Baragon of The Starfeller

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Level 20 Hill Dwarf Sorcerer (14) / Bard (4) / Warlock (2) 355000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Baragon of the Starfeller
Sailor Chaotic Neutral Selune Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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

STRENGTH Unarmored (12) 17 darkness as if it were dim light.


War Caster. You have advantage on Constitution saving throws that you make to maintain your
PROFICIENCY BONUS +6 concentration on a spell when you take damage.You can perform the somatic components of

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SHIELD spells even when you have weapons or a shield in one or both hands.When a hostile creature’s
AC movement provokes an opportunity attack from you, you can use your reaction to cast a spell
at the creature, rather than making an opportunity attack. The spell must have a casting time of
1 action and must target only that creature.

N
CIE C
Bracers of Defense (2), Cloak of Protection (1), Staff of Power (2) Mage Slayer. When a creature within 5 feet of you casts a spell, you can use your reaction to
make a melee weapon attack against that creature.When you damage a creature that is
+4 Strength
Y
PROFI

+1 concentrating on a spell, that creature has disadvantage on the saving throw it makes to
maintain its concentration.You have advantage on saving throws against spells cast by
+5 Dexterity creatures within 5 feet of you.
Squat Nimbleness. You have advantage on any Athletics or Acrobatics check you make to
✘ +13 Constitution ARMOR CLASS escape from being grappled.

DEXTERITY Resolute Caster. Your spells with a duration of concentration remain in effect after you lose
+3 Intelligence concentration until the start of your next turn. This is true whether you lost concentration from
MAXIMUM HIT DICE TEMPORARY taking damage, from being knocked unconscious, or even from being killed.

14 ✘
+4 Wisdom

+15 Charisma
200 14d6/6d8 Spell Sniper. When you cast a spell that requires you to make an attack roll, the spell’s range is
doubled.Your ranged spell attacks ignore half cover and three-quarters cover.
Sea Sorcerer. Your heritage ties to powerful creatures of the sea.
CONDITIONAL

+2
Font of Magic (Bonus Action). You have 14 Sorcery Points. You can transform unexpended
sorcery points into one spell slot (2 > 1st, 3 > 2nd, 5 > 3rd, 6 > 4th, 7 > 5th) on your turn or you
can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Metamagic. You can use only one Metamagic option on a spell when you cast it, unless
CURRENT HIT POINTS otherwise noted.
Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2
CONSTITUTION DEATH SAVING THROWS sorcery points to change the casting time to 1 bonus action for this casting.
SAVING THROWS Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range
of self, you can spend a number of sorcery points equal to the spell’s level to target a second

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creature in range with the same spell (1 sorcery point if the spell is a cantrip).
SPEED FLY CLIMB SWIM Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any
N somatic or verbal components.
CIE C

+5 Acrobatics (Dex) 30ft. 0ft. 0ft. 30ft.


Y
PROFI

RT

EXPE Soul of the Sea. You can breathe underwater and you have a swimming speed of 30 feet.
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Curse of the Sea. When you hit a creature with a cantrip's attack or when a creature fails a
+4 +3 Arcana (Int) Darkvision
saving throw against your cantrip, you can curse the target until the end of your next turn or
until you curse a different creature. 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
✘✘ +13 Athletics (Str) Resistances. Fire, Poison spell isn't a cantrip (you choose the effect to use if more than one effect applies): 1.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
INTELLIGENCE ✘ +12 Deception (Cha) speed, use whichever reduction is greater. 2.Lightning Damage: If the affected target takes
lightning damage from your spell, the target takes an additional 6 lightning damage. 3.Forced

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Movement: If the target is moved by your spell, increase the distance it is moved by 15 feet.
+3 History (Int)
Watery Defense. You gain resistance to fire damage. As a reaction when you are hit by an
✘ +7 Insight (Wis) attack and take bludgeoning, piercing, or slashing damage from the attack, you can reduce that
damage by 20, 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.
+9 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +3 Investigation (Int)
Shifting Form. When you move on your turn, you take only half damage from opportunity
attacks, and you can move through any enemy's space but can't willingly end your move there.
On your turn, you can move through any space that is at least 3 inches in diameter and do so
without squeezing. When you stop moving, the regular squeezing rules apply if you're in a
+4 Medicine (Wis) Dwarven Resilience. You have advantage on space one size smaller than you. You can't willingly stop in a space smaller than that, and if
you're forced to do so, you immediately flow to the nearest space that can fit you, back along

WISDOM
saving throws against poison, and you have the path of your movement.
+3 Nature (Int) resistance against poison damage. Bardic Inspiration (Bonus Action—6/Long Rest). Inspire one creature other than yourself
within 60 feet of you who can hear you. It gains one Bardic Inspiration die, a d6.Once within the

