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Level 11 Human Wizard, School of Illusion 85000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Rath Modar
Sage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Tough. Your hit points maximum increases by 22.


STRENGTH Unarmored (13) 16 Arcane Recovery. Once per day when you finish a
PROFICIENCY BONUS +4
8
SHIELD
AC short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level
N
CIE C
that is equal to or less than 6.
-1 Strength
Y
PROFI

-1 Illusion Savant. The gold and time you must spend


+3 Dexterity
to copy an illusion spell into your spellbook is
+2 Constitution ARMOR CLASS halved.
DEXTERITY
✘ +8 Intelligence
MAXIMUM HIT DICE TEMPORARY Improved Minor Illusion. When you cast minor
16 ✘ +5 Wisdom

+0 Charisma
90 11d6 illusion, you can create both a sound and an image
with a single casting of the spell.
CONDITIONAL
Malleable Illusions (Action). When you cast an
+3 illusion spell that has a duration of 1 minute or
longer, you can change the nature of that illusion,
CURRENT HIT POINTS provided that you can see the illusion.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Illusory Self (Reaction—1/Short Rest). When a
14 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature makes an attack roll against you, you can
interpose the illusory duplicate between the
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION attacker and yourself. The attack automatically


+1 Animal Handling (Wis)
misses you, then the illusion dissipates.
+2 ✘ +8 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

18 ✘


+8 History (Int)
+5 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+4 ✘ +8 Investigation (Int)
+1 Medicine (Wis)
WISDOM +4 Nature (Int)

12 +1 Perception (Wis)
+0 Performance (Cha)
+0 Persuasion (Cha)
+1 ✘ +8 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA +3 Stealth (Dex)

10 +1 Survival (Wis)
SKILLS

+0 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Staff of Fire 5 ft +3 vs AC 1d6-1 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Infernal, Giant, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Rath Modar
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

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 Staff of Fire. You have resistance to fire damage while
[Staff of Fire] 1 4 you hold this staff.
The staff has 10 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast one
of the following spells from it, using your spell save DC:
burning hands (1 charge), fireball (3 charges), or wall of
fire (4 charges).
The staff regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1,
the staff blackens, crumbles into cinders, and is
destroyed.

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

4 lb / 120 lb 240 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 +8 16 15

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Illusion

CANTRIPS Chill Touch Fire Bolt


Minor Illusion Shocking Grasp Thunderclap
Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● ● Absorb Elements ● Feather Fall


● Mage Armor ● Magic Missile ● Shield
● Thunderwave

2ND LEVEL 3 SPELL SLOTS ● Mirror Image ● Misty Step

3RD LEVEL 3 SPELL SLOTS ● Counterspell ● Dispel Magic


● Fly

4TH LEVEL 3 SPELL SLOTS ● Fire Shield ● Greater Invisibility

5TH LEVEL 2 SPELL SLOTS ● Synaptic Static

6TH LEVEL 1 SPELL SLOTS ● Chain Lightning

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Burning Hands (Spellcasting) Chromatic Orb (Spellcasting)

2ND LEVEL Flaming Sphere (Spellcasting) Invisibility (Spellcasting)

3RD LEVEL Fireball (Spellcasting)


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

4TH LEVEL Wall of Fire (Spellcasting) Blight (Spellcasting)

5TH LEVEL Wall of Force (Spellcasting) Cone of Cold (Spellcasting)


Negative Energy Flood (Spellcasting)

6TH LEVEL Mental Prison (Spellcasting)


Chill Touch Fire Bolt Minor Illusion
Necromancy Cantrip Evocation Cantrip Illusion 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 Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS S, M (a bit of fleece)

