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Morthul the Eternal Dread

7 Level (0/34000 XP for level-up) Background Elder Lich Race / Species / Heritage Alignment
Sorcerer
Level 5
Hit Dice: 1/5
1d6+4 Class 1
Temporal Mage
Level 2
Hit Dice: 2/2
1d6+4 Class 2

STR
12
+1
DEX
12
+1
CON
19
+4
INT
13
+1
WIS
11
+0
CHA
18
+4
58
Hit Points
+1
Initiative (DEX)
12
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
+1 Strength
+1 Dexterity
+4 Constitution
+1 Intelligence
+0 Wisdom
+7 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+7 Deception CHA
+1 History INT
+0 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
+4 Cooking WIS
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+7 Performance CHA
+7 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Numonic Dagger +5 DEX 1d6+1 Slashing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
+7 1 action 30ft Instantaneous 1d6 V, S
+7 1 round Self 1 round V
+7 1 round 60ft Instantaneous V
+7 1 round self 1 hour V
Detect Magic +7 1 action self Concentration V, S

Level 1 Spells 20 slots

NAME AB CAST RNG DUR DMG CMP #
+7 1 action 30ft Instantaneous 1d6 + V, S
Soul Drain +7 1 round 60ft Instantaneous 2d8+4 V 4
+7 1 round 30ft 1 round 2d6 V, S 6
Dark Orb +7 1 action 120ft Concentration 2d8+4 V, S 6
Rot +7 1 Action 60ft Instantaneous 2d12 V, S
Gentle Augmentation +7 1 action Touch Concentration V, S
Cacophony of Shadows +7 1 action 30ft Instantaneous 3d6 V, S, M
Eternal Silence +7 1 Reaction 15ft Instantanious S

Level 2 Spells 20 slots

NAME AB CAST RNG DUR DMG CMP #
+7 1 action 30ft Instantaneous 1d6 + V, S
Soul Drain +7 1 round 60ft Instantaneous 2d8+4 + V 4
+7 1 round 30ft 1 round 2d6 + V, S 6
Dark Orb +7 1 action 120ft Concentration 2d8+4 + V, S 6
Darkness +7 1 Action Concentration, Up to 10 minutes V, M
Rot +7 1 Action 60ft Instantaneous 2d12 + V, S
Wave of Water +7 1 action 60ft/5ft Concentration, 1 minute 3d8 V, S, M
Star Dust +7 1 Action 30ft instant 3d4 V, S
Enfeebling Hex +7 1 action 60ft Concentration V, S, M
Hell Flame +7 1 action 80ft 1 hour 3d12+4 V, S 4
Halo of Flame +7 1 action 10ft Instantaneous 4d6 V, S
Shadow Blade +7 1 Bonus Action Self 1 Minute 2d8 V, S
Phantasmal Force +7 1 action 60 ft 1 minute

Level 3 Spells 20 slots

NAME AB CAST RNG DUR DMG CMP #
+7 1 action 30ft Instantaneous 1d6 + V, S
Soul Drain +7 1 round 60ft Instantaneous 2d8+4 + V 4
+7 1 round 30ft 1 round 2d6 + V, S 6
Dark Orb +7 1 action 120ft Concentration 2d8+4 + V, S 6
Rot +7 1 Action 60ft Instantaneous 2d12 + V, S
Lightning Bolt +7 1 action 100ft Instantaneous 8d6 V, S
Halo of Flame +7 1 action 10ft Instantaneous 4d6 + V, S
Thunderclap +7 1 action 20ft Instantaneous 8d4 V, S
Shadow Blade +7 1 Bonus Action Self 1 Minute 2d8 + V, S
Bone Manipulation: The ability to control and reshape bone matter, creating defenses, weapons
Weapons, armour and complex shapes take a long rest to form, short rest on medium shapes like a dagger ext. and simple shapes can be done on demand (ask any time used)

Lichdom Influence: The elder lich can manipulate or draw power from the undead draining hp or spell slots based on what the DM demes available on an arcana roll once per short rest.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1000, Platinum: 0 Money
Abysall, Draconic, common, Celestial


Cursed Artistry: Proficiency in creating dark and forbidden artifacts, such as cursed tomes or necromantic relics.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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

DnD 5e DMG

Amulet of Health

Wondrous Item

Rare Requires Attunement

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.


