You are on page 1of 9

Wizard 5 Waterdhavian Noble

CLASS & LEVEL BACKGROUND PLAYER NAME


Raynor Ghalidus IV, burgomestre de Phandalim
Human Lawful Good 6510
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
STRENGTH My eloquent flattery makes everyone I talk to feel
14 4.18 40
-1
like the most wonderful and important person in

the world.
3 PROFICIENCY BONUS

8 PERSONALITY TRAITS

Hit Point Maximum 32


DEXTERITY -1 Strength

4
4 Dexterity Noble Obligation. It is my duty to protect and care
CURRENT HIT POINTS
2 Constitution for the people beneath me. (Good)

8 Intelligence
18
2 Wisdom
IDEALS
2 Charisma
CONSTITUTION
TEMPORARY HIT POINTS
SAVING THROWS

2 5
The common folk must see me as a hero of the

people.
14 4 Acrobatics (Dex)
-1 Animal Handling (Wis)

INTELLIGENCE 8 Arcana (Int) BONDS

-1 Athletics (Str)

5 5 Deception (Cha)
NAME ATK DAMAGE/TYPE
In fact, the world does revolve around me.
8 History (Int)
20 -1 Insight (Wis) Dagger +7 1d4+4 Piercing
2 Intimidation (Cha)
WISDOM
8 Investigation (Int) Rapier - Olho d… +7 1d8+4 Piercing …
FLAWS

-1 -1

5
Medicine (Wis)

Nature (Int) Fire Bolt +8 2d10 Fire


2 Perception (Wis)
8 Feat - Mobile
5 Performance (Cha) Scroll of pedigr…
5 Persuasion (Cha) Position of Privilege
CHARISMA
5 Religion (Int) Ritual Casting
Light Crossbow +7 1d8+4 Piercing

2 4

4
Sleight of Hand (Dex)

Stealth (Dex)
Dragon's Breath… DC16 3d6 Fire
Arcane Recovery

Bladesinging
14 -1 Survival (Wis)
Bladesong
SKILLS Dragon's Breath… DC16 3d6 Cold
FEATURES & TRAITS

ATTACKS & SPELLCASTING


12 PASSIVE WISDOM (PERCEPTION)

8 10+25
CP SP EP GP PP
TOOL: Gaming set
LANGUAGE: Common, Draconic, Dwarven, Elvish,
1 Dagger
Harpspeak
1 Rapier
WEAPON: Dagger, Dart, Light Crossbow, Quarterstaff,
1 Component pouch
Rapier, Sling
1 --------------------------------------------

OTHER PROFICIENCIES & LANGUAGES


1 EXPLORER'S PACK
1 Spellbook
1 Backpack

EQUIPMENT
NAME ATK DAMAGE/TYPE CP SP EP GP PP
Total: 1 Total:
1 1
Dragon's Breath -… DC16 3d6 Lightning
1 Bedroll ARCANE RECOVERY SCROLL OF PEDIGREE

1 Mess kit
Dragon's Breath -… DC16 3d6 Acid
1 Tinderbox
Total: Total: 3
6 Rations
Dragon's Breath -… DC16 3d6 Poison 1 Waterskin 30 3
1 Hempen rope BOLTS BLADESONG

Burning Hands 3d6 Fire 1 --------------------------------------------


1 Dice Set
Total: 3 Total:
Magic Missile 1d4+1 Force 1 Fine Clothes
1 Signet Ring 3
1 Scroll of pedigree - Grimório POTION OF HEALING
Fireball DC16 8d6 Fire
1 Fine Clothes
1 Signet Ring
Total: Total:
1 Scroll of Pedigree
1 Purse
1 Torch
1 Roupa dos goblins
1 Adaga humana goblin
ATTACKS & SPELLCASTING Total: Total:
1 Light Crossbow
1 Crossbow Bolts (35)
1 Ingredientes alquímicos
1 Olho de Tymora - Ruby of the War Mage
1 Livros do empério de Netheril
1 Broche dos Harpistas
3 Potion of Healing - 1 c/Arendas
10 Oil (flask)
1 Potion of Acid Resistance
1 Scroll of Lightning Bolt