12 +7 Perception (Wis)
✘ next 10 minutes, the creature can roll the die and add the number rolled to one ability check,
attack roll, or saving throw it makes.
Stonecunning. A +15 on History checks related to
+9 Performance (Cha) origin of stonework. Song of Rest. You or any friendly creatures who can hear your performance regain hp at the
end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra
1d6 hit points.
✘✘ +18 Persuasion (Cha)
+1 +3 Religion (Int)
Silver Tongue. When you make a Persuasion or Deception check, you can treat a d20 roll of 9 or
lower as a 10.
Unsettling Words (Bonus Action). You can expend one use of your Bardic Inspiration and
+5 Sleight of Hand (Dex) choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The
creature must subtract the number rolled from the next saving throw it makes before the start
CHARISMA +5 Stealth (Dex)
of your next turn.
Eldritch Invocations.

22
Devil’s Sight. You can see normally in darkness, both magical and nonmagical, to a distance of
+4 Survival (Wis) 120 feet.
Eldritch Spear. When you cast eldritch blast, its range is 300 feet.
SKILLS
Genie’s Vessel. Your patron gifts you a tiny magical vessel (20 AC, 8 HP) that grants you a
measure of the genie’s power. You can use it as a spellcasting focus for your warlock
spells.While you are touching the vessel, you can use Bottled Respite or Genie’s Wrath.The
+6 17 PASSIVE PERCEPTION vessel is immune to poison and psychic damage and when it is destroyed or you lose it, you can
perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be
performed during a short or long rest, and the previous vessel is destroyed if it still exists. The
vessel vanishes when you die.
Bottled Respite (Action—1/Long Rest). You can magically vanish and enter your vessel, which
ADVANTAGE
remains in the space you left. The interior of the vessel is an extradimensional space in the
shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is
comfortably appointed with cushions and low tables and is a comfortable temperature. While
INITIATIVE +5 1 Attack / Attack Action RACIAL TRAITS
inside, you can hear the area around your vessel as if you were in its space. You can remain
inside the vessel up to 12 hours. You exit the vessel early if you use a bonus action to leave, if
you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied
space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel
is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to
the vessel’s former space.
NAME RANGE ATTACK DAMAGE / TYPE
Genie’s Wrath (Genie’s Vessel). Once during each of your turns when you hit with an attack
Staff of Power 5 ft +9 vs AC 1d6+3 bludgeoning roll, you can deal 6 extra cold damage to the target.

Versatile
FEATURES & TRAITS
Handaxe 20/60 +7 vs AC 1d6+1 slashing
Light, Thrown
Armor Proficiencies. Light Armor

Weapon Proficiencies. Battleaxe, Handaxe, Light


Hammer, Warhammer, Dagger, Dart, Sling,
Quarterstaff, Crossbow, Light, Simple Melee
Weapons

Tool Proficiencies. Navigator’s tools, Vehicles water,


Smith’s tools, Drum

Languages. Common, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 196 4'1'' 150lbs
GENDER AGE HEIGHT WEIGHT
Baragon of the Starfeller Blue grey Pale and fair White
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

I was born in a town. I was born into money and there was little I wanted that I could not have. My parents were married.
undefined I had a few siblings. I was a middle child, oft ignored. I was born in a barn. There were no strange
circumstances that surrounded my birth. Something wonderful happened when I was a child. A lasting peace was
I stretch the truth for the sake of a good story. established between my homeland and our most rabid enemies. When I grew older, I began travelling the world.
My language is as foul as an otyugh nest.

PERSONALITY TRAITS

Freedom. The sea is freedom—the freedom to go


anywhere and do anything. (Chaotic)

IDEAL

I’m loyal to my captain first, everything else second.

BOND

I can’t help but pocket loose coins and other trinkets


I come across.

FLAW BACKGROUND STORY

Smuggler’s Sense
You’re familiar with the docks of Baldur’s Gate, the
movement of inspectors and tax collectors, the way
cargo and coin flows. As a result, it’s easy for you to
hustle a load of cargo ashore or see such a cargo
onto a cooperative ship without attracting suspicion
or taxation. You also know the movements of the
Gray Wavers—the Flaming Fist harbor guards—and
have a sense of to operate the city’s mechanized
cranes.

