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Kuro

7 Level (2120/34000 XP for level-up) Test Subject - Unknown Background Kitsatronian (Hollow) Race / Species / Heritage Chaotic Neutral Alignment
Warmage
Level 7
Hit Dice: 7/7
1d8+4 Class 1

STR
10
+0
DEX
24
+7
CON
18
+4
INT
12
+1
WIS
16
+3
CHA
18
+4
54
Hit Points
+7
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
15/30/60
Speed (walk/run/fly)
13
Passive Perception
23 / 23
Mana
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+7 Dexterity
+7 Constitution
+1 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+10 Acrobatics DEX
+3 Animal Handling WIS
+8 Arcana INT
+0 Athletics STR
+4 Deception CHA
+1 History INT
+3 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sealed Zanpakuto +10 DEX 1d10+7 slashing
 Soulbound
Released Zanpakuto +7 DEX 2d4+2+7 piercing
 Finesse, light, thrown (range 20/60)
Survival knife +7 DEX 1d4+7 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Mana Pool
Spirit sight deity, minor
Spellcasting
Magic Attunement - Force
Young Face
Unlike those who lived in your home world, you will maintain a youthful appearance forever. With some good acting, you become a child no one can blame. You are proficient in the Persuasion skill.
------------------------------------
Wariness
Growing up around strangers and being exposed to so many new things makes you a bit wiser than the average gullible magic loony. You have a sharp mind to pick apart what may want to weasel into your head. You have advantage on saving throws against being charmed.
------------------------------------
Space Learned
You lived in a place where people are constantly exchanging foreign languages and using unfamiliar tools. You have learned from them. You are proficient in one artisan tool and know one extra language of your choice.
--------------------------------
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 gray.
Limb Regeneration
Hollow
Arrancar are a form of Hollow, and as such are corrupted spirits. You have two creature types: humanoid and fiend. You can be affected by effects if it works on either of your creature types.
Pesquisa
First Hand Experience
Background
Test Subject - Demon Captor
Unknown

Features & Traits
5,970,096 galactic credits
125 Ethereal Delasi
Survival knife, Karambit knife, duffel bag, soulburned Tanto

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Frost - Active
Lightning - Secondary
Spellcasting
Light armor, medium armor, shields, Thieves' Tools, Simple weapons and martial weapons, Fighting Style
Languages: Common, Sylvan, primordial kipir, kipir, Infernal (R/W)

ability modifier to the damage of the second attack

Languages & Proficiencies
I have seen much. It will take a lot to shock me.

Personality Traits
There are no universal laws. One may do whatever one can.

Ideals
My master set me free with a purpose. I must fulfil it.

Bonds
I get overindulged in knowledge and will do questionable things to obtain it.

Flaws
https://www.dandwiki.com/wiki/Warmage_(5e_Class)#Warmage
https://www.dandwiki.com/wiki/God_Seeker_(5e_Class)
https://www.dandwiki.com/wiki/5e_Warmage_Spells
Path of Arcane
25 Nova gems

Radiant hunger - the hunger that is deep inside will never go away, every long rest wisdom check +lvl hunger if fail, 1 n/a 2 -1 to all ablility +1 to attack lvl3 friend/foe difficulty wis check every other turn
Devour - hollow can grow stronger by eating other hollows to offset the flow and sate their eternal hunger 8th lvl able to grow stronger temp +temp hp 1d10 per strong corpse, 1 for weak copse
1125x Devoured
internal conflict - the two voices
knowledge espada no.10

Spell level Mana Point cost
1 2 mana points
2 3 mana points
3 5 mana points
4 6 mana points
5 7 mana points

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

The statblocks of your class features

Magic Attunement


Hit Points

Hit Dice: d4 per Magic Attunement level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Beginning at 1st level, you learn a eldritch ritual that allows you to attune your inner magical power to a specific element.


Class Features

Fire While you are attuned to fire you are able to cast the firebolt and control flames cantrips at will. You also gain a +2 bonus fire damage to damage rolls with weapon attacks. At 10th level this bonus increase to +4.   Force While you are attuned to force you are able to cast the eldritch blast and mage hand cantrips at will. You also gain a +1 bonus to attack and damage rolls you make with weapons. These bonuses increase to +2 when you reach 10th level.   Frost While you are attuned to frost you are able to cast the frostbite and shape water cantrips at will. You gain a +1 bonus to your AC. In addition, when you hit a target with your weapon attacks, its speed is reduced by 5 feet until the start of your next turn. At 10th level the AC bonus increases to +2, and the speed reduction increases to 10 feet.   Lightning While attuned to lightning you are able to cast the shocking grasp and gust cantrips at will. You gain a +1 bonus lightning damage to damage rolls with weapon attacks, also when you score a critical hit whit one of those attacks target is incapacitated until the end of your next turn. Starting at 10th level damage bonus increase to +2, also when you score a critical hit with weapon target is stunned instead.
 

