reverse)


effect. If this effect produced a wave, the wave uncontrolled fey creature can't be dismissed
repeats on the start of your next turn while the by you, and it disappears 1 hour after you
flood effect lasts. Part Water. You cause water summoned it. The GM has the fey creature's
in the area to move apart and create a trench. statistics. At Higher Levels. When you cast this
The trench extends across the spell's area, and spell using a spell slot of 7th level or higher,
the separated water forms a wall to either side. the challenge rating increases by 1 for each
The trench remains until the spell ends or you slot level above 6th.
choose a different effect. The water then
slowly fills in the trench over the course of the
next round until the normal water level is
restored. Redirect Flow. You cause flowing
water in the area to move in a direction you
choose, even if the water has to flow over
obstacles, up walls, or in other unlikely
directions. The water in the area moves as you
direct it, but once it moves beyond the spell's
area, it resumes its flow based on the terrain
conditions. The water continues to move in
the direction you chose until the spell ends or
you choose a different effect. Whirlpool. This
effect requires a body of water at least 50 feet
square and 25 feet deep. You cause a whirlpool
to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at
the base, up to 50 feet wide at the top, and 25
feet tall. Any creature or object in the water
Page 3

Create Bonfire Dimension Door Dispel Magic


Warlock - Conjuration cantrip DC 19 Spell Mod +11 Warlock Level 4 Conjuration DC 19 Spell Mod +11 Warlock Level 3 Abjuration DC 19 Spell Mod +11
1 Act. 60 ft V,S Conc, 1 min 1 Act. 500 ft V Inst 1 Act. 120 ft V,S Inst

You create a bonfire on ground that you can You teleport yourself from your current Choose one creature, object, or magical effect
see within range. Until the spell ends, the location to any other spot within range. You within range. Any spell of 3rd level or lower
magic bonfire fills a 5-foot cube. Any creature arrive at exactly the spot desired. It can be a on the target ends. For each spell of 4th level
in the bonfire’s space when you cast the spell place you can see, one you can visualize, or or higher on the target, make an ability check
must succeed on a Dexterity saving throw or one you can describe by stating distance and using your spellcasting ability. The DC equals
take 1d8 fire damage. A creature must also direction, such as “200 feet straight 10 + the spell's level. On a successful check, the
make the saving throw when it moves into the downward” or “upward to the northwest at a spell ends. At Higher Levels. When you cast
bonfire’s space for the first time on a turn or 45-degree angle, 300 feet.” You can bring this spell using a spell slot of 4th level or
ends its turn there. The bonfire ignites along objects as long as their weight doesn't higher, you automatically end the effects of a
flammable objects in its area that aren’t being exceed what you can carry. You can also bring spell on the target if the spell's level is equal to
worn or carried. The spell’s damage increases one willing creature of your size or smaller or less than the level of the spell slot you used.
by 1d8 when you reach 5th level (2d8), 11th who is carrying gear up to its carrying
level (3d8), and 17th level (4d8). capacity. The creature must be within 5 feet of
you when you cast this spell. If you would
arrive in a place already occupied by an object
or a creature, you and any creature traveling
with you each take 4d6 force damage, and the
spell fails to teleport you.

Eldritch Blast Find Familiar (ritual) Finger of Death


Warlock - Evocation cantrip DC 19 Spell Mod +11 Warlock Level 1 Conjuration DC 19 Spell Mod +11 Warlock Level 7 Necromancy DC 19 Spell Mod +11
1 Act. 120 ft V,S Inst 1 hr 10 ft V,S,M Inst 1 Act. 60 ft V,S Inst
Charcoal, herbs, and incense (10 gp worth) consumed
in a fire in a brass brazier.

A beam of crackling energy streak toward a You gain the service of a familiar, a spirit that You send negative energy coursing through a
creature within range. Make a ranged spell takes an animal form you choose: bat, cat, creature that you can see within range,
attack against the target. On a hit, the target crab, frog (toad), hawk, lizard, octopus, owl, causing it searing pain. The target must make
takes 1d10 force damage. The spell creates poisonous snake, fish (quipper), rat, raven, sea a Constitution saving throw. It takes 7d8 + 30
more than one beam when you reach higher horse, spider, or weasel. Appearing in an necrotic damage on a failed save, or half as
levels: two beams at 5th level, three beams at unoccupied space within range, the familiar much damage on a successful one. A
11th level, and four beams at 17th level. You has the statistics of the chosen form, though it humanoid killed by this spell rises at the start
can direct the beams at the same target or at is a celestial, fey, or fiend (your choice) instead of your next turn as a zombie that is
different ones. Make a separate attack roll for of a beast. Your familiar acts independently permanently under your command, following
each beam. of you, but it always obeys your commands. In your verbal orders to the best of its ability.
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 case this spell again. When your
familiar is within 100 feet of you, you can
communicate with it telepathically.
Additionally, as an action, you can see though

Hallucinatory Terrain Magic Circle Magic Stone


Warlock Level 4 Illusion DC 19 Spell Mod +11 Warlock Level 3 Abjuration DC 19 Spell Mod +11 Warlock - Transmutation cantrip DC 19 Spell Mod
+11
10 mins 300 ft V,S,M 24 hrs 1 min 10 ft V,S,M 1 hr 1 B.A. Touch V,S 1 min
A stone, a twig, and a bit of green plant Holy water or powdered silver and iron worth at least
100 gp, which the spell consumes