EQUIPMENT
INTELLIGENCE 16 8

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6 0

Booming Blade Counterspell

Fire Bolt Fireball

Mind Sliver Sending 7 0


Prestidigitation

Message
4 0
8 0

1 4
5 0
Absorb Elements 9 0
Alarm

Burning Hands

Detect Magic

Find Familiar

Identify

Mage Armor

Magic Missile

Shield

Silvery Barbs

Tenser's Floating Disk

2 3

Dragon's Breath - fire

Misty Step

Mirror Image

Hold Person

Suggestion

Dragon's Breath - cold

Dragon's Breath - Lightning

Dragon's Breath - Acid

Dragon's Breath - Poison


FEATURES & TRAITS
Feat - Mobile Arcane Recovery Bladesong
You are exceptionally speedy and agile. You gain the You have learned to regain some of your magical energy Bladesong TCE p76[–] Starting at 2nd level, you can
following benefits: -Your speed increases by 10 feet. by studying your spellbook. Once per day when you finish invoke a secret elven magic called the Bladesong, provided
-When you use the Dash action, difficult terrain doesn't a short rest, you can choose expended spell slots to recover. you aren't wearing medium or heavy armor or using a
cost you extra movement on that turn. -When you make a The spell slots can have a combined level that is equal to or shield. It graces you with supernatural speed, agility, and
melee attack against a creature, you don't provoke less than half your wizard level (rounded up), and none of focus. You can use a bonus action to start the Bladesong,
opportunity attacks from that creature for the rest of the the slots can be 6th level or higher. For example, if you’re which lasts for 1 minute. It ends early if you are
turn, whether you hit or not. a 4th-level wizard, you can recover up to two levels worth incapacitated, if you don medium or heavy armor or a
of spell slots. You can recover either a 2nd-level spell slot shield, or if you use two hands to make an attack with a
Position of Privilege or two 1st-level spell slots. weapon. You can also dismiss Bladesong at any time you
Thanks to your noble birth, people are inclined to think the choose (no action required). While your bladesong is
best of you. You are welcome in high society, and people Bladesinging active, you gain the following benefits: - You gain a bonus
assume you have the right to be wherever you are. The Bladesingers master a tradition of wizardry that to your AC equal to your Intelligence modifier (minimum
common folk make every effort to accommodate you and incorporates swordplay and dance. Originally created by of +1). - Your walking speed increases by 10 feet. - You
avoid your displeasure, and other people of high birth treat elves, this tradition has been adopted by non-elf have advantage on Dexterity (Acrobatics) checks. - You
you as a member of the same social sphere. You can secure practitioners, who honor and expand on the elven ways. In gain a bonus to any Constitution saving throws you make
an audience with a local noble if you need to. combat, a bladesinger uses a series of intricate, elegant to maintain concentration on a spell. The bonus equals
maneuvers that fend off harm and allow the bladesinger to your Intelligence modifier (minimum of +1). You can use
Ritual Casting channel magic into devastating attacks and a cunning this feature a number of times equal to your proficiency
You can cast a wizard spell as a ritual if that spell has the defense. Many who have observed a bladesinger at work bonus, and you regain all expended uses of it when you
ritual tag and you have the spell in your spellbook. You remember the display as one of the more beautiful finish a long rest. [bladesong](https://pixy.org/src/16
don’t need to have the spell prepared. experiences in their life, a glorious dance accompanied by /167204.png)
a singing blade. Training in War and Song (Bladesinging)
TCE p76[–] When you adopt this tradition at 2nd level,
you gain proficiency with light armor, and you gain
proficiency with one type of one-handed melee weapon of
your choice. You also gain proficiency in the Performance
skill if you don't already have it.
SPELLS
Booming Blade Prestidigitation Absorb Elements
Evocation cantrip Transmutation cantrip Abjuration 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 reaction, which you take when you take
Range: Self (5-foot radius) Range: 10 feet acid, cold, fire, lightning, or thunder damage
Target: one creature within 5 feet of you Target: See text Range: Self
Components: S M Components: V S Target: You
Duration: 1 round Duration: Up to 1 hour Components: S
Description: Description: Duration: 1 round
[ ](https://i.imgur.com/ZXoQpa1.jpg) You brandish the This spell is a minor magical trick that novice spellcasters Description:
weapon used in the spell's casting and make a melee attack use for practice. You create one of the following magical [ ](https://media.tenor.com/SV8vDPsbP04AAAAC/shield-
with it against one creature within 5 feet of you. On a hit, effects within range: You create an instantaneous, harmless spell.gif) The spell captures some of the incoming energy,
the target suffers the weapon attack's normal effects and sensory effect, such as a shower of sparks, a puff of wind, lessening its effect on you and storing it for your next
then becomes sheathed in booming energy until the start of faint musical notes, or an odd odor. You instantaneously melee attack. You have resistance to the triggering damage
your next turn. If the target willingly moves 5 feet or more light or snuff out a candle, a torch, or a small campfire. type until the start of your next turn. Also, the first time
before then, the target takes [[1d8]] thunder damage, and You instantaneously clean or soil an object no larger than 1 you hit with a melee attack on your next turn, the target
the spell ends. cubic foot. You chill, warm, or flavor up to 1 cubic foot of takes an extra [[1d6]] damage of the triggering type, and
At Higher Levels: This spell's damage increases when you nonliving material for 1 hour. You make a color, a small the spell ends.
reach certain levels. At 5th level, the melee attack deals an mark, or a symbol appear on an object or a surface for 1 At Higher Levels: When you cast this spell using a spell
extra 1d8 thunder damage to the target on a hit, and the hour. You create a nonmagical trinket or an illusory image slot of 2nd level or higher, the extra damage increases by
damage the target takes for moving increases to 2d8. Both that can fit in your hand and that lasts until the end of your 1d6 for each slot level above 1st
damage rolls increase by 1d8 at 11th level (2d8 and 3d8) next turn. If you cast this spell multiple times, you can
and again at 17th level (3d8 and 4d8). have up to three of its non-instantaneous effects active at a Alarm