You create a ghostly, skeletal hand in the space of a creature within You hurl a mote of fire at a creature or object within range. Make a You create a sound or an image of an object within range that lasts
range. Make a ranged spell attack against the creature to assail it ranged spell attack against the target. On a hit, the target takes 1d10 for the duration. The illusion also ends if you dismiss it as an action or
with the chill of the grave. On a hit, the target takes 1d8 necrotic fire damage. A flammable object hit by this spell ignites if it isn’t cast this spell again. If you create a sound, its volume can range from
damage, and it can’t regain hit points until the start of your next turn. being worn or carried. a whisper to a scream. It can be your voice, someone else’s voice, a
Until then, the hand clings to the target. If you hit an undead target, This spell’s damage increases by 1d10 when you reach 5th level lion’s roar, a beating of drums, or any other sound you choose. The
it also has disadvantage on attack rolls against you until the end of (2d10), 11th level (3d10), and 17th level (4d10). sound continues unabated throughout the duration, or you can make
your next turn. This spell’s damage increases by 1d8 when you reach discrete sounds at different times before the spell ends. If you create
5th level (2d8), 11th level (3d8), and 17th level (4d8). an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is 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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Improved Minor Illusion (Wizard) Player’s Handbook

Shocking Grasp Thunderclap Toll the Dead


Evocation Cantrip Evocation Cantrip Necromancy Cantrip

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


RANGE Touch RANGE 5 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS V, S

Lightning springs from your hand to deliver a shock to a creature you You create a burst of thunderous sound, which can be heard 100 feet You point at one creature you can see within range, and the sound of
try to touch. Make a melee spell attack against the target. You have away. Each creature other than you within range, other than you, a dolorous bell fills the air around it for a moment. The target must
advantage on the attack roll if the target is wearing armor made of must succeed on a Constitution saving throw or take 1d6 thunder succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
metal. On a hit, the target takes 1d8 lightning damage, and it can’t damage. the target is missing any of its hit points, it instead takes 1d12
take reactions until the start of its next turn. The spell’s damage increases by 1d6 when you reach 5th level necrotic damage.
The spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The spell’s damage increases by one die when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8). (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Xanathar’s Guide to Everything

Absorb Elements Burning Hands Chromatic Orb


1st-level abjuration 1st-level evocation 1st-level evocation

CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Self (15-foot cone) RANGE 90 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S, M (a diamond worth at least 50 gp)

The spell captures some of the incoming energy, lessening its effect As you hold your hands with thumbs touching and fingers spread, a You hurl a 4-inch-diameter sphere of energy at a creature that you
on you and storing it for your next melee attack. You have resistance thin sheet of flames shoots forth from your outstretched fingertips. can see within range. You choose acid, cold, fire, lightning, poison, or
to the triggering damage type until the start of your next turn. Also, Each creature in a 15-foot cone must make a Dexterity saving throw. thunder for the type of orb you create, and then make a ranged spell
the first time you hit with a melee attack on your next turn, the A creature takes 3d6 fire damage on a failed save, or half as much attack against the target. If the attack hits, the creature takes 3d8
target takes an extra 1d6 damage of the triggering type, and the spell damage on a successful one. The fire ignites any flammable objects in damage of the type you choose.
ends. the area that aren’t being worn or carried. 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 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
level or higher, the extra damage increases by 1d6 for each slot level level or higher, the damage increases by 1d6 for each slot level above 1st.
above 1st. 1st.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Feather Fall Mage Armor Magic Missile
1st-level transmutation 1st-level abjuration 1st-level evocation

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


RANGE 60 feet RANGE Touch RANGE 120 feet
DURATION 1 minute DURATION 8 hours DURATION Instantaneous
COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S, M (a piece of cured leather) COMPONENTS V, S

Reaction: When you or a creature within 60 feet of you falls Choose You touch a willing creature who isn’t wearing armor, and a You create three glowing darts of magical force. Each dart hits a
up to five falling creatures within range. A falling creature’s rate of protective magical force surrounds it until the spell ends. The target’s creature of your choice that you can see within range. A dart deals
descent slows to 60 feet per round until the spell ends. If the creature base AC becomes 13 + its Dexterity modifier. The spell ends it if the 1d4 + 1 force damage to its target. The darts all strike simultaneously,
lands before the spell ends, it takes no falling damage and can land target dons armor or if you dismiss the spell as an action. and you can direct them to hit one creature or several.
on its feet, and the spell ends for that creature. 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 level
above 1st.

