Orpheus | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Orpheus

Black Mage: Annihilator 20 Class & Level
Far Traveler Background
??? Race
NG Alignment

Strength -8
0
Dexterity 15
+2
constitution 16
+3
intelligence 25
+7
wisdom 11
+0
charisma 17
+3
Total Hit Dice 6
Hit Die
1d20+3
+6 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+13 Arcana
-1 Athletics
+3 Deception
+13 History
+3 Insight
+7 Intimidation
+13 Investigation
+3 Medicine
+7 Nature
+3 Perception
+3 Performance
+3 Persuasion
+7 Religion
+2 Sleight of Hands
+2 Stealth
+6 Survival
skills

 
12
Armor Class
142
Hit Points
+2
Initiative
30
Speed
Ray Of Frost Cantrip 1d20+14 4d8
targets one creature or object within 60 ft. range. Target's speed reduced by 10 feet for one round.
Attacks
Armor: none

Weapons: dagger, dart, light crossbow, quarterstaff, sling

Tools: one type of musical instrument

Saving Throws: Intelligence, Wisdom

Skills: Arcana, Athletics, History, Survival

Languages: Common, Primordial, Deep Speech
Proficiences
Spell Attack Modifier +16
Spell Save DC 21

Cantrips Known: Frostbite, Chill Touch, Minor Illusion, Prestidigitation, Ray of Frost


Prepared Spells
1st Level (4 slots): Mage Armor, Shield, Chaos Bolt, Detect Magic, Hex, Chromatic Orb*, Witch Bolt*

2nd Level (3 slots): Melf's Acid Arrow, Scorching Ray, Misty Step, Phantasmal Force, Aganazzar's Scorcher*, Snilloc's Snowball Swarm*

3rd Level (3 slots): Fireball, Fly, Call Lightning*, Sleet Storm*

4th Level (3 slots): Ice knife, Wall of Fire, Dimension Door, Ice Storm*, Storm Sphere*

5th Level (3 slots): Destructive Wave, Flame Strike, Cone of Cold*, Immolation*

6th Level (2 slots): Harm, Disintegrate

7th Level (2 slots): Fire Storm, Finger of Death, Power Word: Pain

8th Level (1 slot): Abi-Dalzim's Horrid Wilting, Maddening Darkness

9th Level (1 slot): Meteor Swarm, Time Stop


EXPANDED SPELL LIST
Spell Level | Spell
1st | Chromatic Orb, Witch Bolt
2nd | Aganazzar's Scorcher, Snilloc's Snowball Swarm
3rd | Call Lightning, Sleet Storm
4th | Ice Storm, Storm Sphere
5th | Cone of Cold, Immolation

LIMIT BREAK (once per day):
"Singularity"
Orpheus channels the ambient mana connects with the void and tears open a rift. A singularity grows sucking in all enemies in a 60ft radius. Just when it seems the Singularity will absorb all things, Orpheus collapses the singularity to the size of a marble and ruptures it dealing all within 15d12 . Allies are shielded from the devastation.
Spellcasting
+3 "Lilith" Rod, Simple bag
Equipment
I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.
Personality Traits
Open. I have much to learn from the kindly folk I meet along my way.
Ideals
I'm fascinated by the beauty and wonder of this new land.

Bonds
I pretend not to understand the local language in order to avoid interactions I would rather not have.

Flaws
Enochian
At 1st level, you have learned the secrets to Enochian. When you cast spells, residual aether builds in your body which empower your spell casting. You gain one stack of Enochian each time you expend a spell slot. Stacks of Enochian will remain in your body for up to 1 minute before dissipating. Each time you cast a spell, the dissipation time for all stacks restarts. For each stack of Enochian aether in your body, your damage dealing spells deal an addition point of damage. If a spell deals damage multiple times, this bonus is applied once. At 1st level you may hold a maximum of one stack of Enochian in your body, this limit increases at the 3rd, 6th, 10th, 14th and 18th levels.

Raging Aether
Beginning at the 2nd level, when you cast a damaging spell, your ranged spell attacks gain a bonus equal to the number of Enochian stacks currently held in your body. Your damage dealing spells which require a saving throw have the difficulty of the check increased by a number equal to the number of Enochian spells held in your body.