You make natural terrain in a 150-foot cube in You create a 10-foot-radius, 20-foot-tall You touch one to three pebbles and imbue
range look, sound, and smell like some other cylinder of magical energy centered on a point them with magic. You or someone else can
sort of natural terrain. Thus, open fields or a on the ground that you can see within range. make a ranged spell attack with one of the
road can be made to resemble a swamp, hill, Glowing runes appear wherever the cylinder pebbles by throwing it or hurling it with a
crevasse, or some other difficult or impassable intersects with the floor or other surface. sling. If thrown, a pebble has a range of 60
terrain. A pond can be made to seem like a Choose one or more of the following types of feet. If someone else attacks with a pebble,
grassy meadow, a precipice like a gentle slope, creatures: celestials, elementals, fey, fiends, or that attacker adds your spellcasting ability
or a rock-strewn gully like a wide and smooth undead. The circle affects a creature of the modifier, not the attacker’s, to the attack roll.
road. Manufactured structures, equipment, chosen type in the following ways: • The On a hit, the target takes bludgeoning damage
and creatures within the area aren't changed creature can't willingly enter the cylinder by equal to 1d6 + your spellcasting ability
in appearance. The tactile characteristics of nonmagical means. If the creature tries to use modifier. Whether the attack hits or misses,
the terrain are unchanged, so creatures teleportation or interplanar travel to do so, it the spell then ends on the stone. If you cast
entering the area are likely to see through the must first succeed on a Charisma saving this spell again, the spell ends on any pebbles
illusion. If the difference isn't obvious by throw. • The creature has disadvantage on still affected by your previous casting.
touch, a creature carefully examining the attack rolls against targets within the cylinder.
illusion can attempt an Intelligence • Targets within the cylinder can't be charmed,
(Investigation) check against your spell save frightened, or possessed by the creature.
DC to disbelieve it. A creature who discerns When you cast this spell, you can elect to
the illusion for what it is, sees it as a vague cause its magic to operate in the reverse
Page 3 (reverse)

Find Familiar (reverse)


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 your summon. Alternatively,
you can dismiss it forever. As an action while
it is temporarily dismissed, you can cause it to
reappear in an unoccupied space within 30
feet of you. You can't have more than one
familiar at a time. If you case 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 has 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.

Magic Circle (reverse) Hallucinatory Terrain (reverse)


direction, preventing a creature of the image superimposed on the terrain.
specified type from leaving the cylinder and
protecting targets outside it. At Higher Levels.
When you cast this spell using a spell slot of
4th level or higher, the duration increases by 1
hour for each slot level above 3rd.
Page 4

Mirror Image Misty Step Pulse Wave (Dunamancy)


Warlock Level 2 Illusion DC 19 Spell Mod +11 Warlock Level 2 Conjuration DC 19 Spell Mod +11 Warlock Level 3 Evocation DC 19 Spell Mod +11
1 Act. Self V,S 1 min 1 B.A. Self V Inst 1 Act. Self V,S Inst

Three illusory duplicates of yourself appear in Briefly surrounded by silvery mist, you You create intense pressure, unleash it in a
your space. Until the spell ends, the duplicates teleport up to 30 feet to an unoccupied space 30-foot cone, and decide whether the pressure
move with you and mimic your actions, that you can see. pulls or pushes creatures and objects. Each
shifting position so it's impossible to track creature in that cone must make a
which image is real. You can use your action to Constitution saving throw. A creature takes
dismiss the illusory duplicates. Each time a 6d6 force damage on a failed save, or half as
creature targets you with an attack during the much damage on a successful one. And every
spell's duration, roll a d20 to determine creature that fails the save is either pulled 15
whether the attack instead targets one of your feet toward you or pushed 15 feet away from
duplicates. If you have three duplicates, you you, depending on the choice you made for the
must roll a 6 or higher to change the attack's spell. In addition, unsecured objects that are
target to a duplicate. With two duplicates, you completely within the cone are likewise pulled
must roll an 8 or higher. With one duplicate, or pushed 15 feet. At Higher Levels. When you
you must roll an 11 or higher. A duplicate's AC cast this spell using a spell slot of 4th level or
equals 10 + your Dexterity modifier. If an higher, the damage increases by 1d6 and the
attack hits a duplicate, the duplicate is distance pulled or pushed increases by 5 feet
destroyed. A duplicate can be destroyed only for each slot level above 3rd.
by an attack that hits it. It ignores all other
damage and effects. The spell ends when all

Toll the Dead Vampiric Touch


Warlock - Necromancy cantrip DC 19 Spell Mod +11 Warlock Level 3 Necromancy DC 19 Spell Mod +11
1 Act. 60 ft V,S Inst 1 Act. Self V,S Conc, 1 min

You point at one creature you can see within The touch of your shadow-wreathed hand can
range, and the sound of a dolorous bell fills the siphon life force from others to heal your
air around it for a moment. The target must wounds. Make a melee spell attack against a
succeed on a Wisdom saving throw or take 1d8 creature within your reach. On a hit, the target
necrotic damage. If the target is missing any of takes 3d6 necrotic damage, and you regain hit
its hit points, it instead takes 1d12 necrotic points equal to half the amount of necrotic
damage. The spell's damage increases by one damage dealt. Until the spell ends, you can
die when you reach 5th level (2d8 or 2d12), 11th make the attack again on each of your turns as
level (3d8 or 3d12), and 17th level (4d8 or 4d12). an action. 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.
Page 4 (reverse)

Mirror Image (reverse)


three duplicates are destroyed. A creature is
unaffected by this spell if it can't see, if it relies
on senses other than sight, such as blindsight,
or if it can perceive illusions as false, as with
truesight.

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