First Hand Experience


Hit Points

Hit Dice: d4 per First Hand Experience level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

You have experienced countless days of mental, physical, and spiritual agony, and know intimately how you were kept alive through it. While interrogating a living humanoid, you can make sure that any pain you inflict will not kill the individual. Additionally, while perceiving such an individual, you may take at least 30 minutes to attempt (Insight/Arcana/Investigation) to learn any arcane or biological secrets about their body.

Pesquisa


Hit Points

Hit Dice: d4 per Pesquisa level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Arrancar can sense when creatures of a spiritual nature are nearby. You have advantage on Wisdom (Perception) checks to locate celestials, elementals, fey, fiends, or undead.

Spellcasting


Hit Points

Hit Dice: d4 per Spellcasting level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Starting at 1st level, you have learned how to bend reality to your wishes just like a sorcerer does. Fonts of arcane magic are hidden inside of you, whatever their origin, and through your blade your spells flow.

Kuro

7 Level (2120/34000 XP for level-up) Test Subject - Unknown Background Kitsatronian (Hollow) Race / Species / Heritage Chaotic Neutral Alignment
Warmage
Level 7
Hit Dice: 7/7
1d8+4 Class 1

STR
10
+0
DEX
24
+7
CON
18
+4
INT
12
+1
WIS
16
+3
CHA
18
+4
54
Hit Points
+7
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
15/30/60
Speed (walk/run/fly)
13
Passive Perception
23 / 23
Mana
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+7 Dexterity
+7 Constitution
+1 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+10 Acrobatics DEX
+3 Animal Handling WIS
+8 Arcana INT
+0 Athletics STR
+4 Deception CHA
+1 History INT
+3 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sealed Zanpakuto +10 DEX 1d10+7 slashing
 Soulbound
Released Zanpakuto +7 DEX 2d4+2+7 piercing
 Finesse, light, thrown (range 20/60)
Survival knife +7 DEX 1d4+7 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Mana Pool
Spirit sight deity, minor
Spellcasting
Magic Attunement - Force
Young Face
Unlike those who lived in your home world, you will maintain a youthful appearance forever. With some good acting, you become a child no one can blame. You are proficient in the Persuasion skill.
------------------------------------
Wariness
Growing up around strangers and being exposed to so many new things makes you a bit wiser than the average gullible magic loony. You have a sharp mind to pick apart what may want to weasel into your head. You have advantage on saving throws against being charmed.
------------------------------------
Space Learned
You lived in a place where people are constantly exchanging foreign languages and using unfamiliar tools. You have learned from them. You are proficient in one artisan tool and know one extra language of your choice.
--------------------------------
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 gray.
Limb Regeneration
Hollow
Arrancar are a form of Hollow, and as such are corrupted spirits. You have two creature types: humanoid and fiend. You can be affected by effects if it works on either of your creature types.
Pesquisa
First Hand Experience
Background
Test Subject - Demon Captor
Unknown

Features & Traits
5,970,096 galactic credits
125 Ethereal Delasi
Survival knife, Karambit knife, duffel bag, soulburned Tanto

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Frost - Active
Lightning - Secondary
Spellcasting
Light armor, medium armor, shields, Thieves' Tools, Simple weapons and martial weapons, Fighting Style
Languages: Common, Sylvan, primordial kipir, kipir, Infernal (R/W)

ability modifier to the damage of the second attack

Languages & Proficiencies
I have seen much. It will take a lot to shock me.

Personality Traits
There are no universal laws. One may do whatever one can.

Ideals
My master set me free with a purpose. I must fulfil it.

Bonds
I get overindulged in knowledge and will do questionable things to obtain it.

