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Iniphi Baxsy

8 Level (0/48000 XP for level-up) Criminal Background Winged Tiefling Race / Species / Heritage C/N Alignment
Warlock
Level 8
Hit Dice: 8/8
1d+1 Class 1

STR
14
+2
DEX
16
+3
CON
13
+1
INT
8
-1
WIS
10
+0
CHA
18
+4
41
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+3 Dexterity
+1 Constitution
-1 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+7 Deception CHA
-1 History INT
+0 Insight WIS
+7 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +8 DEX 1d6+3 piercing
 finesse
Dagger +8 DEX 1d6+3 piercing
Attacks

Spell Book

Studded leather

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Infernal

Languages & Proficiencies


™ & © 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

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Starting Equipment

You start with the following equipment in addition to the following granted by your background   (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers


Spellcasting

Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one

The Archfey


Hit Points

Hit Dice: d8 per The Archfey level
Hit Points at first Level: See Warlock
Hit Points at Higher Levels: See Warlock

Proficiences

Armor: See Warlock
Weapons: See Warlock
Tools: See Warlock
Saving Throws: See Warlock
Skills: See Warlock

Subclass Options

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.  

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell LevelSpells
1stFaerie Fire, Sleep
2ndCalm Emotions, Phantasmal Force
3rdBlink, Plant Growth
4thDominate Beast, Greater Invisibility
5thDominate Person, Seeming
 

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.  

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.   Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.   You must finish a short or long rest before you can use this feature again.

Archfey Patron: Pact of the Tome


Hit Points

Hit Dice: d8 per Archfey Patron: Pact of the Tome level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 3 skills from: Deception, Intimidation, Performance, Persuasion Acrobatics, Sleight of Hand, Stealth Arcana, History, Investigation, Nature, Religion Athletics Animal Handling, Insight, Medicine, Perception, Survival

Overview & Creation

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.


Class Features

Expanded Spell List


Spell Level
1 Faerie Fire Sleep Entangle
2 Calm Emotions Spike Growth Summon Beast
3 Blink Conjure Animals
4 Dominate Beast Polymorph
5 Dominate Person Mislead
8 Animal Shapes


Benefits of the Fey


Starting at 1st level, your patron refuses to be outdone by any other patron. You have been bestowed the Guidance cantrip. This cantrip works as a warlock spell for you and does not count against your cantrips known. At Warlock level 1 guidance now has a range of 30 feet. At warlock level 5, you can now bestow guidance on 2 targets. At warlock level 11, your dice now increase to a d6. At warlock level 17, you may now bestow your guidance on as many targets as your charisma modifier +1 and the range increases to 60ft.

Karma


At Level 1, As mischievous as they are, the fey do still admire the do-gooders. When you or an ally benefit from your guidance cantrip, a fey spirit comes to help you out. The fey spirit takes the form that you choose from the provided list. Each creature choice brings something different to the than the others in many ways both in and out of combat. Some things they all have in common are:
 
  • Their health dice increases at certain levels, 2dX at level 1, 4dX at level 6, 6dX at level 10, and 10dX at level 14.
  • You get Animal Handling Proficiency when you have a creature.
  • It has temporary equal to your Cha mod + Prof mod+ Warlock level.
  • They are controlled on your bonus action in initiative order.
  • You can choose use your bonus action to give it temporary hitpoints equal to your cha mod worth of d4's and move it half it's movement.
  • Outside of combat, you may choose to "heal it's wounds" in which you channel over it for 1 minute and it will replenish it's starting temporary hitpoints.
The Options:
   

Fey Presence

  Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.   Once you use this feature, you can’t use it again until you finish a short or long rest.

Eldritch Invications


In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
    At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
    Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
    If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Pact of the Tome


Level 3   Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose 1 Cantrip, 1 first level spell, and 1 first level spell that has the ritual tag (the three needn’t be from the same list). While the book is on your person, they don’t count against your number of cantrips or spells known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. The spell may only be cast as a ritual spell unless you get another way of casting the spell.
  Additionally, you can now inscribe magical rituals in your Book of Shadows. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
  On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less to your proficiency modifier and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
  If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

ASI or Feat

  Levels 4, 8, 12, 16, and 19 You may Choose to put 2 plus 1's each into 2 abilitiy scores, Put both plus 1's in 1 ability score, or Take a feat from the feats list.