Eyes of the Glyph Master
Beginning at the 6th level, your magical studies have warped your mind and understanding of the world. You can read all writing.

Leylines
Beginning at the 10th level, you have learned to connect naturally occuring lines of power to create a magical glyph on the ground briefly. As a bonus action you may create this magical field. While you stand within this 5ft. radius circle, you may expend an Enochian stack to cast a spell as a bonus actions instead of an action. You do not gain another Enochian stack from this spell. The glyph remains on the ground for a number of rounds equal to your Intelligence modifier. You may create your leylines once before requiring a short rest.

Devastating Force
Beginning at the 14th level, when you cast a damaging spell you may spend 2 Enochian stacks during damage calculation to reroll all damage dice which resulted in a 1. You must use the resulting rolls.

Surecaster
Beginning at the 18th level, you may expend 4 Enochian stacks to achieve an impregnable state of mind. You pass all concentration checks automatically for the next 10 minutes.

Resonating Aether
Beginning at the 20th level, you gain 3 Enochian stacks when you roll initiative.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Black Mage


Hit Points

Hit Dice: d6 per Black Mage level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per Black Mage level after 1st

Proficiences

Armor: None
Weapons: Daggers, Darts, Slings, Quarter Staffs, Maces, Light Crossbows
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Intimidation.

Overview & Creation

A Lalafell stands before a horde of kobolds, blood thirsty they dash towards him. With a few skillful waves of his staff, a large fireball erupts from the gem inlaid at the end of the staff, causing a massive fiery explosion, leaving nothing but ash.
A woman wearing dark robes grins as she waves her wand before a guard refusing her entry. With a few choice words and a spell, the guard happily steps aside, unlocking the passage before falling unconscious due to illness.
An Elezen laughs at his reflection as he inspects his body after tapping into the powers of the void. His eyes glow red and his teeth bare fangs, signs that his mastery of magic is growing.
A black mage is a powerful ally who wields forbidden magic stolen from the void. This raw energy manifests itself into devestation spells and effects. Their power is only rivaled by their thirst to increase that power.

 

A Dark Past

In days long past, there existed an evil clan and arcane art known as black magic— a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin. Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

 

Ties to the Void

In order for a mage to don the black, they must extensively research what they call the void. This is another plane of existence from which Black Mages draw knowledge from in order to unlock power within themselves. Most black mages are able to explore the knowledge gained from the void through tomes and texts now, but some who thirst for new power may attempt to tap into the void directly. Black Mages continue to grow within their craft through continuing their study of the dark arts.

 

Creating a Black Mage

Black Mages are earnest in their desires and reasons for taking the black. More often than not it is in the pursuit of power or out of sheer curiousity. You must know why you are pursuing this power, or why you are curious about the dark arts. You must also decide where you began to dip your toes into the world of black magic. Did you join a cult of mages who studied the art? Perhaps a proper school which provides the proper materials to explore black mage. Maybe you were taken under the wing of a mentor who has mastered the art.

 

Quick Build

You can make a Black Mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Constitution. Second select the Destroyer discipline. Third take the scholar background. Fourth, take the Firebolt, Ray of Frost, Thaumaturgy and Thunderclap cantrips and the first level spells Burning Hands and Witch Bolt.


Class Features

Enochian

At 1st level, you have learned the secrets to Enochian. When you cast spells, residual aether builds in your body which empower your spell casting. You gain one stack of Enochian each time you expend a spell slot. Stacks of Enochian will remain in your body for up to 1 minute before dissipating. Each time you cast a spell, the dissipation time for all stacks restarts. For each stack of Enochian aether in your body, your damage dealing spells deal an addition point of damage. If a spell deals damage multiple times, this bonus is applied once. At 1st level you may hold a maximum of one stack of Enochian in your body, this limit increases at the 3rd, 6th, 10th, 14th and 18th levels.

 

Magical Discipline

At 2nd level, you choose the discipline you belong to as a Black Mage. Destroyer, Inflictor, or Void Soul, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

 

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

 

Surecaster

Beginning at the 18th level, you may expend 4 Enochian stacks to achieve an impregnable state of mind. You pass all concentration checks automatically for the next 10 minutes.