Mnemonic Dagger

Weapon

Legendary

Enchantment: The Mnemonic Dagger possesses a potent enchantment. Upon a successful hit with the dagger, the wielder can trigger the enchantment by expending a charge. The target must then make a Wisdom saving throw (Spell save DC) to resist the magical effect.   Effect:   Failed Saving Throw (Wisdom): If the target fails the saving throw, they immediately lose all memories of the last 10 minutes. This includes events, conversations, and any other experiences during that time frame.   Successful Saving Throw: If the target succeeds in the saving throw, they resist the magical effect, and their memories remain intact.   Charges: 4 (reset after long rest)

Type Damage Damage Range
Simple Melee 1d6 Slashing


The Veiled Mask

Armor

Rare

When worn this ancient mask allows the user to see through illusions and gain a proficiency in insight.

An ancient white mask with 2 glowing green eyes when worn. It appears to be thinking and judging the world around it.

Type AC STR Req. Stealth Dis.
No


The Whispering Blade

Weapon

Rare

While held the dagger silences movement and adds 15ft to the movement speed of the weilder

This dagger is adorned with ancient runes and emits a faint, eerie whispering sound when drawn.

Type Damage Damage Range
Simple Melee 2d4 Piercing 20/60


The Phantom Mirror

Adventuring Gear

Rare

Gazing into the mirror shows the looker their greatest desire and where it is to obtain it if possible.

A prestine mirror adorned with shimmering magical runes.


The mirror of holding

Adventuring Gear

Rare

Using the catchphrase desided on being obtained whoever is looking at the mirror when the words are uttered becomes trapped on the other side. The target must make a DC 15 wisdom saving throw or be trapped until released.

A prestine mirror adorned with shimmering magical runes.


The Echoing Chalice

Adventuring Gear

Very Rare

This chalice has the ability to replicate any liquid poured into it, providing an endless supply of food and drink.

A beautiful chalice replicating the hands of giving, an old tale of gods who would feed their worshippers for eternity come.


Homebrew

Staff of dread

Staff

Very Rare Requires Attunement


Weight: 5lbs

The statblocks of your class features

Sorcerer

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

For the Sorcerer Spell list, press this link
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (or 4) + Constitution Modifier
armor proficiencies: none
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: none
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
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 dungeoneer's pack or (b) an explorer's pack

  • Two daggers


spellcasting:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifer = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.
class features:
The Sorcerer Spell Slots Per Level
Levels Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 1 Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2 +2 2 Font of Magic 4 3 3 - - - - - - - -
3 +2 3 Metamagic 4 4 4 2 - - - - - - -
4 +2 4 Ability Score Improvement, Sorcerous Versatility (Optional) 5 5 4 3 - - - - - - -
5 +3 5 Magical Guidance (Optional) 5 6 4 3 2 - - - - - -
6 +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
7 +3 7 - 5 8 4 3 3 1 - - - - -
8 +3 8 Ability Score Improvement, Sorcerous Versatility (Optional) 5 9 4 3 3 2 - - - - -
9 +4 9 - 5 10 4 3 3 3 1 - - - -
10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11 +4 11 - 6 12 4 3 3 3 2 1 - - -
12 +4 12 Ability Score Improvement, Sorcerous Versatility (Optional) 6 12 4 3 3 3 2 1 - - -
13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
14 +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16 +5 16 Ability Score Improvement, Sorcerous Versatility (Optional) 6 14 4 3 3 3 2 1 1 1 -
17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18 +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19 +6 19 Ability Score Improvement, Sorcerous Versatility (Optional) 6 15 4 3 3 3 3 2 1 1 1
20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Sorcerous Origin

  Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
  • Sorcery Points:You have 2 sorcery points, and you gain more as you reach higher levels, 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, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels

    1)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. The created spell slots vanish at the end of a long rest.
    2)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. The created spell slots vanish at the end of a long rest.
Creating Spell Slots Chart
Spell Slot per Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Metamagic

At 3rd level, 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.
  • Careful Spell : When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  • Distant Spell : When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch,

    you can spend 1 sorcery point to make the range of the spell 30 feet.

