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

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Orri Ummol

Bladesinger 5 Class & Level
Courtier Background
High Elf Race
Questions, questions. Alignment

Strength 13
+1
Dexterity 16
+3
constitution 14
+2
intelligence 20
+5
wisdom 7
-2
charisma 11
+0
Total Hit Dice 4
Hit Die
1d6+2
+3 proficiency bonus
+2 Strength
+4 Dexterity
+3 Constitution
+9 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
-2 Animal Handling
+8 Arcana
+1 Athletics
+0 Deception
+8 History
+1 Insight
+0 Intimidation
+5 Investigation
-2 Medicine
+5 Nature
+1 Perception
+3 Performance
+3 Persuasion
+5 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
18
Armor Class
35
Hit Points
+3
Initiative
30
Speed
Dagger 1d20+6 1d4+3
Shortsword 1d20+6 1d6+3
Ice Knife 1d20+8 1d10
Unarmed Strike 1d20+4 2
Attacks
Light Armor

Light Crossbow, Dagger, Dart, Longbow, Longsword, Quarterstaff, Rapier, Shortbow, Shortsword, Sling

Abyssal, Common, Draconic, Dwarvish, Elvish
Proficiences
Magic: Spider Staff, Staff of Defense, Cloak of Protection, Wand of Magic Missiles

Backpack: Book, Clothes (Fine), Component Pouch, Dagger, Ink (1 ounce bottle), Ink Pen, Little Bag of Sand, Parchment (one sheet) x10, Potion of Healing, Potion of Invisibility, Rations (1 day) x8, Silver Goblet with Moonstones, Small Knife, Statue of a Sun Elf (grants one answer), Zhent Coin

Weapons: Dagger, Shortsword

Books: Book (from background), Spellbook, Title on Draconic Lore, Wizard's Scribbled Notes, Alchemy Notes
Scrolls: Scroll of Darkness, Scroll of Fireball, Scroll of Lightning Bolt, Scroll of Silence

Currency: 5 pp, 1282 gp, 175 ep, 349 sp, 607 cp; 1 diamond worth 100 gp
Equipment
I always want to know how things work and what makes people tick.
I'm full of witty aphorisms and have a proverb for each occasion.
Personality Traits
Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
Ideals
I owe my mentor a great debt for forging me into the person I am today.
Bonds
I'm never satisfied with what I have--I always want more.
Flaws

Heroes Enabled

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

The statblocks of your class features

Wizard


Hit Points

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

Proficiences

Armor: None
Weapons: Darts, daggers, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Overview & Creation

LevelProf. BonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1st+2Arcane Recovery, Spellcasting32
2nd+2Arcane Tradition33
3rd+2342
4th+2Ability Score Improvement443
5th+34432
6th+3Arcane Tradition feature 4433
7th+344331
8th+3Ability Score Improvement44332
9th+4443331
10th+4Arcane Tradition feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Arcane Tradition feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spells5433332211


Class Features

Arcane Recovery

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.  

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 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.  

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.


Starting Equipment

You may pick either (a) or (b):

  • (a) a quarterstaff or (b) a dagger [il](a) a component pouch or (b) an arcane focus
  • (a) a Scholar's pack or (b) an Explorer's pack
  • A spellbook
  Alternatively, you can ignore the equipment from your class and background, and start with 4d4 x 10 gp.


Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.  

Cantrips

You know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, learning a 4th cantrip at 4th level and a 5th at 10th level.  

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.   The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.   A spellbook doesn't contain cantrips.  

Copying a Spell into the Book

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.   Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.  

Replacing the Book

You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.  

The Book's Appearance

Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.  

Preparing and Casting Spells

The Wizard 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.   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.  

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.  

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. 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 wizard 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  

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.


Subclass Options

Bladsinger

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.  

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose. While your Bladesong is active, you gain the following benefits:
  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain these uses each time you complete a short or long rest.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.  

Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.  

School of Abjuration

 

Abjuration Savant

At 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.  

Arcane Ward

Starting at 2nd level, when you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.   While the ward has 0 hit points, it can't absorb damage. but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.   Once you create the ward, you can't create it again until you finish a long rest.  

Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points. the warded creature takes any remaining damage.  

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell, you add your proficiency bonus to that ability check.  

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.   Furthermore, you have resistance against the damage of spells.  

School of Conjuration

 

Conjuration Savant

At 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.  

Minor Conjuration

At 2nd level, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.   The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.  

Benign Transposition

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.   Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.  

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.  

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.  

School of Divination

 

Divination Savant

At 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.  

Portent

At 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.   Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.  

Expert Divination

Beginning at 6th level, when you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.  

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
  • Darkvision: You gain darkvision out to a range of 60 feet.
  • Ethereal Sight: You can see into the Ethereal Plane within 60 feet of you.
  • Greater Comprehension: You can read any language.
  • See Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.
 

Greater Portent

Starting at 14th level, you roll three d20 for your Portent feature, rather than two.  

School of Enchantment

 

Enchantment Savant

Beginning at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.  

Hypnotic Gaze

Starting at 2nd level, as an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.   On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.   Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.  

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.   You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.  

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.  

Alter Memories

At 14th level, when you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.   Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.  

School of Evocation

 

Evocation Savant

Beginning at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.  

Sculpt Spells

Beginning at 2nd level, when you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.  

Potent Cantrip

Starting at 6th level, when a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.  

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.  

Overchannel

Starting at 14th level, when you cast a wizard spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell.   The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.  

School of Illusion

 

Illusion Savant

Beginning at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.  

Improved Minor Illusion

At 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.   When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.  

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.  

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Illusory Reality

By 14th level, when you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.   The object can't deal damage or otherwise directly harm anyone.  