 

Resonating Aether

Beginning at the 20th level, you gain 3 Enochian stacks when you roll initiative.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a spell casting focus (a cane, staff, wand or similar object)
  • (a) an explorer's pack or (b) a scholar's pack


Spellcasting

Cantrips

At 1st level, you know 4 cantrips of your choice from the Black Mage spell list. You learn additional Black Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

 

Spell Slots

The Black Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

 

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the Black Mage spell list. The Spells Known column of the Black Mage table shows when you learn more Black Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Black Mage spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have spell slots. For a full list of Black Mage spells, see the Eorzean Spell List document.

 

Spellcasting Ability

The spellcasting ability for your Black Mage spells changes depending upon the discipline you select. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Black Mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

 

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Black Mage spells.

 

Ritual Casting

You can cast any Black Mage spell you know as a ritual if that spell has the ritual tag.


Subclass Options

Bringers of the end

Unabated use of black magic lead to the downfall of the society in which black mages find their roots alongside the white mage's overuse of white magic. Black Mages wield incredibly destructive powers which set their world on a path to destruction once before, and careless use of this power could do so again. An Annihilator specializes in powerful, destructive magic, an Inflictor uses enchantments and poison to cripple their foes, and a Void Soul has offered their body to the voidsent, causing unforeseen change in their body in exchange for power.

 
 

Annihilator

Annihilators are black mages who specialize in maximizing the effects of their magic. Fires which burn hotter and ice which freezes more deeply. They are ever chasing more potent magics to show the world.

 

Expanded Spell List

Spell Level | Spell
1st | Chromatic Orb, Witch Bolt
2nd | Aganazzar's Scorcher, Snilloc's Snowball Swarm
3rd | Call Lightning, Sleet Storm
4th | Ice Storm, Storm Sphere
5th | Cone of Cold, Immolation

 

Raging Aether

Beginning at the 2nd level, when you cast a damaging spell, your ranged spell attacks gain a bonus equal to the number of Enochian stacks currently held in your body. Your damage dealing spells which require a saving throw have the difficulty of the check increased by a number equal to the number of Enochian spells held in your body.

 

Eyes of the Glyph Master

Beginning at the 6th level, your magical studies have warped your mind and understanding of the world. You can read all writing.

 

Leylines

Beginning at the 10th level, you have learned to connect naturally occuring lines of power to create a magical glyph on the ground briefly. As a bonus action you may create this magical field. While you stand within this 5ft. radius circle, you may expend an Enochian stack to cast a spell as a bonus actions instead of an action. You do not gain another Enochian stack from this spell. The glyph remains on the ground for a number of rounds equal to your Intelligence modifier. You may create your leylines once before requiring a short rest.

 

Devestating Force

Beginning at the 14th level, when you cast a damaging spell you may spend 2 Enochian stacks during damage calculation to reroll all damage dice which resulted in a 1. You must use the resulting rolls.

 
 

Inflictor

Inflictors are experts at causing their foes a wide arrangement of negative effects and taking control of their foes. From charms to curses, an Inflictor seeks to cause their foes great misery as punishment for standing in their way.

 

Expanded Spell List

Spell Level | Spell
1st | Cause Fear, Charm Person
2nd | Enlarge/Reduce, Suggestion
3rd | Slow, Hypnotic Pattern
4th | Blight, Charm Monster
5th | Dominate Person, Geas

 

Deep Suggestion

Beginning at the 2nd level, you may spend 1 Enochian stack to inflict disadvantage on your targets saving throw against enchantment spells you cast.

 

Mind Jack

Beginning at the 6th level, you gain proficiency in the Insight skill and may use it to identify specific enchantment and charm spells affecting that creature. If you know that spell, you may spend the appropriate spell slot and one Enochian Stack to transfer control of the enchantment to yourself and refresh the duration of the spell.

 

Unshaken Will

Beginning at the 10th level, when you must make a wisdom saving throw, you may spend 1 Enochian stack to roll with advantage and add your proficiency bonus to the roll.

 

Mental Anguish

Beginning at the 14th level, you may spend Enochian stack to empower enchantment spells you cast. The target creature makes a constitution save against your spell save DC. On a failed save your spell causes their body to undergo decay, dealing #d6 necrotic damage, where number is equal to your Intelligence ability modifier, and half as much on a successful save.