  • Empowered Spell : When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

    You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Extended Spell : When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

  • Heightened Spell : When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell : When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

  • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
    ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell

  • Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

  • Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

  • Twinned Spell : When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sorcerous Versatility (Optional)

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance (Optional)

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
subclass options:

Sorcerous Origin

Abberant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Psionic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

  • Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.


Warping Implosion

At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, 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, and you regain all expended uses when you finish a long rest.

Bastion of Law

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

  • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.
Shadow Magic
ou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

Shadow Sorcerer Quirks

At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of III Omen

  • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Storm Sorcery
our innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Wild Magic
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn
.
Pyromancer
Your innate magic manifests in fire. You are your fire, and your fire is you.

Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.

HB You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.

Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Pyromancer's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Rune Child (Matthew Mercer, Unofficial Homebrew
The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.

The talents of a rune child are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Essence Runes

At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

Glyphs of Aegis

Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

Sigilic Augmentation

Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

Manifest Inscriptions

At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

Runic Torrent

Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

Arcane Exemplar Form

Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
  • You have a flying speed of 40 feet.
  • Your spell save DC is increased by 2.
  • You have resistance to damage from spells.
  • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

Temporal Mage

Masters of the ephemeral and the arcane, Temporal Mages wield the power to bend time and space to their will. Through their charismatic presence and deep understanding of the fabric of reality, they manipulate the very essence of existence, shaping the battlefield to their advantage and unraveling the threads of fate.   Temporal Mages are scholars and adventurers, drawn to the mysteries of the cosmos and the secrets hidden within the flow of time. With their keen intellect and forceful personalities, they command the powers of chronal and spatial magic, altering the course of events and reshaping the world around them.   In combat, Temporal Mages are versatile controllers, adept at manipulating the battlefield and supporting their allies with a blend of temporal and spatial manipulation. They can teleport across distances in the blink of an eye, create barriers of distorted space to shield themselves and their allies, and banish foes to other dimensions with slashes of temporal energy.   With their mastery over time and space, Temporal Mages are both feared and respected, wielding the power of the cosmos in their hands and shaping the course of history itself.
hit dice: 1d6
hit points at 1st level: 1d6
hit points at higher levels: 1d6
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons, Shortswords
tools: None
saving throws: Charisma, Dexterity
skills: Choose two from Arcana, History, Insight, Investigation, Perception, and Persuasion
starting equipment:
  • (a) a shortsword or (b) any simple weapon

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a scholar's pack or (b) an explorer's pack

  • A spellbook
spellcasting:
  • Spellcasting ability mod: Charisma
  • Spell List: Wizard, plus custom spells
class features:
Temporal and Spatial Magic: At 1st level, you gain proficiency in the Arcana skill, and you learn three cantrips from the wizard spell list. These cantrips count as Temporal Mage spells for you.   Spatial Distortion: At 2nd level, you gain the ability to manipulate space around you. As an action, you can choose a point within 30 feet of you. Until the start of your next turn, the area within a 10-foot radius of that point becomes difficult terrain for creatures other than yourself, and you can cause objects in the area to float and move slightly, providing light cover. Once you use this feature, you can't use it again until you finish a short or long rest.   Chronal Infusion: At 2nd level, you learn to infuse your attacks with temporal energy. Once per turn, when you hit a creature with a weapon attack, you can expend a spell slot to deal an additional 1d8 force damage per level of the spell slot expended.   Temporal Awareness: At 3rd level, your understanding of the flow of time improves. You gain advantage on saving throws against being charmed or frightened.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.   Time Shift: At 6th level, you gain the ability to manipulate both time and space simultaneously. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. Additionally, you can choose a willing creature within 30 feet of you to teleport to a space adjacent to you. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after finishing a long rest.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.   Spatial Barrier: Starting at 10th level, you can create barriers of distorted space to protect yourself and your allies. As an action, you can create a 10-foot-high, 10-foot-wide wall of shimmering energy within 60 feet of you. The wall lasts for 1 minute or until you dismiss it as an action. The wall provides three-quarters cover to creatures behind it and is immune to all damage. Once you use this feature, you can't use it again until you finish a short or long rest.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.   Improved Chronal Infusion: At 14th level, your attacks with Chronal Infusion become more potent. The additional force damage dealt by Chronal Infusion increases to 2d8 per level of the spell slot expended.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.   Temporal Mastery: At 18th level, you can manipulate both time and space on a grand scale. Once per long rest, you can cast the Time Stop spell without expending a spell slot. When you cast Time Stop using this feature, its duration is 2d4 + 1 rounds.   Ability Score Improvement: At 4th, 8th, 12th, 16th and 19th level you can add two points to one of your ability scores or you can gain 1 feat.
subclass options:

Temporal Weaver Features

  Temporal Distortion: At 3rd level, you gain the ability to create a small time loop. As a reaction when you or a creature you can see within 60 feet of you fails a saving throw, you can force that creature to reroll the saving throw and use the new result. Once you use this feature, you can't use it again until you finish a short or long rest.   Spatial Rift: Starting at 6th level, you can create a slashing tear in space to temporarily banish enemies. As an action, choose a direction within 60 feet of you. A 10-foot-wide, 60-foot-long slash appears in that direction. Each creature caught within the path of the slash must make a Charisma saving throw against your spell save DC. On a failed save, a creature is banished to a harmless demiplane for 1 minute. While banished in this way, the target is incapacitated and effectively removed from the battlefield. At the end of each of its turns, a banished target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Once you use this feature, you can't use it again until you finish a short or long rest.   Temporal Mastery: At 10th level, your understanding of temporal magic deepens. You can cast the teleport spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.   Spatial Echo: At 14th level, you gain the ability to create echoes of yourself in different points of space. As a bonus action, you can create up to three illusory duplicates of yourself within 30 feet of you. These duplicates last for 1 minute or until they are destroyed. Each duplicate shares your actions and movements, confusing your enemies and making it harder for them to target you. Creatures have disadvantage on attack rolls against you while you have at least one duplicate active. Once you use this feature, you can't use it again until you finish a short or long rest.      

Temporal Guardian Features

  Temporal Shield: At 3rd level, you gain the ability to create a shield made of temporal energy. As a reaction when you are hit by an attack or targeted by a spell that requires a saving throw, you can use your reaction to impose disadvantage on the attack roll or the saving throw.   Spatial Anchor: Starting at 6th level, you can create a spatial anchor to manipulate the battlefield. As an action, choose a point within 60 feet of you. Until the start of your next turn, that area becomes magically anchored, preventing any creature from teleporting into or out of it. Additionally, any creature that enters or starts its turn in the area must make a Charisma saving throw against your spell save DC. On a failed save, the creature's movement speed is reduced to 0 until the start of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.   Temporal Mastery: At 10th level, your mastery over time magic enhances your defensive capabilities. You gain resistance to all damage types while you are under the effects of a spell that you cast.   Spatial Disturbance: At 14th level, you can create a massive disturbance in the fabric of space around you. As an action, you create a 30-foot-radius sphere centered on yourself. For the next minute, any creature within the area has its movement speed halved, and any ranged attack made into or out of the area has disadvantage. Additionally, any creature that starts its turn within the area must make a Charisma saving throw against your spell save DC or be restrained by the spatial distortion until the start of its next turn. Once you use this feature, you can't use it again until you finish a long rest.
LevelCantrips Known1st2nd3rd4th5th6th7th8th9th
1st33
2nd342
3rd443
4th4432
5th4433
6th44331
7th44332
8th543331
9th543332
10th5433321
11th5433321
12th54333211
13th54333211
14th543332111
15th543332111
16th5433321111
17th5433321111
18th5433331111
19th5433332111
20th5443332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Elder Lich