time, and you can dismiss such an effect as an action. Abjuration 1


Fire Bolt Casting Time: 1 minute
Evocation cantrip Message Range: 30 feet
Casting Time: 1 action Transmutation cantrip Target: A door, a window, or an area within range that is
Range: 120 feet Casting Time: 1 action no larger than a 20-foot cube
Target: A creature or object within range Range: 120 feet Components: V S M
Components: V S Target: Duration: 8 hours
Duration: Instantaneous Components: V S M Description:
Description: Duration: 1 round You set an alarm against unwanted intrusion. Choose a
You hurl a mote of fire at a creature or object within range. Description: door, a window, or an area within range that is no larger
Make a ranged spell attack against the target. On a hit, the You point your finger toward a creature within range and than a 20-foot cube. Until the spell ends, an alarm alerts
target takes 1d10 fire damage. A flammable object hit by whisper a message. The target (and only the target) hears you whenever a Tiny or larger creature touches or enters
this spell ignites if it isn’t being worn or carried. This the message and can reply in a whisper that only you can the warded area. When you cast the spell, you can
spell’s damage increases by 1d10 when you reach 5th level hear. You can cast this spell through solid objects if you are designate creatures that won't set off the alarm. You also
(2d10), 11th level (3d10), and 17th level (4d10). familiar with the target and know it is beyond the barrier. choose whether the alarm is mental or audible. A mental
Magical silence, 1 foot of stone, 1 inch of common metal, a alarm alerts you with a ping in your mind if you are within
Mind Sliver thin sheet of lead, or 3 feet of wood blocks the spell. The 1 mile of the warded area. This ping awakens you if you
Enchantment cantrip spell doesn't have to follow a straight line and can travel are sleeping. An audible alarm produces the sound of a
Casting Time: 1 action freely around corners or through openings. hand bell for 10 seconds within 60 feet
Range: 60 feet
Target: one creature you can see within range
Components: V
Duration: 1 round
Description:
[Mind Sliver](https://i.imgur.com/3ihVqD8.jpg) You drive
a disorienting spike of psychic energy into the mind of one
creature you can see within range. The target must succeed
on an Intelligence saving throw or take [[1d6]] psychic
damage and subtract [[1d4]] from the next saving throw it
makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6
when you reach certain levels: 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
Burning Hands Find Familiar Identify
Evocation 1 Conjuration 1 Divination 1
Casting Time: 1 action Casting Time: 1 hour Casting Time: 1 minute
Range: Self (15-foot cone) Range: 10 feet Range: Touch
Target: Self (15-foot cone) Target: An unoccupied space within range Target:
Components: V S Components: V S M Components: V S M
Duration: Instantaneous Duration: Instantaneous Duration: Instantaneous
Description: Description: Description:
As you hold your hands with thumbs touching and fingers You gain the service of a familiar, a spirit that takes an You choose one object that you must touch throughout the
spread, a thin sheet of flames shoots forth from your animal form you choose: bat, cat, crab, frog (toad), hawk, casting of the spell. If it is a magic item or some other
outstretched fingertips. Each creature in a 15-foot cone lizard, octopus, owl, poisonous snake, fish (quipper), rat, magic-imbued object, you learn its properties and how to
must make a Dexterity saving throw. A creature takes 3d6 raven, sea horse, spider, or weasel. Appearing in an use them, whether it requires attunement to use, and how
fire damage on a failed save, or half as much damage on a unoccupied space within range, the familiar has the many charges it has, if any. You learn whether any spells
successful one. The fire ignites any flammable objects in statistics of the chosen form, though it is a celestial, fey, or are affecting the item and what they are. If the item was
the area that aren’t being worn or carried. fiend (your choice) instead of a beast. Your familiar acts created by a spell, you learn which spell created it. If you
At Higher Levels: When you cast this spell using a spell independently of you, but it always obeys your commands. instead touch a creature throughout the casting, you learn
slot of 2nd level or higher, the damage increases by 1d6 for In combat, it rolls its own initiative and acts on its own what spells, if any, are currently affecting it.
each slot level above 1st. turn. A familiar can’t attack, but it can take other actions as
normal. When the familiar drops to 0 hit points, it Mage Armor
Detect Magic disappears, leaving behind no physical form. It reappears Abjuration 1
Divination 1 after you cast this spell again While your familiar is within Casting Time: 1 action
Casting Time: 1 action 100 feet of you, you can communicate with it Range: Touch
Range: Self telepathically. Additionally, as an action, you can see Target: A willing creature who isn't wearing armor
