Neit aka The Ghost Face Killer | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Neit aka The Ghost Face Killer

Ranger - Monster Slayer: 5, Warlock - The Great Old One: 5 Total Lvl 10 Class & Level
Criminal Background
Human/ Half Tiefling Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 22
+6
constitution 10
+0
intelligence 10
+0
wisdom 16
+3
charisma 14
+2
Total Hit Dice 9
Hit Die
1d10+0
+4 proficiency bonus
+4 Strength
+10 Dexterity
+0 Constitution
+0 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+4 Arcana
+0 Athletics
+2 Deception
+0 History
+3 Insight
+6 Intimidation
+4 Investigation
+4 Medicine
+0 Nature
+7 Perception
+3 Performance
+2 Persuasion
+0 Religion
+10 Sleight of Hands
+10 Stealth
+3 Survival
skills • Arcana • Intimidation • Investigation • Perception • Sleight of Hand • Stealth proficiencies

 
24
Armor Class
85
Hit Points
+6
Initiative
30
Speed
Iron Shortsword 1d20+6+4 1d6+6
Silver Shortsword 1d20+6+4 1d6+6
Iron Dagger 1d20+6+4 1d6+6
Iron Dagger 1d20+6+4 1d6+6
Manticore Spike Dagger 1d20+6+4 1d8+2+6
Manticore Spike Dagger 1d20+6+4 1d8+2+6
Longbow 1d20+6+4 1d8+6
Hand Crossbow 1d20+6+4 1d6+6
Magic Crossbow 1d20+6+4 1d6+6+1
Heavy Crossbow 1d20+6+4 1d10+6
Small Spider Poison[ ] 1d4
Super Concentrated Scorpion Acid[ ] 2d8
Flame Arrow[ ] 1d6
Blowgun 1d20+6 [1Piercing]
Tranquilizer[DC14 CON][0]
Caltrops[DC12] 1d6
Net[DC10] 1d20+6+4
Attacks
• Dark Vision
• Languages - Common, Elvish, Giant, & Infernal
• Playing Cards
• Armor - Light, Medium, & Shields
• Weapon - Simple & Martial
• Thieves Tools
Proficiences
CP 9,
SP 2,
EP 0,
GP 5,958
PP 0,

1 Longbow 2,
2 Quiver (1 Pois, 1 Oil) 1,
19 Arrows - Poison Dipped 0.05
19 Arrows - Oil Soaked 0.05,
2 Hand Crossbow 3,
1 Heavy Crossbow 18,
1 Blowgun 1,
1 Case of needles (50) 1,
3 Case of Bolts (20 Bolts each) 1,
2 Case of GrappleBolts (20 Bolts each) 1,
9.5 Tranquilizer (2 use),
1 Small Spider Poison (5/6 Quivers 1d4 Poison),
1 Small Spider Antidote (4 uses),
6 Super Concentrated Scorpion Acid (3/3 Quivers 2d8 Acid)
6 Antidotes (1 use),
5 Vials of beast blood (attract wild),
3 Grappling Hooks (full size),
1 Silver Shortsword,
1 Iron Shortsword 2,
2 Iron Daggers,
2 Manticore Daggers - Enchanted +2 Psychic DMG (Fear & Paralysis Toxin)
1 Belt Pouch,
20 Caltrops 0.1,
1 Playing Cards,
1 Matching Playing Card,
1 Key to Mannacle,
1 Key to Lock,
1 Sac of Flour 1,
1 Sac of Sand 1,
1 Water Skin (EP)
1 Backpack (EP)
1 Tinderbox (EP)
10 Torches (EP),
7 Rations,
1.8 Healer's Kit (10 uses per kit)
2 Potion of minor Healing (d4),
6 Purple Potion of major healing (d10),
20 Faux Potions,
1 Superior Healing (8d4+8)
1 Whetstone 1,
1 Pouch,
1 Soap,
1 Flask (water) 1,
1 Vial (Holy Water),
1 50ft Hempen Rope (EP 10,
1 Artisan Tool Kit,