BACKGROUND FEATURE

A black pirate flag adorned with a dragon’s skull

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Bracers of Defense. While wearing these bracers, you
gain a +2 bonus to AC if you are wearing no armor and
Explorer’s Pack 1 10 [Staff of Power] 1 4 using no shield.
Handaxe 1 2 Anklet of Levitation 1 —
Bag of Holding 1 15 Cloak of Protection. You gain a +1 bonus to AC and
saving throws while you wear this cloak.
[Bracers of Defense] 1 —
Ordinary Brush 1 — Staff of Power. This staff can be wielded as a magic
quarterstaff that grants a +2 bonus to attack and
[Cloak of Protection] 1 — damage rolls made with it. While holding it, you gain a
Ring of Quick Action 1 — +2 bonus to Armor Class, saving throws, and spell attack
rolls.
[Ancient Heart (Charisma +2)] 1 — The staff has 20 charges for the following properties.
The staff regains 2d8 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1,
the staff retains its +2 bonus to attack and damage rolls
but loses all other properties. On a 20, the staff regains
1d8 + 2 charges.
Power Strike. When you hit with a melee attack using
the staff, you can expend 1 charge to deal an extra 1d6
force damage to the target.
Spells. While holding this staff, 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 and
spell attack bonus: cone of cold (5 charges), fireball (5th-
level version, 5 charges), globe of invulnerability (6
charges), hold monster (5 charges), levitate (2 charges),
lightning bolt (5th-level version, 5 charges), magic
missile (1 charge), ray of enfeeblement (1 charge), or
wall of force (5 charges).
Retributive Strike. You can use an action to break the
ATTUNED MAGIC ITEMS 3 / 3 staff over your knee or against a solid surface,
performing a retributive strike. The staff is destroyed
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb and releases its remaining magic in an explosion that
expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a
random plane of existence, avoiding the explosion. If you
fail to avoid the effect, you take force damage equal to
16 x the number of charges in the staff. Every other
creature in the area must make a DC 17 Dexterity saving
throw. On a failed save, a creature takes an amount of
damage based on how far away it is from the point of
origin, as shown in the following table. On a successful
save, a creature takes half as much damage.

Ancient Heart (Charisma +2). This is the heart of an


elder being, pulsing with eldritch power and quivering
with unnatural intent. You can consume it as an action.
COPPER SILVER ELECTRUM GOLD PLATINUM Roll a d6. You can increase one of your ability scores by a
number of points equal to half the result (rounded
0 0 0 0 0 down) and increase the maximum by the same amount.
If you roll a 2, you die, your corpse is transformed into
an unspeakable creature of CR 20 or greater, and you
ENCUMBRANCE — LIFTING AND CARRYING cannot be resurrected.
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

31 lb / 180 lb 360 lb

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

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

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

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +14 20 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Sea Sorcerer

CANTRIPS Light Mage Hand


Prestidigitation Ray of Frost Shape Water
Wind Lash

1ST LEVEL 4 SPELL SLOTS Shield Sudden Awakening


Tireless

2ND LEVEL 3 SPELL SLOTS Enlarge/Reduce Knock

3RD LEVEL 3 SPELL SLOTS Hail Blast Lightning Bolt


Thunder Step

4TH LEVEL 3 SPELL SLOTS Storm Sphere

5TH LEVEL 3 SPELL SLOTS Animate Objects Telekinesis

6TH LEVEL 1 SPELL SLOTS Disintegrate

7TH LEVEL 1 SPELL SLOTS Plane Shift

8TH LEVEL 1 SPELL SLOTS

9TH LEVEL 1 SPELL SLOTS

Charisma +14 20 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Eloquence

CANTRIPS Dancing Lights Disarm


Mending
Charisma +14 20 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Eloquence

1ST LEVEL 4 SPELL SLOTS Animal Friendship Cure Wounds


Detect Magic Faerie Fire Identify

2ND LEVEL 3 SPELL SLOTS Anticipate Attack Locate Object

3RD LEVEL 3 SPELL SLOTS

4TH LEVEL 3 SPELL SLOTS

5TH LEVEL 3 SPELL SLOTS

6TH LEVEL 1 SPELL SLOTS

7TH LEVEL 1 SPELL SLOTS

8TH LEVEL 1 SPELL SLOTS

9TH LEVEL 1 SPELL SLOTS

Charisma +14 20 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Genie

CANTRIPS Break Hoarfrost


Charisma +14 20 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Genie

1ST LEVEL 4 SPELL SLOTS Hellish Rebuke Hex


Unseen Servant

2ND LEVEL 3 SPELL SLOTS

3RD LEVEL 3 SPELL SLOTS

4TH LEVEL 3 SPELL SLOTS

5TH LEVEL 3 SPELL SLOTS

6TH LEVEL 1 SPELL SLOTS

7TH LEVEL 1 SPELL SLOTS

8TH LEVEL 1 SPELL SLOTS

9TH LEVEL 1 SPELL SLOTS

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Eldritch Blast (Spell Sniper)