Target: Self through your familiar’s eyes and hear what it hears until Components: V S M
Components: V S the start of your next turn, gaining the benefits of any Duration: 8 hours
Duration: ConcentrationUp to 10 minutes special senses that the familiar has. During this time, you Description:
Description: are deaf and blind with regard to your own senses. As an You touch a willing creature who isn’t wearing armor, and
For the duration, you sense the presence of magic within action, you can temporarily dismiss your familiar. It a protective magical force surrounds it until the spell ends.
30 feet of you. If you sense magic in this way, you can use disappears into a pocket dimension where it awaits your The target’s base AC becomes 13 + its Dexterity modifier.
your action to see a faint aura around any visible creature summons. Alternatively, you can dismiss it forever. As an The spell ends if the target dons armor or if you dismiss the
or object in the area that bears magic, and you learn its action while it is temporarily dismissed, you can cause it to spell as an action.
school of magic, if any. The spell can penetrate most reappear in any unoccupied space within 30 feet of you.
barriers, but it is blocked by 1 foot of stone, 1 inch of Magic Missile
You can’t have more than one familiar at a time. If you cast
common metal, a thin sheet of lead, or 3 feet of wood or Evocation 1
this spell while you already have a familiar, you instead
dirt. Casting Time: 1 action
cause it to adopt a new form. Choose one of the forms from
Range: 120 feet
the above list. Your familiar transforms into the chosen
Target: A creature of your choice that you can see within
creature. Finally, when you cast a spell with a range of
range
touch, your familiar can deliver the spell as if it had cast
Components: V S
the spell. Your familiar must be within 100 feet of you, and
Duration: Instantaneous
it must use its reaction to deliver the spell when you cast it.
Description:
If the spell requires an attack roll, you use your attack
You create three glowing darts of magical force. Each dart
modifier for the roll.
hits a creature of your choice that you can see within range.
A dart deals 1d4 + 1 force damage to its target. The darts
all strike simultaneously, and you can direct them to hit one
creature or several.
At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, the spell creates one more dart
for each slot above 1st.
Shield Dragon's Breath - fire Mirror Image
Abjuration 1 Transmutation 2 Illusion 2
Casting Time: 1 reaction, which you take when you are hit Casting Time: 1 bonus action Casting Time: 1 action
by an attack or targeted by the magic missile spell Range: Touch Range: Self
Range: Self Target: Each creature in a 15-foot cone originating from Target: Self
Target: Self you Components: V S
Components: V S Components: V S M Duration: 1 minute
Duration: 1 round Duration: Concentrationup to 1 minute Description:
Description: Description: Three illusory duplicates of yourself appear in your space.
An invisible barrier of magical force appears and protects You touch one willing creature and imbue it with the power Until the spell ends, the duplicates move with you and
you. Until the start of your next turn, you have a +5 bonus to spew magical energy from its mouth, provided it has mimic your actions, shifting position so it’s impossible to
to AC, including against the triggering attack, and you take one. Choose acid, cold, fire, lightning, or poison. Until the track which image is real. You can use your action to
no damage from magic missile. spell ends, the creature can use an action to exhale energy dismiss the illusory duplicates. Each time a creature targets
of the chosen type in a 15-foot cone. Each creature in that you with an attack during the spell’s duration, roll a d20 to
Silvery Barbs area must make a Dexterity saving throw, taking [[3d6]] determine whether the attack instead targets one of your
Enchantment 1 damage of the chosen type on a failed save, or half as much duplicates. If you have three duplicates, you must roll a 6
Casting Time: 1 reaction, which you take when a creature damage on a successful one. or higher to change the attack’s target to a duplicate. With
you can see within 60 feet of yourself succeeds on an At Higher Levels: When you cast this spell using a spell two duplicates, you must roll an 8 or higher. With one
attack roll, an ability check, or a saving throw slot of 3rd level or higher, the damage increases by 1d6 for duplicate, you must roll an 11 or higher. A duplicate’s AC
Range: 60 feet each slot level above 2nd. equals 10 + your Dexterity modifier. If an attack hits a
Target: duplicate, the duplicate is destroyed. A duplicate can be
Components: V Misty Step destroyed only by an attack that hits it. It ignores all other
Duration: Instantaneous Conjuration 2 damage and effects. The spell ends when all three
Description: Casting Time: 1 bonus action duplicates are destroyed. A creature is unaffected by this