1 Thieves Tools: (Contents follow)
1 Lock Picks,
1 Narrow Bladed Scissors,
1 Pliers,
1 Small File,
1 Small Mirror Mounted,
1 Studded Leather Armor,
1 Dark Clothes w/ Hidded pockets 3,
1 Dark Hood,
1 Shield (+2 AC when equipped) 6,
1 Manticore Hood (+1 AC) 3,
1 Catoblepas Bracers (+ 1 AC) 1,
1 Arcane Dragon Necklace,
1 Spool of fine silver wire 1,
1 Bell,
1 Cloak of disappearing clothes 5,
1 Bracers of quivering arms 1,
1 Semifine Wheel of Cheese 1,
5 Book of Matches (50 matches),
5 Vials (empty),
3 Bolt of Fabric,
1 Utility Belt 2,
1 Black & Yellow Cloak with Wool Lining 5,
1 EP with Strange mark,
1 Sending Staff (5 Charges) 3,
1 Manacle 6,
0 Flask (Oil),
1 Flask (Rum),
1 Eyes of the Eagle 3,
5 scrolls of levitation (DC 15, concentration, 50ft 1 min),
1 Fireball Scrolls
2 Spider Climb Scrolls
Vile of Etherealness


1 Crumbled paper from EE in foreign language,
1 Partial Bestiary (Copied),
1 Tome of wicked beasts of Irendi
1 Irendi Map aged 1 week ago
1 Map tube from Danvers containing 4 world Maps, & old Map of Irendi
1 Note in Desk of same abandoned building - Body report from Rusty Spike Inn
1 Note in Desk of same abandoned building from Dimortica to Rowen from a month ago
• about an aritifact from Citadel of Ashradon. Mentions Rafeal and his beast.,
1 Note from Akita to Jerome Lakefield - saying she is forever vigilant to the E.E and the city will not fall,
1 Cutout painting of Jerome Lakefield,
1 Note hidden in the painting - foreign note/poem,
1 Map of underground Irendi Tunnel System,

1 Hidden Pocket:
1 (Remainder of wealth),



SPIDER'S INVENTORY:
CP 0,
SP 0,
EP 0,
GP 2,249,
PP 0,

1 Pack: Contents as follows
80 Arrows 0.05,
1 Extra Quiver 1,
1 Crowbar 5,
1 Shovel 4,
1 Miner's Pick 10,
1 Hammer 3,
1 10ft Pole 7,
1 Block & Tackle 5,
1 Fishing Tackle 4,
1 Hunting Trap 25,
1 Tinkers Tool
1 Tent,
1 Bedroll,
1 Blanket,
1 Lamp,
10 50ft Hempen Ropes 10,
5 10ft Chain 10,
1 Lock 1,
8 Pitons 0.25,
1 Iron Pot 10,
1 Barded Armor (+2AC) 5,
1 Carriage (Attached),
1 Barrel of Oil 5,
1 Barrel of Rum 5,
1 Barrel of Water 5,
5 Flaskes (empty),
3 Flaskes (oil).
105 Vials (empty),
5 Book of Matches (50 matches per book),
1 Horse Feed (2 Week) 5,
1 Hidden Carriage Storage:




Equipment
Prepared for every threat because death is never an option. (Neit from the past)

Risking it for the Biscuit (Neit in the Present)
Personality Traits
Freedom, Redemption, Revenge
Ideals
I may not be able to kill the monster who lives inside of me, but I will use it to slay any monster that crosses my path... humans included
Bonds
Short-tempered, Greed, Unforgiving, Slow to Trust
Flaws
Favored Enemy - Giants
• Beginning at 1st Level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
• Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.
• You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.
• When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.
• You choose one additional Favored Enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.

Natural Explorer - Forest
• You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.
• While traveling for an hour or more in your Favored terrain, you gain the following benefits:
• Difficult Terrain doesn't slow your group's Travel.
• Your group can't become lost except by magical means.
• Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you Forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
• You choose additional Favored terrain types at 6th and 10th level.

Hellish Resistance
• You have Resistance to fire damage.

Criminal Contact
• You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Fighting Style: Defense
While you are wearing armor, you gain a +1 bonus to AC.

Monster Slayer Magic
• Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you , but it doesn't count against the number of ranger spells you know.
• 3rd protection from evil and good
• 5th zone of truth
• 9th magic circle
• 13th banishment
• 17th hold monster

Hunter's Sense
• At 3 rd level , you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey
• Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Primeval Awareness
• Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This doesn’t reveal the creatures’ location or number.

Arcane Dragon Necklace with Ruby Eyes
• Necklace is attuned to Bell, Fine silver wire, & Holy Water

Utility Belt
• The utility belt is used to store small items like poisons, antidotes, tranqs, wire, caltrops, lock picks, keys, bolt cases, & needle cases.
• Max Belt Pouches: 10
• You can holster up to 4 small hand held weapons to the belt. Sacrifice 1 Belt Pouch per holstered weapon.

Staff of Sending
• 0/5 Charges
• You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

Max Carry Weight
• 210lbs
• Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. But Neit is not most characters...