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

Shield Thunderwave Flaming Sphere


1st-level abjuration 1st-level evocation 2nd-level conjuration

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


RANGE Self RANGE Self (15-foot cube) RANGE 60 feet
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of
powdered iron)

Reaction trigger: You are hit by an attack or targeted by the magic A wave of thunderous force sweeps out from you. Each creature in a A 5-foot-diameter sphere of fire appears in an unoccupied space of
missile spell An invisible barrier of magical force appears and protects 15-foot cube originating from you must make a Constitution saving your choice within range and lasts for the duration. Any creature that
you. Until the start of your next turn, you have a +5 bonus to AC, throw. On a failed save, a creature takes 2d8 thunder damage and is ends its turn within 5 feet of the sphere must make a Dexterity saving
including against the triggering attack, and you take no damage from pushed 10 feet away from you. On a successful save, the creature throw. The creature takes 2d6 fire damage on a failed save, or half as
magic missile. takes half as much damage and isn’t pushed. In addition, unsecured much damage on a successful one. As a bonus action, you can move
objects that are completely within the area of effect are the sphere up to 30 feet. If you ram the sphere into a creature, that
automatically pushed 10 feet away from you by the spell’s effect, and creature must make the saving throw against the sphere’s damage,
the spell emits a thunderous boom audible out to 300 feet. and the sphere stops moving this turn. When you move the sphere,
At Higher Levels. When you cast this spell using a spell slot of 2nd you can direct it over barriers up to 5 feet tall and jump it across pits
level or higher, the damage increases by 1d8 for each slot level above up to 10 feet wide. The sphere ignites flammable objects not being
1st. worn or carried, and it sheds bright light in a 20-foot radius and dim
light for an additional 20 feet.
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.

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

Invisibility Mirror Image Misty Step


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

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE Self RANGE Self
DURATION Concentration, up to 1 hour DURATION 1 minute 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 Three illusory duplicates of yourself appear in your space. Until the 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 spell ends, the duplicates move with you and mimic your actions, unoccupied space that you can see.
target’s person. The spell ends for a target that attacks or casts a shifting position so it’s impossible to track which image is real. You
spell. can use your action to dismiss the illusory duplicates. Each time a
At Higher Levels. When you cast this spell using a spell slot of 3rd creature targets you with an attack during the spell’s duration, roll a
level or higher, you can target one additional creature for each slot d20 to determine whether the attack instead targets one of your
level above 2nd. duplicates. If you have three duplicates, you must roll a 6 or higher to
change the attack’s target to a duplicate. With two duplicates, you
must roll an 8 or higher. With one duplicate, you must roll an 11 or
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate can be
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all 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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Counterspell Dispel Magic Fireball
3rd-level abjuration 3rd-level abjuration 3rd-level evocation

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


RANGE 60 feet RANGE 120 feet RANGE 150 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S, M (a tiny ball of bat guano and sulfur)