Flaws
https://www.dandwiki.com/wiki/Warmage_(5e_Class)#Warmage
https://www.dandwiki.com/wiki/God_Seeker_(5e_Class)
https://www.dandwiki.com/wiki/5e_Warmage_Spells
Path of Arcane
25 Nova gems

Radiant hunger - the hunger that is deep inside will never go away, every long rest wisdom check +lvl hunger if fail, 1 n/a 2 -1 to all ablility +1 to attack lvl3 friend/foe difficulty wis check every other turn
Devour - hollow can grow stronger by eating other hollows to offset the flow and sate their eternal hunger 8th lvl able to grow stronger temp +temp hp 1d10 per strong corpse, 1 for weak copse
1125x Devoured
internal conflict - the two voices
knowledge espada no.10

Spell level Mana Point cost
1 2 mana points
2 3 mana points
3 5 mana points
4 6 mana points
5 7 mana points

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options:

Defensive Attunement

At 6th level, your connection with attuned element become stronger, providing you benefits, depending on active attunement.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Fire While fire attunement is active you gain resistance to fire damage. Also when creature hits you with a melee attack from within 5 feet of you or if it touches you, you expend certain amount of mana points and can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 1d8 fire damage per mana point spent and ignite in flames. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the burning ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.   Force While force attunement is active you gain resistance to foce damage. Also when you take damage, you can use your reaction and certain amount of mana points to to cover your body with arcane sphere. That magical field reduce incoming damage to you by an amount equal to d4+1 for each mana point spent.   Frost While frost attunement is active you gain resistance to cold damage. When you are hit by an attack, you can use your reaction and certain amount of mana points to cover your body with thin layer of magical ice. That ice increase your AC by 2 per mana point spent, up to maximum of 10. This effect last until the start of your next turn.   Lightning While lightning attunement is active you gain resistance to lightning damage. Also when you are forced to make a Dexterity saving throw, you can use your reaction and expend 2 mana point to allow lightning flow through your body and increase your reaction time. You gain +4 bonus to this saving throw. You can use this ability after rolling the die but before suffering the results.
subclass options:

Magic Attunement

Beginning at 1st level, you learn a eldritch ritual that allows you to attune your inner magical power to a specific element. You must perform the ritual over the course of 1 hour, which can be done during a long rest. Once you have attuned yourself to a specific element, you can utilize the chosen elemental energies in combat. You are able to attune to two elements at the same time, but you only one of those can be active. You may switch the active elemental attunement with a bonus action on your turn. At 18th level you can change the active elemental attunement as a reaction. In addition at 18th level you can perform the attunement ritual in 1 minute.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Fire While you are attuned to fire you are able to cast the firebolt and control flames cantrips at will. You also gain a +2 bonus fire damage to damage rolls with weapon attacks. At 10th level this bonus increase to +4. Force While you are attuned to force you are able to cast the eldritch blast and mage hand cantrips at will. You also gain a +1 bonus to attack and damage rolls you make with weapons. These bonuses increase to +2 when you reach 10th level. Frost While you are attuned to frost you are able to cast the frostbite and shape water cantrips at will. You gain a +1 bonus to your AC. In addition, when you hit a target with your weapon attacks, its speed is reduced by 5 feet until the start of your next turn. At 10th level the AC bonus increases to +2, and the speed reduction increases to 10 feet. Lightning While attuned to lightning you are able to cast the shocking grasp and gust cantrips at will. You gain a +1 bonus lightning damage to damage rolls with weapon attacks, also when you score a critical hit whit one of those attacks target is incapacitated until the end of your next turn. Starting at 10th level damage bonus increase to +2, also when you score a critical hit with weapon target is stunned instead.   Starting at 6th level, you are able to attune to two elements at the same time, but you only one of those can be active. You may switch the active elemental attunement with a bonus action on your turn. At 18th level you can change the active elemental attunement as a reaction. In addition at 18th level you can perform the attunement ritual in 1 minute.
subclass options:

Overwhelming presence

Starting at 7th level, your presence become so fearsome that just your presence on the battlefield is enough to crush the opponent's morale. Whenever a hostile creature within 10 feet of you must make a saving throw, the creature suffers a penalty to the saving throw equal to half of your Charisma modifier rounded up (with a minimum bonus of +1). You must be conscious for this to take effect.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options:

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 256

Mage Hand - Force Attunment

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB

Control Flames - Fire Attunment

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 60ft
Duration 1 Hour
Components S

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
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.

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

Firebolt - Fire Attunment

0-level (Cantrip) Evocation

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

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d20+7 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 ).