Break Dancing Lights Disarm
Evocation Cantrip Evocation Cantrip Evocation Cantrip

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


RANGE 30 feet RANGE 120 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaenous
COMPONENTS V, S COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S

The world is a brittle thing in the hands of a god. You create up to four torch-sized lights within range, making them As an action, choose a creature you can see within 60 feet. That
You snap your fingers, generating a thunderclap of sound that can appear as torches, lanterns, or glowing orbs that hover in the air for creature must make a Strength saving throw with advantage or drop
be heard up to 100 feet away. You inflict 10 thunder damage to an the duration. You can also combine the four lights into one glowing an object or weapon they are holding in their hand. This spell has no
unattended object that you can see within range. Even if the object vaguely humanoid form of Medium size. Whichever form you choose, effect if they are holding the object with two hands.
remains intact, it flings small shards of shrapnel at creatures within 5 each light sheds dim light in a 10-foot radius. As a bonus action on If they are holding two items (one in each hand), select which item
feet of it. Each creature must make a Dexterity saving throw. If they your turn, you can move the lights up to 60 feet to a new spot within they drop. If they fail the saving throw by a score of 5 or greater, the
fail, they take 1d4 piercing damage. range. A light must be within 20 feet of another light created by this item flies out of their hand in a direction of your choosing, up to 10
This spell’s piercing damage increases by 1d4 when you reach 5th spell, and a light winks out if it exceeds the spell’s range. feet away from their original location.
level (2d4), 11th level (3d4), and 17th level (4d4), and the spell’s
thunder damage also increases by 10 at each of these levels.

Pact Magic (Warlock) The Compendium of Forgotten Secrets Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Grimlore’s Grimoire

Eldritch Blast Hoarfrost Light


Evocation Cantrip Evocation Cantrip (ring) Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 120 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION 1 minute DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S, M (an iron ring that has been subjected to freezing temperature COMPONENTS V, M (a firefly or phosphorescent moss)
for at least a day)

A beam of crackling energy streaks toward a creature within range. A melee weapon you are holding is imbued with deep cold. For the You touch one object that is no larger than 10 feet in any dimension.
Make a ranged spell attack against the target. On a hit, the target duration, a rime of frost covers the weapon and light vapor rises from Until the spell ends, the object sheds bright light in a 20-foot radius
takes 1d10 force damage. it if the temperature of the surrounding area is above freezing. The and dim light for an additional 20 feet. The light can be colored as
The spell creates more than one beam when you reach higher weapon becomes magical and deals an additional 1d4 cold damage you like. Completely covering the object with something opaque
levels: two beams at 5th level, three beams at 11th level, and four on a successful hit. The spell ends if you cast it again or if you let go blocks the light. The spell ends if you cast it again or dismiss it as an
beams at 17th level. you can direct the beams at the same target or of the weapon. action.
at different ones. Make a separate attack roll for each beam. The spell’s damage increases by 1d4 when you reach 5th level If you target an object held or worn by a hostile creature, that
(2d4), 11th level (3d4), and 17th level (4d4). creature must succeed on a Dexterity saving throw to avoid the spell.

Spell Sniper Player’s Handbook Pact Magic (Warlock) Deep Magic: Ring Magic Spellcasting (Sorcerer) Player’s Handbook

Mage Hand Mending Prestidigitation


Conjuration Cantrip Transmutation Cantrip Transmutation Cantrip

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


RANGE 30 feet RANGE Touch RANGE 10 feet
DURATION 1 minute DURATION Instantaneous DURATION Up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V, S

A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as This spell is a minor magical trick that novice spellcasters use for
The hand lasts for the duration or until you dismiss it as an action. broken chain link, two halves of a broken key, a torn cloak, or a practice. You create one of the following magical effects within
The hand vanishes if it is ever more than 30 feet away from you or if leaking wineskin. As long as the break or tear is no larger than 1 foot range:
you cast this spell again. in any dimension, you mend it, leaving no trace of the former • You create an instantaneous, harmless sensory effect, such as a
You can use your action to control the hand. You can use the hand damage. This spell can physically repair a magic item or construct, shower of sparks, a puff of wind, faint musical notes, or an odd odor.
to manipulate an object, open an unlocked door or container, stow or but the spell can’t restore magic to such an object. • You instantaneously light or snuff out a candle, a torch, or a
retrieve an item from an open container, or pour the contents out of small campfire.
a vial. You can move the hand up to 30 feet each time you use it. The • You instantaneously clean or soil an object no larger than 1 cubic
hand can’t attack, activate magic items, or carry more than 10 foot.
pounds. • You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