Reaction: When you see a creature within 60 feet of you casting a Choose any creature, object, or magical effect within range. Any spell A bright streak flashes from your pointing finger to a point you
spell You attempt to interrupt a creature in the process of casting a of 3rd level or lower on the target ends. For each spell of 4th level or choose within range and then blossoms with a low roar into an
spell. If the creature is casting a spell of 3rd level or lower, its spell higher on the target, make an ability check using your spellcasting explosion of flame. Each creature in a 20-foot-radius sphere centered
fails and has no effect. If it is casting a spell of 4th level or higher, ability. The DC equals 10 + the spell’s level. On a successful check, the on that point must make a Dexterity saving throw. A target takes 8d6
make an ability check using your spellcasting ability. The DC equals spell ends. fire damage on a failed save, or half as much damage on a successful
10+ the spell’s level. On a success, the creature’s spell fails and has At Higher Levels. When you cast this spell using a spell slot of 4th one.
no effect. level or higher, you automatically end the effects of a spell on the The fire spreads around corners. It ignites flammable objects in the
At Higher Levels. When you cast this spell using a spell slot of 4th target if the spell’s level is equal to or less than the level of the spell area that aren’t being worn or carried.
level or higher, the interrupted spell has no effect if its level is less slot you used. At Higher Levels. When you cast this spell using a spell slot of 4th
than or equal to the level of the spell slot you used. level or higher, the damage increases by 1d6 for each slot level above
3rd.

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

Fly Blight Fire Shield


3rd-level transmutation 4th-level necromancy 4th-level evocation

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


RANGE Touch RANGE 30 feet RANGE Self
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION 10 minutes
COMPONENTS V, S, M (a wing feather from any bird) COMPONENTS V, S COMPONENTS V, S, M (a bit of phosphorous or a firefly)

You touch a willing creature. The target gains a flying speed of 60 feet Necromantic energy washes over a creature of your choice that you Thin and wispy flames wreathe your body for the duration, shedding
for the duration. When the spell ends, the target falls if it is still aloft, can see within range, draining moisture and vitality from it. The bright light in a 10-foot radius and dim light for an additional 10 feet,
unless it can stop the fall. target must make a Constitution saving throw. The target takes 8d8 You can end the spell early by using an action to dismiss it. The
At Higher Levels. When you cast this spell using a spell slot of 4th necrotic damage on a failed save, or half as much damage on a flames provide you with a warm shield or a chill shield, as you
level or higher, you can target one additional creature for each slot successful one. This spell has no effect on undead or constructs. If choose. The warm shield grants you resistance to cold damage, and
level above 3rd. you target a plant creature or a magical plant, it makes the saving the chill shield grants you resistance to fire damage. In addition,
throw with disadvantage, and the spell deals maximum damage to it. whenever a creature within 5 feet of you hits you with a melee
If you target a nonmagical plant that isn’t a creature, such as a tree or attack, the shield erupts with flame. The attacker takes 2d8 fire
shrub, it doesn’t make a saving throw damage from a warm shield, or 2d8 cold damage from a cold shield.

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

Greater Invisibility Wall of Fire Cone of Cold


4th-level illusion 4th-level evocation 5th-level evocation

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


RANGE Touch RANGE 120 feet RANGE Self (60-foot cone)
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a small piece of phosphorus) COMPONENTS V, S, M (a small crystal or glass cone)

You or a creature you touch becomes invisible until the spell ends. You create a wall of fire on a solid surface within range. You can A blast of cold air erupts from your hands. Each creature in a 60-foot
Anything the target is wearing or carrying is invisible as long as it is on make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a cone must make a Constitution saving throw. A creature takes 8d8
the target’s person. ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. cold damage on a failed save, or half as much damage on a successful
The wall is opaque and lasts for the duration. one. A creature killed by this spell becomes a frozen statue until it
When the wall appears, each creature within its area must make a thaws.
Dexterity saving throw. On a failed save, a creature takes 5d8 fire At Higher Levels. When you cast this spell using a spell slot of 6th
damage, or half as much damage on a successful save. level or higher, the damage increases by 1d8 for each slot level above
One side of the wall, selected by you when you cast this spell, deals 5th.
5d8 fire damage to each creature that ends its turn within 10 feet of
that side or inside the wall. A creature takes the same damage when
it enters the wall for the first time on a turn or ends its turn there.
The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d8 for each slot level above
4th.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Negative Energy Flood Synaptic Static Wall of Force
5th-level necromancy 5th-level enchantment 5th-level evocation

