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Zaixibis Nodzebi

7 Level (12 EVP/34000 XP for level-up) Haunted One Background Baalzebul Tiefling Race / Species / Heritage Lawful Evil Alignment
Clockwork Soul Sorcerer
Level 5
Hit Dice: 5/5
1d6+3 Class 1
Undead Warlock
Level 2
Hit Dice: 2/2
1d8+3 Class 2

STR
13
+1
DEX
16
+3
CON
17
+3
INT
14
+2
WIS
15
+2
CHA
20
+5
57
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
12
Passive Perception
6 / 6
Sorcery Points
1 / 1
Hit Die- Warlock d8
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+3 Dexterity
+6 Constitution
+2 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
+8 Deception CHA
+2 History INT
+2 Insight WIS
+5 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+5 Performance CHA
+8 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.



A Growing Pact - You gain additional Sorcery Points as you gain levels in Warlock, gaining an additional Sorcery Point at 1st and every two levels thereafter. However, gaining more power comes at a cost of what you can do by yourself, each level you gain in Sorcerer from now on has a -1 on HP rolls.
Eldritch Boons-
Agonizing Blast


Features & Traits
Money
8289GP 338/490GP paid from Cassian
2 PP

Items w/ Gold Value
25 GP of silver dust
100GP Diamond
(Both Left at Home)

Monster Hunter Pack
a chest
a crowbar
a hammer
three wooden stakes
a holy symbol
a flask of holy water
a set of manacles
a steel mirror
a flask of oil
a tinderbox
13 torches

Explorer's Pack
a backpack
a bedroll
a mess kit
a tinderbox
16 days of rations
a waterskin
50 feet of hempen rope

Clothing
Robes and mask for 'The Family'
Pallid leather gloves crafted with ivory fingernails
Common clothes
Cultist Costume
10 Sets of Clothing
Black Cape of Glittering Stars
Shutter Shades

Focuses
An arcane focus - Clockwork
Shiny Golden Ring - Arcane focus from Id

Weapons
1x daggers

How this is all Carried
Handy Haversack

Armor
Leather Armor

Potions
3x Health Potion
1x Greater Healing Potion

Beehives/Lore
Piece of Occult Crystal
Purple and Red Guard Uniform from the Tower (Breeb)
A cube of glass with mysterious runes etched on each corner

Random Things
a small metal bauble portraying the Technomancer
Lock of hair from Mira
Lock of hair from Silvy'r
Fluffy Moth Plushie
Very Comfortable Blanket
Hilt of Soururendo

Cassian Plushie
Plushie of Cassian (Plush description:
The important details of Cassian are there, the hair, rainbow robes, clothes underneath, beads for the eyes of their eye color, even a little scythe than can be taken off and put back on easily. The hands end in little nubs instead of fingers and the head is a bit bigger than normal. It's able to be sat upright and the arms and legs can be maneuvered however they wish. It's about 12 inches tall and has sort of the same neutral expression on its face as Cassian does.)


Fulcum Armor
Fulcrum Studded Leather - Attuned
Your climb, swim and walk speed increase by 5 feet, and if you do not possess a swim or climb speed they become 5 feet.
Attunement: Whilst wearing and attuned to this Fulcrum you gain a +1 bonus to AC and Don/Doff speed is reduced to 3 rounds.

---------------------------------------------------------------------------------------
Cleansing Flames
Cleansing Flames
Wondrous (Necklace) - Weightless - Soulchain Attunement

A mass of golden trinkets and jewels which thrum and radiate magic so vibrantly, it seems to flow outwards, surrounding you with cerulean and crimson flames, fading in and out of each other.

Retribution of Phlegethos. Your patrons influence on your burning blood gives it a slightly purple hue, and more benefits. But at what cost? When you are transformed by your Form of Dread Class feature, you gain the following benefits:
  • Your spells deal an extra 1d4 fire damage to one source of damage per casting.
  • While your Flames of Phlegethos is active, creatures that hit you with a ranged attack within 30 feet take the 1d4 fire damage. In addition, this damage is increased by 1d4 for creatures that hit you with a melee attack.