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

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Ray of Frost Shape Water Wind Lash
Evocation Cantrip Transmutation Cantrip Evocation Cantrip (elemental)

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


RANGE 60 feet RANGE 30 feet RANGE 20 feet
DURATION Instantaneous DURATION Instantaneous or 1 hour (see below) DURATION Instantaneous
COMPONENTS V, S COMPONENTS S COMPONENTS V, S

A frigid beam of blue-white light streaks toward a creature within You choose an area of water that you can see within range and that Your swift gesture creates a solid lash of howling wind. Make a melee
range. Make a ranged spell attack against the target. On a hit, it takes fits within a 5-foot cube. You manipulate it in one of the following spell attack against the target. On a hit, the target takes 1d8 slashing
1d8 cold damage, and its speed is reduced by 10 feet until the start of ways. damage from the shearing winds and is pushed 5 feet away from you.
your next turn. The spell’s damage increases by 1d8 when you reach • You instantaneously move or otherwise change the flow of the The spell’s damage increases by 1d8 when you reach 5th level
5th level (2d8), 11th level (3d8), and 17th level (4d8). water as you direct, up to 5 feet in any direction. This movement (2d8), 11th level (3d8), and 17th level (4d8).
doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at
your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be
changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two
of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything Spellcasting (Sorcerer) Deep Magic: Elemental Magic

Animal Friendship Cure Wounds Detect Magic


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

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


RANGE 30 feet RANGE Touch RANGE Self
DURATION 24 hours DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a morsel of food) COMPONENTS V, S COMPONENTS V, S

This spell lets you convince a beast that you mean it no harm. Choose A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of
a beast that you can see within range. It must see and hear you. If the your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a
beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast or constructs. faint aura around any visible creature or object in the area that bears
must succeed on a Wisdom saving throw or be charmed by you for At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can
the spell’s duration. If you or one of your companions harms the level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
target, the spell ends. 1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional beast for each slot level
above 1st.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Faerie Fire Hellish Rebuke Hex


1st-level evocation 1st-level evocation 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 bonus action
RANGE 60 feet RANGE 60 feet RANGE 90 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt)

Each object in a 20-foot cube within range is outlined in blue, green, Reaction: you are being damaged by a creature within 60 feet of you You place a curse on a creature that you can see within range. Until
or violet light (your choice). Any creature in the area when the spell is that you can see You point your finger, and the creature that the spell ends, you deal an extra 1d6 necrotic damage to the target
cast is also outlined in light if it fails a Dexterity saving throw. For the damaged you is momentarily surrounded by hellish flames. The whenever you hit it with an attack. Also, choose one ability when you
duration, objects and affected creatures shed dim light in a 10-foot creature must make a Dexterity saving throw. It takes 2d10 fire cast the spell. The target has disadvantage on ability checks made
radius. damage on a failed save, or half as much damage on a successful one. with the chosen ability. If the target drops to 0 hit points before this
Any attack roll against an affected creature or object has advantage At Higher Levels. When you cast this spell using a spell slot of 2nd spell ends, you can use a bonus action on a subsequent turn of yours
if the attacker can see it, and the affected creature or object can’t level or higher, the damage increases by 1d10 for each slot level to curse a new creature. A remove curse cast on the target ends this
benefit from being invisible. above 1st. spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.

Spellcasting (Bard) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Identify Shield Sudden Awakening
1st-level divination (ritual) 1st-level abjuration 1st-level enchantment

CASTING TIME 1 minute CASTING TIME 1 reaction CASTING TIME 1 bonus action
RANGE Touch RANGE Self RANGE 10 feet
DURATION Instantaneous DURATION 1 round DURATION Instantaneous
COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S COMPONENTS V

You choose one object that you must touch throughout the casting of Reaction trigger: You are hit by an attack or targeted by the magic Each sleeping creature you choose within range awakens, and then
the spell. If it is a magic item or some other magic-imbued object, you missile spell An invisible barrier of magical force appears and protects each prone creature within range can stand up without expending
learn its properties and how to use them, whether it requires you. Until the start of your next turn, you have a +5 bonus to AC, any movement.
attunement to use, and how many charges it has, if any. You learn including against the triggering attack, and you take no damage from
whether any spells are affecting the item and what they are. If the magic missile.
item was created by a spell, you learn which spell created it. If you
instead touch a creature throughout the casting, you learn what
spells, if any, are currently affecting it.