You magically distract the triggering creature and turn its Range: Self spell if it can’t see, if it relies on senses other than sight,
momentary uncertainty into encouragement for another Target: Self such as blindsight, or if it can perceive illusions as false, as
creature. The triggering creature must reroll the d20 and Components: V with truesight.
use the lower roll. You can then choose a different creature Duration: Instantaneous
you can see within range (you can choose yourself). The Description: Hold Person
chosen creature has advantage on the next attack roll, Briefly surrounded by silvery mist, you teleport up to 30 Enchantment 2
ability check, or saving throw it makes within 1 minute. A feet to an unoccupied space that you can see. Casting Time: 1 action
creature can be empowered by only one use of this spell at Range: 60 feet
a time. Target: A humanoid that you can see within range
Components: V S M
Tenser's Floating Disk Duration: ConcentrationUp to 1 minute
Conjuration 1 Description:
Casting Time: 1 action Choose a humanoid that you can see within range. The
Range: 30 feet target must succeed on a Wisdom saving throw or be
Target: A point within range that you can see paralyzed for the duration. At the end of each of its turns,
Components: V S M the target can make another Wisdom saving throw. On a
Duration: 1 hour success, the spell ends on the target.
Description: At Higher Levels: When you cast this spell using a spell
This spell creates a circular, horizontal plane of force, 3 slot of 3rd level or higher, you can target on additional
feet in diameter and 1 inch thick, that floats 3 feet above humanoid for each slot level above 2nd. The humanoids
the ground in an unoccupied space of your choice that you must be within 30 feet of each other when you target them.
can see within range. The disk remains for the duration,
and can hold up to 500 pounds. If more weight is placed on
it, the spell ends, and everything on the disk falls to the
ground. The disk is immobile while you are within 20 feet
of it. If you move more than 20 feet away from it, the disk
follows you so that it remains within 20 feet of you. It can
move across uneven terrain, up or down stairs, slopes and
the like, but it can't cross an elevation change of 10 feet or
more. For example, the disk can't move across a 10-foot-
deep pit, nor could it leave such a pit if it was created at the
bottom. If you move more than 100 feet from the disk
(typically because it can't move around an obstacle to
follow you), the spell ends.
Suggestion Dragon's Breath - Lightning Dragon's Breath - Poison
Enchantment 2 Transmutation 2 Transmutation 2
Casting Time: 1 action Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: 30 feet Range: Touch Range: Touch
Target: A creature you can see within range that can hear Target: Each creature in a 15-foot cone originating from Target: Each creature in a 15-foot cone originating from
and understand you you you
Components: V M Components: V S M Components: V S M
Duration: ConcentrationUp to 8 hours Duration: Concentrationup to 1 minute Duration: Concentrationup to 1 minute
Description: Description: Description:
You suggest a course of activity (limited to a sentence or You touch one willing creature and imbue it with the power You touch one willing creature and imbue it with the power
two) and magically influence a creature you can see within to spew magical energy from its mouth, provided it has to spew magical energy from its mouth, provided it has
range that can hear and understand you. Creatures that one. Choose acid, cold, fire, lightning, or poison. Until the one. Choose acid, cold, fire, lightning, or poison. Until the
can’t be charmed are immune to this effect. The suggestion spell ends, the creature can use an action to exhale energy spell ends, the creature can use an action to exhale energy
must be worded in such a manner as to make the course of of the chosen type in a 15-foot cone. Each creature in that of the chosen type in a 15-foot cone. Each creature in that
action sound reasonable. Asking the creature to stab itself, area must make a Dexterity saving throw, taking 3d6 area must make a Dexterity saving throw, taking 3d6
throw itself onto a spear, immolate itself, or do some other damage of the chosen type on a failed save, or half as much damage of the chosen type on a failed save, or half as much
obviously harmful act ends the spell. The target must make damage on a successful one. damage on a successful one.
a Wisdom saving throw. On a failed save, it pursues the At Higher Levels: When you cast this spell using a spell At Higher Levels: When you cast this spell using a spell
course of action you described to the best of its ability. The slot of 3rd level or higher, the damage increases by 1d6 for slot of 3rd level or higher, the damage increases by 1d6 for
suggested course of action can continue for the entire each slot level above 2nd. each slot level above 2nd.
duration. If the suggested activity can be completed in a
shorter time, the spell ends when the subject finishes what Dragon's Breath - Acid Counterspell