  • Soul Flare. When you would activate your Flames of Phlegethos, you can explode with a bright light and lay to bare the eminency of your soul to all that bask in your glow. This light bursts in a radius of 30 feet centred on you. All hostile creatures within range must make a Charisma saving throw DC 14 or be blinded by your magnificence for 3 turns. Allies within range can choose to look towards you and be inspired, gaining advantage on attacks until the end of their next turn, but they must also make a Charisma saving throw against your spell save DC or be blinded until the end of their next turn. You can use this effect twice, regaining all uses at the end of a long rest.

    ---------------------------------------------------------------------------------------
    Glowsticks
    Glowsticks
    A small rod in strange, unnatural packaging. Seems to be from another place entirely.

    As an action you can bend this strange object. After doing this it returns to its original shape. After doing this it releases bright light in a 5 foot area around you, dim light extending for an additional 5 feet.

    When you bend the glowstick in this way, you can choose the colour it becomes from the following list: Red, Blue, Green, Yellow, Purple, Pink, Orange.
    This item remains active for one minute, after which the light fades. You can use this effect once per dusk.

    This item has no gold value and cannot be sold.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Ticking Hands- (Clockwork Soul Research)
    While in True Combat, everytime you hard cast a spell, you gain a charge of Ticking Hands (max of Proficiency Bonus +1). You can choose to expend any amount of these charges as a reaction to increase your AC until the beginning of your next turn.
    Spellcasting
    Languages: Common, Infernal, Elven, and Draconic
    Armor: Light armor
    Weapons: Simple weapons
    Tools: N/A
    Saving Throws: Constitution, Charisma

    Languages & Proficiencies
    I put no trust in divine beings.

    Personality Traits
    I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)

    Ideals
    I would sacrifice my life and my soul to protect the innocent.

    Bonds
    I assume the worst in people.

    Flaws
    You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.

    Height: 5'1"
    Weight: 120
    Age: 24
    Level 2 HP- 5+3
    Level 3 HP- 4+3
    Level 4 HP- 4+3
    Level 5 HP- 5+3
    Level 6 HP- 5+3
    Level 7 HP- 7+3

    Notes
    Trust of the Solas Paladin x 2

    Random Boons
    Whenever you would expend Sorcery points, you lose an equal amount of HP which cannot be reduced in any way. Additionally, Healing you receive from magical sources is halved, rounded down to a minimum of 1, as the other half is channeled through you into Caiphon for reasons you have yet to learn.

    (This means per 1 Sorc point you spend 1HP. Magical Sources includes potions, as they are considered magical in 5e, however this does not affect healing from rests or other natural sources.)

    Negatives


    ™ & © 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

    [block: Restore Balance Starting at 1st level]
    [block: you can use your reaction to prevent the roll from being affected by advantage and disadvantage.   You can use this feature a number of times equal to your proficiency bonus]
    [block: and you regain all expended uses when you finish a long rest.   Font of Magic At 2nd level]
    [block: which allow you to create a variety of magical effects.   Sorcery Points You have 2 sorcery points]
    [block: as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.   Flexible Casting You can use your sorcery points to gain additional spell slots]
    [block: or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.   Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.   Any spell slot you create with this feature vanishes when you finish a long rest.   Converting a Spell Slot to Sorcery Points. As a bonus action on your turn]
    [block: you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.   Metamagic At 3rd level]
    [block: you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.   You can use only one Metamagic option on a spell when you cast it]
    [block: unless otherwise noted.   Quickened Spell When you cast a spell that has a casting time of 1 action]
    [block: you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.   Subtle Spell When you cast a spell]
    [block: you can spend 1 sorcery point to cast it without any somatic or verbal components.   Form of Dread 1st-level Undead feature   You manifest an aspect of your patron's dreadful power. As a bonus action]
    [block: you transform for 1 minute. You gain the following benefits while transformed:   You gain temporary hit points equal to 1d10 + your warlock level. Once during each of your turns]
    [block: the target is frightened of you until the end of your next turn. You are immune to the frightened condition. You can transform a number of times equal to your proficiency bonus]
    [block: and you regain all expended uses when you finish a long rest.   The appearance of your Form of Dread reflects some aspect of your patron. For example]
    [block: suggesting your mummy patron.   Flames of Phlegethos Prerequisite: Tiefling or Feral Tiefling You learn to call on hellfire to serve your commands. You gain the following benefits:   Increase your Intelligence or Charisma score by 1]
    [block: to a maximum of 20. When you roll fire damage for a spell you cast]
    [block: even if it is another 1. Whenever you cast a spell that deals fire damage]

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    [block: only shades of gray.   Legacy of Maladomini You know the thaumaturgy cantrip. When you reach 3rd level]
    [block: you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Hellish Resistance You have resistance to fire damage.]