Spellcasting (Bard) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) UA: Starter Spells

Tireless Unseen Servant Anticipate Attack


1st-level transmutation (clockwork) 1st-level conjuration (ritual) 2nd-level divination (combat)

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

RANGE Touch RANGE 60 feet RANGE Self


DURATION 24 hours DURATION 1 hour DURATION Instantaneous
COMPONENTS S, M (ever-wound spring worth 50 gp) COMPONENTS V, S, M (a piece of string and a bit of wood) COMPONENTS V, S

You grant machinelike stamina to the target. The target requires no This spell creates an invisible, mindless, shapeless force that performs In a flash of foreknowledge, you spot an oncoming attack with
food or drink or rest. It can move at three times its normal speed simple tasks at your command until the spell ends. The servant enough time to avoid it. Upon casting this spell, you can move up to
overland and perform three times the usual amount of labor or read springs into existence in an unoccupied space on the ground within half your speed without triggering opportunity attacks. The attack
at three times the normal rate. Creatures under the efect of the spell range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t still occurs but misses automatically if you are no longer within the
are immune to nonmagical exhaustion and sufer no consequences for attack. If it drops to 0 hit points, the spell ends. attack's range, are impossible for the attack to hit, or can't be
not sleeping or for overexertion. This spell does not reduce or Once on each of your turns as a bonus action, you can mentally targeted by that attack in your new position. If none of those apply
prevent magical fatigue or magical exhaustion. command the servant to move up to 15 feet and interact with an but the situation has changed—you’ve moved into a position with
object. The servant can perform simple tasks that a human servant cover, for example—then the attack is made under those new
could do, such as fetching things, cleaning, mending, folding clothes, conditions.
lighting fires, serving food, and pouring wine. Once you give the
command, the servant performs the task to the best of its ability until
it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Spellcasting (Sorcerer) Deep Magic: Clockwork Pact Magic (Warlock) Player’s Handbook Spellcasting (Bard) Deep Magic: Combat Divination

Enlarge/Reduce Knock Locate Object


2nd-level transmutation 2nd-level transmutation 2nd-level divination

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


RANGE 30 feet RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a pinch of powdered iron) COMPONENTS V COMPONENTS V, S, M (a forked twig)
You cause a creature or an object you can see within range to grow Choose an object that you can see within range. The object can be a Describe or name an object that is familiar to you. You sense the
larger or smaller for the duration. Choose either a creature or an object door, a box, a chest, a set of manacles, a padlock, or another object direction to the object’s location, as long as that object is within
that is neither worn nor carried. If the target is unwilling, it can make a that contains a mundane or magical means that prevents access. 1,000 feet of you. If the object is in motion, you know the direction of
Constitution saving throw. On a success, the spell has no effect. A target that is held shut by a mundane lock or that is stuck or its movement. The spell can locate a specific object known to you, as
If the target is a creature, everything it is wearing and carrying barred becomes unlocked, unstuck, or unbarred. If the object has long as you have seen it up close - within 30 feet - at least once.
changes size with it. Any item dropped by an affected creature returns multiple locks, only one of them is unlocked. Alternatively, the spell can locate the nearest object of a particular
to normal size at once. If you choose a target that is held shut with arcane lock, that spell kind, such as a certain kind of apparel, jewelry, furniture, tool, or
Enlarge. The target’s size doubles in all dimensions, and its weight is is suppressed for 10 minutes, during which time the target can be weapon. This spell can’t locate an object if any thickness of lead, even
multiplied by eight. This growth increases its size by one category - opened and shut normally. a thin sheet, blocks a direct path between you and the object.
from Medium to Large, for example. If there isn’t enough room for the When you cast the spell, a loud knock, audible from as far away as
target to double its size, the creature or object attains the maximum 300 feet, emanates from the target object.
possible size in the space available. Until the spell ends, the target also
has advantage on Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While these weapons
are enlarged, the target’s attack with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by
one category - from Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks and Strength
saving throws. The target’s weapons also shrink to match its new size.
While these weapons are reduced, the target’s attacks with them deal
1d4 less damage (this can’t reduce the damage below 1).

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Hail Blast Lightning Bolt Thunder Step
3rd-level conjuration 3rd-level evocation 3rd-level conjuration

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


RANGE Self (60-foot cone) RANGE Self (100-foot line) RANGE 90 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a bit of fur and a rod of amber, crystal, or glass) COMPONENTS V