Grapple Crossbow
• The blacksmith has fitted your hand crossbows to equip 25ft of rope and a grapple along with a hand crank to reel the grapple back. The crank can reel in rope 5ft per turn as a bonus action. The grapple can be fired at the same velocity as a bolt with the rope attached to the grapple and crossbow.
• Used as a tool to bring yourself closer to things or to bring things and creatures alike to yourself. If successfully shot and attached a creature will receive 1 point of piercing damage and has a chance to unhook themselves with a saving throw each round, removing the grapple counts as the creatures action for the round. While attached, if the target is of equal or smaller size than yourself they can not move under the tension of the rope being reeled back. Subsequently any grapple attached onto a larger creature than yourself can be used against you. Any creature grappled, regardless of its size, has disadvantage on attack rolls until the grapple has been removed.

Magic Initiate (Feat)
• Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
• You learn two cantrips of your choice from that class’s spell list.
• In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
• Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.
• Mending
• Shape Water
• Burning Hands

Extra Attack
• Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Eldritch Invocations:
• Eldritch Invocation 1: Eldritch Mind (Advantage on Concentration)
• Eldritch Invocation 2: Mask of Many Faces (Disguise Self at Will)

Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.

Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.

Command Evil. While you are attuned to the book and holding it, you can use an action to cast the Dominate Monster spell on an evil target (save DC 18). You can't use this property again until the next dawn.

Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.

Mark of Darkness: The Symbol of Vecna glowing red appears upon your chest

Random Properties:
• Teleportation Circle - You can cast the spell once per day and after it is casted roll a d6 and on a 6 you regain the spell to use again.
•  Telepathic Link with
• +1 AC
• +1d6 of HP each turn
•  Immune to Desease
•  Proficent in Intimidation
•  -30lbs
• Lost use of the left hand
• Become blind 300ft away from the book





Features & Traits

Heroes Enabled

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

Eyes of the Eagle

Adventuring Gear

Uncommon Requires Attunement

These Crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In Conditions of clear visibility, you can make out details of even extremely distant creatures and Objects as small as 2 feet across.


The statblocks of your class features

Ranger - Monster Slayer


Hit Points

Hit Dice: d10 per Ranger - Monster Slayer level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Overview & Creation

Warriors of the wilderness, rangers specialize in hunting the m onsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.  

The Ranger

-Spell Slots per Spell Level-
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer - - - - - -
2nd +2 Fighting Style, Spellcasting 2 2 - - - -
3rd +2 Primeval Awareness, Ranger Conclave 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Extra Attack 4 4 2 - - -
6th +3 Favored Enemy & Natural Explorer Improvements 4 4 2 - - -
7th +3 Ranger Conclave Feature 5 4 3 - - -
8th +3 Ability Score Improvement, Fleet of Foot 5 4 3 - - -
9th +4 - 6 4 3 2 - -
10th +4 Natural Explorer Improvement, Hide in Plain Sight 6 4 3 2 - -
11th +4 Ranger Conclave Feature 7 4 3 3 - -
12th +4 Ability Score Improvement 7 4 3 3 - -
13th +5 - 8 4 3 3 1 -
14th +5 Favoured Enemy Improvement, Vanish 8 4 3 3 1 -
15th +5 Ranger Conclave Feature 9 4 3 3 2 -
16th +5 Ability Score Improvement 9 4 3 3 2 -
17th +6 - 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

 


Class Features

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You have advantage on attack rolls and Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.  

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.   Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.  

Ranger Conclave

At 3rd level, you choose an archetype that you strive to emulate: Beast Master, Dread Ambusher, Gloom Stalker, Horizon Walker, Hunter, or Monster Slayer. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th 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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.  

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.   Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.  

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.   You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.  

Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Starting Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

 


Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Ranger 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.   For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.   The Spells Known column of the Ranger table shows when you learn more ranger 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 or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier
 


Subclass Options

Ranger Conclaves


Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it. Choose Beast Master, Gloom Stalker, Horizon Walker, Hunter, or Monster Slayer.

Monster Slayer Conclave

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.  

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.  

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.   This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  

Monster Slayer Spells

Ranger Level Spells
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

Supernatural Defense

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.  

Magic User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Slayer Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.   In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.   Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Statblocks for your familiars, mounts etc.