it was asked to do. You can also specify conditions that Transmutation 2 Abjuration 3

will trigger a special activity during the duration. For Casting Time: 1 bonus action Casting Time: 1 reaction, which you take when you see a

example, you might suggest that a knight give her Range: Touch creature within 60 feet of you casting a spell

warhorse to the first beggar she meets. If the condition isn’t Target: Each creature in a 15-foot cone originating from Range: 60 feet

met before the spell expires, the activity isn’t performed. If you Target: A creature in the process of casting a spell

you or any of your companions damage the target, the spell Components: V S M Components: S

ends. Duration: Concentrationup to 1 minute Duration: Instantaneous


Description: Description:
Dragon's Breath - cold You touch one willing creature and imbue it with the power You attempt to interrupt a creature in the process of casting
Transmutation 2 to spew magical energy from its mouth, provided it has a spell. If the creature is casting a spell of 3rd level or
Casting Time: 1 bonus action one. Choose acid, cold, fire, lightning, or poison. Until the lower, its spell fails and has no effect. If it is casting a spell
Range: Touch spell ends, the creature can use an action to exhale energy of 4th level or higher, make an ability check using your
Target: Each creature in a 15-foot cone originating from of the chosen type in a 15-foot cone. Each creature in that spellcasting ability. The DC equals 10 + the spell’s level.
you area must make a Dexterity saving throw, taking 3d6 On a success, the creature’s spell fails and has no effect. At
Components: V S M damage of the chosen type on a failed save, or half as much Higher Levels. When you cast this spell using a spell slot
Duration: Concentrationup to 1 minute damage on a successful one. of 4th level or higher, the interrupted spell has no effect if
Description: At Higher Levels: When you cast this spell using a spell its level is less than or equal to the level of the spell slot
You touch one willing creature and imbue it with the power slot of 3rd level or higher, the damage increases by 1d6 for you used.
to spew magical energy from its mouth, provided it has each slot level above 2nd.
one. Choose acid, cold, fire, lightning, or poison. Until the
spell ends, the creature can use an action to exhale energy
of the chosen type in a 15-foot cone. Each creature in that
area must make a Dexterity saving throw, taking 3d6
damage of the chosen type on a failed save, or half as much
damage on a successful one.
At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each slot level above 2nd.
Fireball Sending
Evocation 3 Evocation 3
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Unlimited
Target: A point you choose within range Target:
Components: V S M Components: V S M
Duration: Instantaneous Duration: 1 round
Description: Description:
A bright streak flashes from your pointing finger to a point You send a short message of twenty-five words or less to a
you choose within range and then blossoms with a low roar creature with which you are familiar. The creature hears
into an explosion of flame. Each creature in a 20-foot- the message in its mind, recognizes you as the sender if it
radius sphere centered on that point must make a Dexterity knows you, and can answer in a like manner immediately.
saving throw. A target takes 8d6 fire damage on a failed The spell enables creatures with Intelligence scores of at
save, or half as much damage on a successful one. The fire least 1 to understand the meaning of your message. You
spreads around corners. It ignites flammable objects in the can send the message across any distance and even to other
area that aren’t being worn or carried. planes of existence, but if the target is on a different plane
At Higher Levels: When you cast this spell using a spell than you, there is a 5 percent chance that the message
slot of 4th level or higher, the damage increases by 1d6 for doesn't arrive.
each slot level above 3rd.

You might also like