A blast of wind, sleet, and hail bursts from your outstretched hands. A stroke of lightning forming a line of 100 feet long and 5 feet wide You teleport yourself to an unoccupied space you can see within
Each creature in a 60-foot cone must succeed on a Constitution blasts out from you in a direction you choose. Each creature in the range. Immediately after you disappear, a thunderous boom sounds.
saving throw. A creature takes 3d6 cold damage and on a failed save line must make a Dexterity saving throw. A creature takes 8d6 and each creature within 10 feet of the space you left must make a
or half as much on a successful save. In addition, all creatures within lightning damage on a failed save, or half as much damage on a Constitution saving throw, taking 3d10 thunder damage on a failed
the blast must make a Strength saving throw or be pushed 10 feet successful one. The lightning ignites flammable objects in the area save, or half as much damage on a successful one. The thunder can
away from you and knocked prone. that aren’t being worn or carried. be heard from up to 300 feet away.
At Higher Levels. When you cast this spell using a spell slot of 4th You can bring along objects as long as their weight doesn't exceed
level or higher, the damage increases by 1d6 for each slot above 3rd. what you can carry. You can also teleport one willing creature of your
size or smaller who is carrying gear up to its carrying capacity. The
creature must be within 5 feet of you when you cast this spell, and
there must be an unoccupied space within 5 feet of your destination
space for the creature to appear in; otherwise, the creature is left
behind.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d10 for each slot level
above 3rd.

Spellcasting (Sorcerer) The Great Dale Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything

Storm Sphere Animate Objects Telekinesis


4th-level evocation 5th-level transmutation 5th-level transmutation

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


RANGE 150 feet RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A 20-foot-radius sphere of whirling air springs into existence centered Objects come to life at your command. Choose up to ten nonmagical objects within range that are You gain the ability to move or manipulate creatures or objects by
not being worn or carried. Medium targets count as two objects, Large targets count as four
on a point you choose within range. The sphere remains for the objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each thought. When you cast the spell, and as your action each round for the
spell's duration. Each creature in the sphere when it appears or that target animates and becomes a creature under your control until the spell ends or until reduced to duration, you can exert your will on one creature or object that you can
0 hit points. see within range, causing the appropriate effect below. You can affect
ends its turn there must succeed on a Strength saving throw or take As a bonus action, you can mentally command any creature you made with this spell if the
2d6 bludgeoning damage. The sphere's space is difficult terrain. creature is within 500 feet of you (if you control multiple creatures, you can command any or all of the same target round after round, or choose a new one at any time. If
Until the spell ends, you can use a bonus action on each of your them at the same time, issuing the same command to each one). You decide what action the you switch targets, the prior target is no longer affected by the spell.
creature will take and where it will move during its next turn, or you can issue a general command, Creature. You can try to move a Huge or smaller creature. Make an ability
turns to cause a bolt of lightning to leap from the center of the such as to guard a particular chamber or corridor. If you issue no commands, the creature only
sphere toward one creature you choose within 60 feet of the center. defends itself against hostile creatures. Once given an order, the creature continues to follow it check with your spellcasting ability contested by the creature’s Strength
until its task is complete. check. If you win the contest, you move the creature up to 30 feet in any
Make a ranged spell attack. You have advantage on the attack roll if ANIMATED OBJECT STATISTICS direction, including upward but not beyond the range of this spell. Until
the target is in the sphere. On a hit, the target takes 4d6 lightning Size HP AC Attack Str Dex
the end of your next turn, the creature is restrained in your telekinetic
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
damage. Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 grip. A creature lifted upward is suspended in mid-air. On subsequent
Creatures within 30 feet of the sphere have disadvantage on Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 rounds, you can use your action to attempt to maintain your telekinetic
Wisdom (Perception) checks made to listen. Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 grip on the creature by repeating the contest. Object. You can try to
At Higher Levels. When you cast this spell using a spell slot of 5th move an object that weighs up to 1,000 pounds. If the object isn’t being
level or higher, the damage increases for each of its effects by 1d6 for An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine
by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its worn or carried, you automatically move it up to 30 feet in any direction,
each slot level above 4th speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead but not beyond the range of this spell. If the object is worn or carried by a
has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger creature, you must make an ability check with your spellcasting ability
object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and
is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its contested by that creature’s Strength check. If you succeed, you pull the
original object form, and any remaining damage carries over to its original object form. object away from that creature and can move it up to 30 feet in any
If you command an object to attack, it can make a single melee attack against a creature within 5 direction but not beyond the range of this spell. You can exert fine
feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its
size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. control on objects with your telekinetic grip, such as manipulating a
At Higher Levels. If you cast this spell using a spell slot of 6th or higher, you can animate two simple tool, opening a door or a container, stowing or retrieving an item
additional objects for each slot level above 5th. from an open container, or pouring the contents from a vial.