Spider the Dastardly Donkey (lvl 8)

Medium beast, unaligned
Armor Class 15
Hit Points 45
Speed 60ft

STR
14 +2
DEX
12 +1
CON
14 +2
INT
2 -4
WIS
10 0
CHA
5 -3

Saving Throws STR 5 (P), DEX 4 (P), CON 2, INT -4, WIS 0, CHA -3
Skills
  1. Carriage Hauling. Store your shit & ride this ass in style!
  2. Mobile (Feat Variant). Your donkey has undergone training and are exceptionally speedy and agile. You gain the following benefits:
  3. • Your speed increases by 20 feet.
Condition Immunities Bullshit
Senses Passive Perception 10
Languages Understands Common
Challenge 1/8 (25 XP)


Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carry capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.   Keen Sense. Within quarter of a mile Neit can Sense Spider's state of mind.   Barding. Armor designed to protect an animal’s head, neck, chest, and body. Any type of armor can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. Breast Armor: 14 + Dex modifier (max 2)


Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 1d4+2 bludgeoning damage.   Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 1d4+2 Piercing damage.


 

The donkey is considered a Large animal for the purpose of determining its carrying capacity (420lbs).   • Registered work mule in The Silver Fang • Licensed & insured carriage • Owner: The Ghostface Killer

Blue Eyed Wolf

Medium beast, unaligned
Armor Class 15 (13 natural armor + 2 barding)
Hit Points 11 [roll2d8+2]
Speed 40ft

STR
12 +1
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)


Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.


Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


 

  • Your wolf can complete 3 tasks per short rest.
Attributes: Medium beast, unaligned Armor Class 13 (Natural Armor) Equipped with barding +2 AC Hit Points 11 (2d8+2)

Squirrel

Tiny b, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 30ft

STR
3 -4
DEX
14 +2
CON
9 -1
INT
2 -4
WIS
10 0
CHA
4 -3

Skills Perception +3 , Stealth +5
Senses Darkvision 30 ft., Passive Perception 15
Languages -
Challenge 0 (10 XP)


Keen Hearing and Smell: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Dexterous: Squirrels have advantage on all dexterity saves.


Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.


 

You can see through your squirrel companion's eyes twice per short rest. Attributes: Tiny beast, unaligned Armor Class: 10 Equipped with barding +2 AC Hit Points 1 (1d4-1) Speed: 30 ft., climb 30 ft.

Riding Horse

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 60ft

STR
16 +3
DEX
10 0
CON
12 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


 

Statblocks for race/species of the character.

Human (Variant, PHB)

Ability Score Increase Choose one stats to give +1 to
Size Medium
Speed 30

You gain proficiency in one skill of your choice and gain one feat of your choice.   Common Man: Of all the Races of the world, humans have repopulated most easily of all. Humans have become the most common race next to the Ma-Sharli, and have been crucial in building cities with their industrious natures. They have also been instrumental in saving some of the harder hit races from complete extinction after the apocalypse. The Human, therefore, is quite well liked by most other races.   Variety in All Things: Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. W hen they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.   A Broad Spectrum: With their penchant for migration and conquest, humans are more physically diverse than other com m on races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc , or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.   Age. Humans reach adulthood in their late teens and live less than a century   Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.   Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Languages. Common

Tiefling (Variant, PHB)

Ability Score Increase +2 Cha, +1 Int
Size Medium
Speed 30ft

Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.   Hellish Resistance - You have resistance to fire damage.   Dispater Legacy (Variant, PHB). You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the disguise self (replace with Hellish Rebuke when you receive Mask of Many Faces from Warlock multiclass) spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the invisibility spell once per day. Charisma is your spellcasting ability for these spells.

Languages. Common, Infernal

Statblocks for companions, followers and other allies.

]

Statblocks for your spells.

Level 0 Spells

PHB: P. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Available for: Cleric

PHB

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement 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.

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

PHB: P. 259

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloack, or a leaking wineskin.
As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
  This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

PHB: P. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: Up to 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: Artificer, Bard, Sorcerer, Warlock, Wizard

BOVD

Preserve Organ

0-level (Cantrip) Necromancy

Casting Time: 10 Minutes
Range/Area: Touch
Components: V, S, DF
Duration: 24 Hours
The caster preserves a single severed organ from a living creature so that is does not decay or rot. The organ is kept in the exact state it was in when the spell was cast. If a heart is still beating and bloody, for example, then it remains that way.
Available for: BOVD

Level 1 Spells

Basic Rules, pg. 250

Hellish Rebuke

1-level Evocation

Casting Time: 1 Reaction
Range/Area: 60 ft.
Components: V, S
Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Available for: Warlock, Oathbreaker

PHB: P. 270

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
  The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V S M
Materials A pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the 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.   Can be cast as a ritual.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

The Book of Vile Darkness

Aberrate

1-level Transmutation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: 10 Minutes per Level
The caster transforms a willing creature. The subject’s form twists and mutates into a hideous mockery of itself. The subject’s type changes to aberration, and it gains a +1 natural armor bonus to AC (due to the toughening and twisting of the flesh) for every level the caster has, up to a maximum of +5.
Available for: Warlock, Wizard, Sorcerer