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Chill Touch

    0-level (Cantrip) Necromancy

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

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

    Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Control Flames

    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)

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 ft.
    Duration Instantanious
    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 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

    Prestidigitation

    0-level (Cantrip) Abjuration

    Casting Time 1 action
    Range 10 feet
    Duration Up to 1 hour
    Components V, S

    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.

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

    Basic Rules, pg. 282

    Thaumaturgy

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 30ft
    Duration 1 Minute
    Components V

    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.

    Class(es): Cleric

    PHB, page 237

    Eldritch Blast

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 feet
    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

    PHB

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 30ft
    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): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    True Strike

    0-level (Cantrip) Divination

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 round
    Components S

    You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

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

    Level 1 Spells

    Armor of Agathys

    1-level Abjuration

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M *

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

    Class(es): Magic Ablity

    PHB

    Burning Hands

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cone)
    Duration Instantaneous
    Components V, S

    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Monk (Way of the Sun Soul), Rogue (Arcane Trickster), Warlock (The Fiend)

    PHB

    Magic Missile

    1-level Evocation

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

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 1d4

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

    Shield

    1-level Abjuration

    Casting Time 1 reaction
    Range Self
    Duration 1 round
    Components V, S

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

    Class(es): Sorcerer, Wizard

    PHB

    Sleep

    1-level Enchantment

    Casting Time 1 Action
    Range 90ft
    Duration 1 Minute
    Components V, S, M
    Materials a pinch of fine sand, rose petals, or a cricket

    This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

    Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

    PHB

    Ray of Sickness

    1-level Necromancy

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

    A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Artificer (Alchemist), Cleric (Death Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Undying)

    Player's Handbook

    Bane

    1-level Enchantment

    Casting Time 1 action
    Range 30 feet
    Duration Concentration, up to 1 minute
    Components V, S, M
    Materials A drop of blood

    Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
    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 the 1st.

    Class(es): Cleric

    Player's Handbook

    Hex

    1-level Necromancy

    Casting Time 1 bonus action
    Range 90 feet
    Duration Concentration, 1 hour
    Components V,S,M (petrified eye of newt)

    You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
    At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

    Class(es): Warlock

    Level 2 Spells

    Alter Self

    2-level Transmutation

    Casting Time 1 Action
    Range Self
    Duration Concentration, up to 1 Hour
    Components V, S

    You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

    • Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
    • Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
    • Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

    Class(es): Sorcerer, Wizard, Druid (Circle of the Moon), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Crown of Madness

    2-level Enchantment

    Casting Time 1 Action
    Range 120ft
    Duration up to 1 Minute
    Components V, S

    One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.   The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.   On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

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

    PHB

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

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

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

    PHB

    Rope Trick

    2-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration 1 Hour
    Components V, S, M
    Materials powdered corn extract and a twisted loop of parchment

    You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.   The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.   Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.   Anything inside the extradimensional space drops out when the spell ends.

    Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

    PHB

    Scorching Ray

    2-level Evocation

    Casting Time 1 Action
    Range 120 feet
    Duration Instantaneous
    Components V S

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

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

    Ranged Spell Attack 2d6 Fire Damage

    Level 3 Spells

    Player's Handbook

    Fly

    3-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration Concentration, 10 minutes
    Components V,S,M (a wing feather)

    You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

    Class(es): Sorcerer, Warlock, Wizard

    Player's Handbook

    Fireball

    3-level Evocation

    Casting Time 1 action
    Range 150 feet
    Duration Instantaneous
    Components V,S,M (ball of bat guano and sulfur)

    A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Class(es): Sorcerer, Wizard

    Slow

    3-level Conjuration

    Casting Time 1 action
    Range 120ft
    Duration Concentration, Concentration, up to a minute
    Components V, S, M
    Materials A bit of molasses

    You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
    If the creature attempts to cast a spell with a casting time of 1 action, roll a d20 . On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
    A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

    Class(es): Sorcerer, Wizard

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