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

Disintegrate Plane Shift


6th-level transmutation 7th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a lodestone and a pinch of dust) COMPONENTS V, S, M (a forked, metal rod worth at least 250 gp, attuned to a
particular plane of existence)

A thin green ray springs from your pointing finger to a target that you You and up to eight willing creatures who link hands in a circle are
can see within range. The target can be a creature, an object, or a transported to a different plane of existence. You can specify a target
creation of magical force, such as the wall created by wall of force. A destination in general terms, such as the City of Brass on the
creature targeted by this spell must make a Dexterity saving throw. Elemental Plane of Fire or the palace of Dispater on the second level
On a failed save, the target takes 10d6 + 40 force damage. If this of the Nine Hells, and you appear in or near that destination. If you
damage reduces the target to 0 hit points, it is disintegrated. A are trying to reach the City of Brass, for example, you might arrive in
disintegrated creature and everything it is wearing and carrying, its Street of Steel, before its Gate of Ashes, or looking at the city from
except magic items, are reduced to a pile of fine gray dust. The across the Sea of Fire, at the DM’s discretion.
creature can be restored to life only by means of a true resurrection Alternatively, if you know the sigil sequence of a teleportation
or a wish spell. This spell automatically disintegrates a Large or circle on another plane of existence, this spell can take you to that
smaller nonmagical object or a creation of magical force. If the target circle. If the teleportation circle is too small to hold all the creatures
is a Huge or larger object or creation of force, this spell disintegrates you transported, they appear in the closest unoccupied spaces next
a 10-foot-cube portion of it. A magic item is unaffected by this spell. to the circle.
At Higher Levels. When you cast this spell using a spell slot of 7th You can use this spell to banish an unwilling creature to another
level or higher, the damage increases by 3d6 for each slot level above plane. Choose a creature within your reach and make a melee spell
6th. attack against it. On a hit, the creature must make a Charisma saving
throw. If the creature fails the save, it is transported to a random
location on the plane of existence you specify. A creature so
transported must find its own way back to your current plane of
existence.

Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook


Anklet of Levitation Bag of Holding Bracers of Defense
Wondrous Items Wondrous Items Wondrous Items

While you wear this anklet, you can use an action to cast This bag has an interior space considerably larger than its While wearing these bracers, you gain a +2 bonus to AC if
the levitate spell on yourself. Once used, this property of outside dimensions, roughly 2 feet in diameter at the you are wearing no armor and using no shield.
the anklet can’t be used again until the next dawn. mouth and 4 feet deep. The bag can hold up to 500
pounds, not exceeding a volume of 64 cubic feet. The bag
weighs 15 pounds, regardless of its contents. Retrieving an
item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and
is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after which time
they begin to suffocate.
Placing a bag of holding inside an extradimensional space
created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.

Mordenkainen’s Tome of Marvelous Magic 15 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Ordinary Brush Cloak of Protection Staff of Power


Wondrous Items Wondrous Items Weapons

This looks like an ordinary paintbrush. You can use it to cast You gain a +1 bonus to AC and saving throws while you This staff can be wielded as a magic quarterstaff that grants a +2 bonus to
attack and damage rolls made with it. While holding it, you gain a +2 bonus to
the cantrip fresh paint at will. wear this cloak. Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 +
4 expended charges daily at dawn. If you expend the last charge, roll a d20. On
a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other
properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can
expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, 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
and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5
charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate
(2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1
charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee
or against a solid surface, performing a retributive strike. The staff is destroyed
and releases its remaining magic in an explosion that expands to fill a 30-foot-
radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of
existence, avoiding the explosion. If you fail to avoid the effect, you take force
damage equal to 16 x the number of charges in the staff. Every other creature
in the area must make a DC 17 Dexterity saving throw. On a failed save, a
creature takes an amount of damage based on how far away it is from the
point of origin, as shown in the following table. On a successful save, a
creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff

0 lb. The Compendium of Forgotten Secrets 0 lb. Dungeon Master’s Guide 4 lb. Dungeon Master’s Guide

Ring of Quick Action Explorer’s Pack Handaxe


Rings Equipment Packs Weapons

This silver ring is comprised of tightly wound coils. While Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
wearing it, you have advantage on initiative rolls and torches, 10 days of rations, and a waterskin. The pack also
Dexterity (Acrobatics) checks. has 50 feet of hempen rope strapped to the side of it.

0 lb. Mordenkainen’s Tome of Marvelous Magic II 10 lbs. Player’s Handbook 2 lb. Player’s Handbook
Ancient Heart (Charisma +2)
Wondrous Items

This is the heart of an elder being, pulsing with eldritch


power and quivering with unnatural intent. You can
consume it as an action. Roll a d6. You can increase one of
your ability scores by a number of points equal to half the
result (rounded down) and increase the maximum by the
same amount. If you roll a 2, you die, your corpse is
transformed into an unspeakable creature of CR 20 or
greater, and you cannot be resurrected.

0 lb. The Compendium of Forgotten Secrets

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