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

PHB

Gust - Lightning Attunment

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

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

PHB

Shocking Grasp - Lightning Attunment

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. you have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Wizard

Melee Spell Attack 2d8 Lightning Damage

Xanathar's Guide to Everything

Shape Water - Frost Attunment

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 feet
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

Elemental Evil Player's Companion, pg. 156

Frostbite - Frost Attunment

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60 ft
Duration Instantaneous
Components V, S

Damage Type: Cold   Attack/Saving Throw: Constitution Save
Description: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At higher levels:
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Druid, Sorcerer, Warlock, Wizard, Artificer

Conjure Object

0-level (Cantrip) Conjuration

Casting Time: 1 action OR 1 bonus action
Range/Area: Self
Components: V,S
Duration: 1 hour
You create a simple, non-magical object that appears in your hand. This object cannot exceed a value of 20 gold pieces, a weight of 20 pounds, or take up more than 5 feet in any direction. This object disappears after an hour, you dismiss it with a action or bonus action, or if you attempt to have more than three instances of this spell active at the same time. Alternative Usage. A single casting of this spell can create multiple objects, so long as the total value and weight of those objects do not exceed the original specifications.

Aural Scan - Path of Arcane

0-level (Cantrip) Divination

Casting Time: Bonus Action
Range/Area: Self - 90 range sphere
Components: V
Duration: Instant
You utter a series of clicks into the surrounding area, audible to a range of 150 feet. Until the beginning of your next turn, you have blindsight within a 90 foot sphere centered on where the spell was cast. This spherical area of effect can't pass through walls or other blocking materials.

Eldritch Strike

0-level (Cantrip) Evocation

Casting Time: Bonus action
Duration: 1 turn
As a bonus action, you may expend a Mana Point to magically empower your melee weapon attacks this turn to deal a bonus 1d6 elemental damage per mana point spent on this feature, to a maximum of 5d6. The elemental damage type you deal, along with any additional effects of this feature depend on which element you are currently attuned to.   Fire When you use an eldritch strike while you are attuned to fire, your weapon flares with white-hot flame. If you make a successful attack with the empowered weapon before the end of your turn, it deals an extra 1d6 fire damage per mana point spent.   Force When you use an eldritch strike while you are attuned to force, your weapon glows with blue flame-like radiance. If you make a successful attack with the empowered weapon before the end of your turn, it deals an extra 1d6 force damage per mana point spent.   Frost When you use an eldritch strike while you are attuned to frost, spectral frost covers your weapon. If you make a successful attack with the empowered weapon before the end of your turn, it deals an extra 1d6 cold damage per mana point spent.   Lightning When you use an eldritch strike while you are attuned to lightning, magical lightning springs from your weapon to deliver a shock to a creature it touch. If you make a successful attack with the empowered weapon before the end of your turn, it deals an extra 1d6 lightning damage per mana point spent.
Available for: Warmage

PHB

Control Flames - Fire Attunment

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 60ft
Duration 1 Hour
Components S

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
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.

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

PHB

Eldritch Blast - Force Attunment

0-level (Cantrip) Evocation

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

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Manic Manacles - Path of Arcane

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 40ft
Components: V, M (a piece of iron)
Duration: Concentration, 1 minute
You cause heavy black chains to encircle a creature you can see within range. The target must make a Dexterity saving throw. If the target fails, it is restrained by heavy black chains until the spell ends. The target can use its action to make a Strength check against your spell save DC. On a success, it frees itself from the chains.

Level 1 Spells

PHB

Expeditious Retreat

1-level Transmutation

Casting Time 1 bonus action
Range Self
Duration Concentration, up to 10 minutes
Components V, S

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Class(es): Sorcerer, Warlock, Wizard

Railgun - Path of Arcane

1-level Evocation

Casting Time: 1 Action
Range/Area: 300ft
Components: S, M
Materials: A metal piece worth 1 cp such as 1 cp, which the spell consumes
Duration: Instant
You extend your arm and flick the metal piece at the target. Elemental forces then propel the metal piece towards a creature or object in a flash of light. You make a ranged spell attack against the target. On a hit, the target takes 2d6 piercing damage and 2d6 lightning damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the amount of both the piercing and lightning damage caused by the spell increases by 1d6 each for each level above 1st.

PHB pg 231

Detect Magic - Path of Arcane

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 minutes
Components VS

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

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 Hours
Components V, S, M *

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

Class(es): Magic Ablity

Level 2 Spells

Misty Step - Path of Arcane

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

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

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

Shatter

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S, M
Materials a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

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