School of Necromancy

Necromancy Savant

Beginning at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.  

Grim Harvest

At 2nd level, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.  

Undead Thralls

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.   Whenever you create an undead using a necromancy spell, it has additional benefits:
  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
 

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.  

Command Undead

Starting at 14th level, as an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.   If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.  

School of Transmutation

Transmutation Savant

Beginning at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.  

Minor Alchemy

Starting at 2nd level, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.  

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
  • Darkvision out to a range of 60 feet.
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.   If you create a new transmuter's stone, the previous one ceases to function.  

Shapechanger

At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.   Once you cast Polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.  

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.
  • Major Transformation: You can transmute one nonmagical object — no larger than a 5 — foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
  • Panacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
  • Restore Life: You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
  • Restore Youth: You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
 

War Magic

Arcane Deflection

At 2nd level, when you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.   When you use this feature, you can't cast spells other than cantrips until the end of your next turn.  

Tactical Wit

Starting at 2nd level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.  

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.   You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.   Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.  

Durable Magic

Beginning at 10th level, while you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.  

Deflecting Shroud

At 14th level, when you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

High Elf

Ability Score Increase +2 Dexterity, +1 Intelligence
Size Medium
Speed 30 feet

The elves are known to be haughty and proud, considering themselves better than any other race. Their governing body the aristocracy runs the elven kingdom. Through , or Sarnital, all things become divine. Magic is the lifeblood and religion of the elves. Status, wealth, and political power all come from how much you can control and utilize Magic. Those that cannot use magic are considered lesser beings, poor and typically enslaved.  

Traits:

  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 color in darkness, only shades of grey.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip. You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Languages. Common, Elvish, +1 Language

Statblocks for companions, followers and other allies.

Almiraj

Small beast, unaligned
Armor Class 13
Hit Points 3 1d6
Speed 50ft

STR
2 -4
DEX
16 +3
CON
10 0
INT
2 -4
WIS
14 +2
CHA
10 0

Skills Perception +4, Stealth +5
Senses darkvision 30 ft., passive Perception 14
Languages


Keen Senses: The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Horn: Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 5 1d4+3 piercing damage.


 

Almiraj are a species of large, timid rabbits with a 1-foot long spiral horn protruding from their foreheads. If driven to attack, it will charge its foe with the horn. They live in earthen burrows and can be captured and domesticated.

The almiraj prefer hilly, tropical terrain where they can forage for grasses and roots and burrow to create warrens. They have been imported to rainforest environments in some areas with some success. They are indigenous to the Mashiq and Shanindar regions of Nioa.

Almiraj cover

Statblocks for your spells.

Level 0 Spells

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 ft
Components: V, M
Materials: a weapon
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.   At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.  
Available for: Sorcerer, Warlock, Wizard

Lightning Lure

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 15 ft
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.   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. 259

Message

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S, M
Materials: A short piece of copper wire
Duration: 1 Round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Available for: Bard, Sorcerer, Wizard

Level 1 Spells

PHB pg. 211

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Minute
Range/Area: 30 Feet
Components: V, S, M
Materials: A tiny bell and a piece of fine silver wire
Duration: 8 Hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is ho larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Available for: Ranger, Wizard

PHB pg. 221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S
Duration: 1 Hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creature must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

PHB pg. 224

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
Duration: 1 Hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 240

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 feet
Components: V, S, M
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
  While your familiar is within 100 feet of you, you can communicate with it telepathically.
Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
  You can not have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Available for: Wizard

Elemental Evil Player's Companion

Ice Knife

1-level Conjuration

Casting Time: 1 Action
Range/Area: 60 ft
Components: S, M
Materials: a drop of water or a piece of ice
Duration: Instantaneous
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.
Available for: Druid, Sorcerer, Wizard

PHB: P. 252

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: a pearl worth at least 100 gp and an owl feather
Duration: Instantaneous
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.
Available for: Artificer, Bard, Wizard

PHB: P. 256

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a piece of cured leather
Duration: 8 hours
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 it if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Wizard

PHB: P. 275

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/Area: Self
Components: V, S
Duration: 1 round
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.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

Conjuration Magic

Tenser's Floating Disk

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 30 feet
Components: V, S, M
Materials: A drop of mercury
Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.   The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.   If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
Available for: Wizard, Arcane Trickster Rogue, Eldritch Knight Fighter

Level 2 Spells

PHB: P. 215

Arcane Lock

2-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: V, S, M
Materials: Gold dust worth at least 25 gp, which the spell consumes
Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Available for: Artificer, Wizard

PHB: P. 260

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute
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.
Available for: Artificer (Armorer), Sorcerer, Warlock, Wizard

PHB: P. 260

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

Shadow Blade

2-level Illusion

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.   If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At higher levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Available for: Sorcerer, Warlock, Wizard

Level 3 Spells

Lost Laboratory of Kwalish

Galders Tower

3-level Conjuration

Casting Time: 10 minutes
Range/Area: 30 feet
Components: V, S, M
Materials: a fragment of stone, wood, or other building material
Duration: 24 hours

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
• A bedroom with a bed, chairs, chest, and magical fireplace • A study with desks, books, bookshelves, parchments, ink, and ink pens • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils • A lounge with couches, armchairs, side tables and footstools • A washroom with toilets, washtubs, a magical brazier, and sauna benches • An observatory with a telescope and maps of the night sky • An unfurnished, empty room   The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
  You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Available for: Wizard

PHB: P. 228

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: S
Duration: Instantaneous
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.
Available for: Sorcerer, Warlock, Wizard

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


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Fara.

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Character Sheet (Legacy)

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