 
 

Void Soul

A Void Soul is a Black Mage who has decided to dive deep into the dark secrets of their craft. In their studies they've discovered ways to directly draw power from the void, learning powerful dark magics which they wield with authority.

 

Expanded Spell List

Spell Level | Spell
1st | Armor of Agathys, Arms of Hadar
2nd | Ray of Enfeeblement, Shadow Blade
3rd | Hunger of Hadar, Summon Lesser Demon
4th | Banishment, Summon Greater Demon
5th | Contact Other Plane (Ritual), Negative Energy Flood

 

Soul Siphon

Beginning at 2nd level as a free action you can spend one enochian stack to change the damage type of any spell to necrotic damage. If you deal damage in this way you recover hit points equal to 1d6 + you Charisma modifier. The die value gets upgraded to a d8 at 6th level, d10 at 11th level and d12 at 14th level.

 

Devil on the Shoulder

Beginning at 6th level, as an action you are able to force your dark influence into the minds of others. A creature you see within 30ft. of you makes a Charisma saving throw against your Spell Save DC. On a success, they resist your attempt to influence them, on a failure your thoughts appear in their mind. You can make suggestions to the creature via telepathy, make Charisma skill checks against the creature and attempt to force them to say something. If you fail a Charisma skill check your mental link is broken. If you attempt to force the creature to say something, they repeat their Charisma check and on a failure speak the words you've specified, and on a success repel you from their mind. While you are linked to the creature you perceive everything they perceive. Your material body falls unconscious and if it takes any damage you awaken, breaking your mental link.

 

Ebony Offense

At 11th level, necrotic damage you deal is unaffected by resistances. As a bonus action, you may spend two enochian stacks to overcome necrotic damage immunity for your next spell.

 

Dreadful Might

Beginning at the 14th level, the might of your dark magics fills foes with fear. When a creature takes damage from one of your spells, you may spend 2 Enochian stacks. The damaged creature makes a Charisma saving throw against your Spell Save DC, becoming afraid of you for a number of rounds equal to your Charisma ability modifier on a failure. On a success they resist your influence and become immune to fear based charms for one hour.


LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Enochian422--------
2nd+2Magical Discipline433--------
3rd+2-4442-------
4th+2Ability Score Improvement5543-------
5th+3-56432------
6th+3Discipline Feature57433------
7th+3-584331-----
8th+3Ability Score Improvement694332-----
9th+4-61043331----
10th+4Discipline Feature61143332----
11th+4-612433321---
12th+4Ability Score Improvement612433321---
13th+5-6134333211--
14th+5Discipline Feature6134333211--
15th+5-61443332111-
16th+5Ability Score Improvement61443332111-
17th+6-615433321111
18th+6Surecaster615433331111
19th+6Ability Score Improvement615433332111
20th+6Resonating Aether615433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Elemental Evil Player's Companion

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

PHB pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

PHB pg. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S, M
Materials: A bit of fleece
Duration: 1 Minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. I you create a sound, it's volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger that 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Basic Rules , pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • 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.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Level 1 Spells

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials a piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Shield

1-level Abjuration

Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range Self
Duration 1 Round
Components V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

Xanathar's Guide to Everything , pg. 151

Chaos Bolt

1-level Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Acid   Saving Throws: Ranged   Description: You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.   A creature can be targeted only once by each casting of this spell.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Class(es): Sorcerer

Detect Magic

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

Hex

1-level Enchantment

Casting Time 1 Bonus Action
Range 90ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A Remove Curse cast on the target ends this 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.

Class(es): Warlock

Chromatic Orb

1-level Evocation

Casting Time 1 Action
Range 90ft
Duration Instantaneous
Components V, S, M
Materials a diamond worth at least 50gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 2 Spells

Melf's Acid Arrow

2-level Evocation

Casting Time 1 Action
Range 90ft
Duration Instantaneous
Components V, S, M
Materials powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Class(es): Wizard, Artificer (Alchemist), Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Scorching Ray

2-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.   Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

Phantasmal Force

2-level Illusion

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials A bit of Fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Archfey), Warlock (The Great Old One)

Elemental Evil:15

Aganazzar's Scorcher

2-level Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A red dragon's scale
Duration: Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Available for: Wizard, Sorcerer