The Gift I Give To You


  At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level.

Misty Escape

    Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
    You may use them for as many times for your proficiency per day. You may get all uses back when you finish a long rest.

Beguiling Defense


    Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Mystic Arcanum (6th)


At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
  You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th)

  At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
  You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Dark Delerium


  Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
  Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
  You must finish a short or long rest before you can use this feature again.

No Refunds on Gifts


  At level 14, you get the ability to channel it to regenerate 2 spells. You may also channel to get your 6th level Arcanum slot back. This is a separate channel. Both instances can be used once per long rest. Again, you may only use this to regenerate the spell slots.

Mystic Arcanum (8th)


  At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (9th)


  At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    You regain all uses of your Mystic Arcanum when you finish a long rest.

Can't Turn Back Now


At level 20 you may channel to regen all 4 spell slots back. You can do this once per long rest. After this, you may still channel to get regen 2 spell slots back. This may happen once per Long rest. You may also regenerate your 6th and 7th arcanum slots. Those are individual channels and come back on a long rest. These all may only be used to regenerate your spell slots and not to add spell slots


Starting Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

 


Spellcasting

Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
    Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
    Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
    Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
    Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
    Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
    Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.


LevelMilestoneProf. BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelEldritch Invocations Known
1A2Pact Magic; Expanded Spell List; Benefits of the Fey; Karma; Fey Presence2211st0
2B2Eldritch Invocations2321st2
3C2Pact of the Tome2422nd2
4D2ASI or Feat3522nd2
5E3The Gift I Give To You3323rd3
6F3Misty Escape3723rd3
7G3-3824th4
8H3ASI or Feat3924th4
9I4-31025th5
10J4Beguiling Defense41025th5
11K4Mystic Arcanum (6th)41135th5
12L4ASI or Feat41135th6
13M5Mystic Arcanum (7th)41235th6
14N5No Refunds on Gifts; Dark Delirium41235th6
15O5Mystic Arcanum (8th)41335th7
16P5ASI or Feat41335th7
17Q6Mystic Arcanum (9th)41445th7
18R6-4145th8
19S6ASI or Feat41545th8
20T6Can't Turn Back Now41545th8

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Variant Winged Tiefling

Ability Score Increase +1 Intelligence +2 Charisma
Size Medium
Speed 30

Winged Due to your infernal heritage, you have wings that allows you to fly up to your movement speed.   Darkvision Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.   Hellish Resistance You have resistance to fire damage.

Languages. You can speak, read, and write Common and Infernal.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Sword Burst

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

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

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 120 ft.
Duration 1 round
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

PHB, page 237

神奇爆 Eldritch Blast

0-level (Cantrip) Evocation

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

一束爆發著能量的光線射向生物。通過一個遠程法術攻擊檢定,命中則目標受到 1d10 力場傷害。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: 當你達到更高的等級,這個法術可以創造更多的射線:5級兩條,11級三條,17級四條。你可以決定這些射線是攻擊同一個目標還是不同的目標,每條射線都單獨作攻擊檢定。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

Level 1 Spells

Basic Rules , pg. 250

Hellish Rebuke

1-level Evocation

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

Damage Type: Fire   Saving Throws: Dexterity   Description: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock, Sorcerer

PHB, page 224

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials (a pinch of soot and salt)

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.

Class(es): Wizard

Level 2 Spells

Darkness

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, M
Materials bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.   If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Monk (Way of Shadow), Paladin (Oathbreaker), Rogue (Arcane Trickster)

Spider Climb

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Class(es): Artificer, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Forest)), Druid (Circle of the Land (Mountain)), Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Xanathar's Guide to Everything

Shadow Blade

2-level Illusion

Casting Time 1 bonus action
Range Self
Duration Concentration, Up to 1 minute
Components V, S

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.

Class(es): Sorcerer, Wizard, Warlock

Level 3 Spells

Thunder Step

3-level Conjuration

Casting Time 1 Action
Range 90 ft.
Duration Instantaneous
Components V

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Sorcerer, Warlock, Wizard

Unearthed Arcana

Psionic Blast

3-level Evocation

Casting Time 1 Action
Range Self (30 ft)
Duration Instantaneous
Components V

Damage Type: Force   Saving Throws: Dexterity   Description: You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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

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