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


RANGE 60 feet RANGE 120 feet RANGE 120 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, M (a broken bone and a square of black silk) COMPONENTS V, S COMPONENTS V, S, M (a pinch of powder made by crushing a clear gemstone)

You send ribbons of negative energy at one creature you can see You choose a point within range and cause psychic energy to explode An invisible wall of force springs into existence at a point you choose
within range. Unless the target is undead, it must make a there. Each creature in a 20 foot radius sphere centered on that point within range. The wall appears in any orientation you choose, as a
Constitution saving throw, taking 5d12 necrotic damage on a failed must make an Intelligence saving throw. A creature with an horizontal or vertical barrier or at an angle. It can be free floating or
save, or half as much damage on a successful one. A target killed by Intelligence score of 2 or lower can’t be affected by this spell. A resting on a solid surface. You can form it into a hemispherical dome
this damage rises up as a zombie at the start of your next turn. The target takes 8d6 psychic damage on a failed save, or half as much or a sphere with a radius of up to 10 feet, or you can shape a flat
zombie pursues whatever creature it can see that is closest to it. damage on a successful one. surface made up of ten 10-foot-by-10-foot panels. Each panel must
Statistics for the zombie are in the Monster Manual. After a failed save, a target has muddled thoughts for 1 minute. be contiguous with another panel. In any form, the wall is 1/4 inch
If you target an undead with this spell, the target doesn’t make a During that time, it rolls a d6 and subtracts the number rolled from thick. It lasts for the duration. If the wall cuts through a creature’s
saving throw. Instead, roll 5d12. The target gains half the total as all its attack rolls and ability checks, as well as its Constitution saving space when it appears, the creature is pushed to one side of the wall
temporary hit points. throws to maintain concentration. The target can make an (your choice which side).
Intelligence saving throw at the end of each of its turns, ending the Nothing can physically pass through the wall. It is immune to all
effect on itself on a success. damage and can’t be dispelled by dispel magic. A disintegrate spell
destroys the wall instantly, however. The wall also extends into the
Ethereal Plane, blocking ethereal travel through the wall.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook

Chain Lightning Mental Prison


6th-level evocation 6th-level illusion

CASTING TIME 1 action CASTING TIME 1 actoin


RANGE 150 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a bit of fur, a piece of amber, glass, or crystal rod, and three COMPONENTS S
silver pins)

You create a bolt of lightning that arcs toward a target of your choice You attempt to bind a creature within an illusory cell that only it
that you can see within range. Three bolts then leap from that target perceives. One creature you can see within range must make an
to as many as three other targets, each of which must be within 30 Intelligence saving throw. The target succeeds automatically if it is
feet of the first target. A target can be a creature or an object and can immune to being charmed. On a successful save, the target takes
be targeted by only one of the bolts. 5d10 psychic damage, and the spell ends. On a failed save, the target
A target must make a Dexterity saving throw. The target takes takes 5d10 psychic damage, and you make the area immediately
10d8 lightning damage on a failed save, or half as much damage on a around the target’s space appear dangerous to it in some way. You
successful one. might cause the target to perceive itself as being surrounded by fire,
At Higher Levels. When you cast this spell using a spell slot of 7th floating razors, or hideous maws filled with dripping teeth. Whatever
level or higher, one additional bolt leaps from the first target to form the illusion takes, the target can’t see or hear anything beyond
another target for each slot level above 6th. it and is restrained for the spell’s duration. If the target is moved out
of the illusion, makes a melee attack through it, or reaches any part
of its body through it, the target takes 10d10 psychic damage, and
the spell ends.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything


Staff of Fire
Weapons

You have resistance to fire damage while you hold this


staff.
The staff has 10 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC: burning
hands (1 charge), fireball (3 charges), or wall of fire (4
charges).
The staff regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1, the
staff blackens, crumbles into cinders, and is destroyed.

4 lb. Dungeon Master’s Guide

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