XGtE P. 165 / EE: P. 22 / PotA: P. 240

Snillocs Snowball Swarm

2-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a piece of ice or a small white rock chip
Duration: Instantaneous
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage 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.
Available for: Sorcerer, Wizard

Level 3 Spells

PHB: P. 241

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: A tiny ball of bat guano and sulfur
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Artificer (Artillerist), Sorcerer, Wizard

PHB: P. 243

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a wing feather from any bird
Duration: Concentration, Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Artificer, Sorcerer, Warlock, Wizard

Call Lightning

3-level Conjuration

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 10 Minutes
Components V, S

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).   When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Druid

Sleet Storm

3-level Conjuration

Casting Time 1 Action
Range 150 ft.
Duration Concentration, 1 Minute
Components V, S, M
Materials A pinch of dust and a few drops of water

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.   The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.   If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Class(es): Druid, Sorcerer, Wizard

Level 4 Spells

Ice Storm

4-level Abjuration

Casting Time 1 Action
Range 300ft
Duration Instantaneous
Components V, S, M

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)

Wall of Fire

4-level Evocation

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 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.

Class(es): Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Forge Domain), Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster), Warlock (The Celestial), Warlock (The Fiend)

Dimension Door

4-level Conjuration

Casting Time 1 Action
Range 500ft
Duration Instantaneous
Components V

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 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.   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Class(es): Bard, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Vengence), Rogue (Arcane Trickster)

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Xanathar's Guide to Everything

Storm Sphere

4-level Evocation

Casting Time 1 action
Range 150 feet
Duration Concentration, Up to 1 minute
Components V, S

A 20-foot—radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.


At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.

Class(es): Sorcerer, Wizard

Level 5 Spells

Player's Handbook

Destructive Wave

5-level Abjuration

Casting Time 1 action
Range Self
Duration Instantaneous
Components V

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

Class(es): Paladin, Cleric (Tempest)

Player's Handbook

Flame Strike

5-level Evocation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S, M
Materials A pinch of sulfur

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Class(es): Cleric, Paladin (Devotion), Sorcerer (Divine Soul), Warlock (Celestial, Fiend)

Player's Handbook

Cone of Cold

5-level Evocation

Casting Time 1 action
Range Self
Duration Instantaneous
Components V, S, M
Materials A small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.   A creature killed by this spell becomes a frozen statue until it thaws.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Class(es): Sorcerer, Wizard, Artificer (Artillerist) Druid (Land: Arctic), Monk (Four Elements), Warlock (Hexblade)

Xanathar's Guide to Everything

Immolation

5-level Evocation

Casting Time 1 action
Range 90 feet
Duration Concentration, Up to 1 minute
Components V

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Class(es): Sorcerer, Wizard

Level 6 Spells

Player's Handbook

Harm

6-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V,S

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
 

Class(es): Cleric

PHB

Disintegrate

6-level Transmutation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S, M (a lodestone and a pinch of dust)

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

Class(es): Sorcerer, Wizard

Level 7 Spells

Fire Storm

7-level Evocation

Casting Time 1 action
Range 150 feet
Duration Instantaneous
Components VS

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Class(es): Cleric, Druid, Sorcerer

Finger of Death

7-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components VS

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.  
 

Class(es): Sorcerer, Warlock, Wizard

Power Word Pain

7-level Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.   While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.   A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Class(es): Sorcerer, Warlock, Wizard

Level 8 Spells

Elemental Evil: 15

Abi-Dalzim's Horrid Wilting

8-level Necromancy

Casting Time: 1 action
Range/Area: 150ft
Components: Verbal, Somatic, Material
Materials: A bit of sponge
Duration: Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Non-magical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Available for: Wizard, Sorcerer

XGtE P. 160

Maddening Darkness

8-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, M
Materials: a drop of pitch mixed with a drop of mercury
Duration: Concentration, Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 60—foot—radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Available for: Warlock, Wizard

Level 9 Spells

PHB: P. 283

Time Stop

9-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Available for: Sorcerer, Wizard

Spells of Eorzea

Flare

9-level Evocation

Casting Time 1 action
Range 120ft
Duration Instantaneous
Components V,S

You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 20d6 fire damage and 20d6 force damage on a failed saving throw and half as much on a success.
 

Class(es): Black Mage

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

boomdigazzur.

Statblock Type

Character Sheet (Legacy)

Link/Embed