Level 2 Spells

PHB: P. 289

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Available for: Bard, Cleric, Paladin

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

The Book of Vile Darkness

Demon Wings

2-level Abjuration

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 10 Minutes
Massive, bat like wings grow from your back, giving you a flying speed equal to your movement speed with average maneuverability. The caster can carry his normal carrying capacity, and greater burdens affect his fly speed as they would affect his land speed.
Available for: Ranger

Suggestion

2-level Enchantment

Casting Time 1 Action
Range 30ft
Duration up to 8 hours
Components V, M
Materials a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.   If you or any of your companions damage the target, the spell ends.

Class(es): Bard, Sorcerer, Warlock, Wizard, Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

The Book of Vile Darkness

Dance of Ruin

2-level Necromancy

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: Instantaneous
To cast this spell, the caster dances wildly and chants. After the dance is finished a wave of crackling energy flashes outward up to the extent of the 25 ft. + 5ft every 2 levels. All non-demon creatures within the area take 2d20 points of damage.
Available for: Bard, Cleric, Demonologist, Sorcerer, Wizard, Warlock

BOVD

Wither Limb

2-level Necromancy

Casting Time: 1 action
Range/Area: 25ft + 5ft/2 levels
Components: V, S
Duration: 1 round/level
The caster chooses to wither either the arms or the legs of the target and target makes a CON saving throw. If failed withered legs force a target to fall prone and make it impossible for them to move more than 5ft per round. Withered arms make it impossible for a character to use any objects or cast spells with somatic components, and the target must drop anything they were holding. At the end of the spell's duration the limbs return to normal.
Available for: BOVD

BOVD

Wave of Grief

1-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: S, M
Materials: Three tears
Duration: 1 minute
All within a 30ft cone originating from yourself must succeed a Wisdom Saving throw or are overcome with sorrow and grief. They take a -3 penalty on all attack rolls, savings throws, ability checks, and skill checks. Affected creatures may roll Wisdom Saving Throws at the beginning of each of their turns until they succeed or the spell ends.
Available for: BOVD

Mirror Image

2-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Minute
Components V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Level 3 Spells

BOVD

Devil's Ego

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute/level
The caster gains an enchantment bonus to Charisma of 1d4+1 points. Further-more, the caster is treated as an outsider with regard to what spells and magical effects can affect them (rending a humanoid caster immune to charm person or hold person for example)
Available for: BOVD

BOVD

Clutch of Orcus

3-level Necromancy

Casting Time: 1 action
Range/Area: 100ft + 10ft/level
Components: V, S
Duration: Concentration, Concentration (see text)
Target must succeed on a wisdom saving throw or the caster creates a magical force that grips a target's heart )or similar vital organ) and begins crushing it. The victim is paralyzed and takes 1d6 points of damage per round.   Each round the caster must maintain concentration on the spell, in addition a conscious victim gains a Wisdom saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts as his smoking heart appears in the caster's hand.
Available for: BOVD

Basic Rules , pg. 228

Counterspell

3-level Abjuration

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components S

Damage Type: Negation   Saving Throws: None   Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

Basic Rules, pg. 212

Animate Dead

3-level Necromancy

Casting Time 1 Minute
Range 10 ft
Duration Instantaneous
Components V, S, M
Materials A drop of blood, a piece of flesh, and a pinch of bone dust.

Damage Type: Creation   Attack/Save Throw: None   Description: This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Class(es): Cleric, Wizard

Level 5 Spells

PHB: P. 282

Teleportation Circle

5-level Conjuration

Casting Time: 1 minute
Range/Area: 10 feet
Components: V, M
Materials: rare chalks and inks infused with precious gems with 50 gp, which the spell consumes
Duration: 1 round

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.
A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
  Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Available for: Bard, Sorcerer, Wizard

Level 8 Spells

PHB

Dominate Monster

8-level Enchantment

Casting Time: 1 action
Components: V, S
Duration: Concentration, 1 hour
You attempt to beguile a creature that you can see within range. lt must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell with a 9th level spell slot, the duration is concentration, up to 8 hours.

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

Mother's Old Necklace

Adventuring Gear Uncommon

(sentimental value)


 

DnD 5e

Arcane Dragon Necklace with Ruby Eyes

Spellcasting Focus Common (this item requires attunement) [Necklace is attuned to Bell, Fine silver wire, & Holy Water]

An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.

Cost: 10gp Weight: 1lb


 

Created by

WU TANG WELLS.

Statblock Type

Character Sheet (Legacy)

Link/Embed