Elder Lich is a really old and really evil form of an Lich, Elder Liches are powerful undead magic casters, capable of commanding undead with their necromancy and casting highly destructive magic
ability score increase: Wisom +2, Intelligence +1
age: 1200
alignment: choatic evil
Size: Medium
speed: 30
Languages: celesistal, abyssal, common, draconic
parent race:
sub races:

race features:
Elderlich Racial Traits: Ability Score Increase: Your Wisdom score increases by 2 and your Intelligence score increases by 1. The Elderlich are attuned to the eldritch mysteries, and their knowledge and insight are unmatched. Size: Elderlich vary widely in size, but most are Medium creatures. Some may be Small or Large, depending on their heritage and ancestry. Speed: Your base walking speed is 30 feet. Darkvision: You have darkvision up to a range of 60 feet. Your connection to the eldritch grants you sight in the darkness. Eldritch Resistance: You have advantage on saving throws against being charmed, frightened, or possessed. The eldritch essence that flows within you provides mental fortitude. Otherworldly Knowledge: You gain proficiency in the Arcana skill. You have an innate understanding of the arcane and the otherworldly. Tentacle Grasp: You have a set of appendages or tentacles that you can use to make unarmed strikes. These tentacles deal 1d4 bludgeoning damage, and they have a reach of 10 feet. You can use your Dexterity or Strength for the attack and damage rolls. This represents your unique physical characteristics. Eldritch Ancestry: You have a natural connection to the outer planes or otherworldly beings. As a result, you can cast the "Eldritch Blast" cantrip at will. Your spellcasting ability for this cantrip is Charisma.
Elder Lich: The Master of Undeath and Necromantic Power In the dimly lit chamber, ancient tomes filled with forbidden knowledge line the shelves, and eerie blue flames flicker in the sconces. At the center of this macabre sanctum stands the dreaded Elder Lich, a being of immense power and malevolence. This undead creature is a formidable antagonist in the world of Dungeons & Dragons, possessing a mastery of necromancy and destructive magic that rivals even the most powerful of spellcasters.   Appearance: An Elder Lich is a grotesque sight to behold. Its desiccated, mummified body is shrouded in tattered, dark robes adorned with occult symbols. Its skeletal fingers protrude from its sleeves, each digit encrusted with ominous runic markings. Glowing, malevolent eyes burn with an eerie blue flame from within its skull, and a perpetual aura of foreboding surrounds it.   Power and Abilities:   Necromantic Mastery: The Elder Lich has spent centuries perfecting the dark art of necromancy. They can reanimate the dead, control legions of undead minions, and twist the forces of life and death to suit their desires. With a mere thought, they can drain the life force from living creatures and bolster their own power.   Destructive Magic: Their magical prowess extends beyond necromancy. An Elder Lich is a formidable spellcaster, able to call upon the elements to cast devastating spells. They wield spells of elemental destruction, such as fireballs, lightning bolts, and clouds of acid. These spells are often more potent and intricate than what typical wizards can cast.   Lich's Phylactery: Like other liches, the Elder Lich's essence is bound to a phylactery, an object of great significance. As long as this phylactery exists, the Elder Lich cannot truly be killed. It regenerates in its lair, ready to continue its dark machinations. Destroying the phylactery is the only way to permanently defeat an Elder Lich.   Immortality: The Elder Lich has achieved a form of immortality through undeath. They do not age, do not need sustenance, and are immune to diseases and poisons. This makes them exceptionally difficult to defeat through conventional means.   Telepathic Communication: The Elder Lich possesses the ability to communicate telepathically with their undead minions, coordinating them with eerie precision and ensuring their loyalty.   Lair: Elder Liches establish their lairs in hidden, dark places that are often buried deep beneath the earth or concealed within crypts. These lairs are meticulously designed to keep intruders at bay and are filled with traps, wards, and magical defenses. The walls are lined with enchanted protections, and ancient, eldritch wards guard the entrances. These lairs often have a haunting, otherworldly atmosphere, with the air filled with an eerie, bone-chilling cold.   Schemes and Ambitions: Elder Liches are not mere malevolent creatures; they are intelligent, driven beings with grand ambitions. Some seek to amass even more power, while others aim to unravel the secrets of existence itself. Many aspire to raise vast armies of undead, conquer kingdoms, or plunge the world into eternal darkness. The schemes of an Elder Lich are often intricate and multifaceted, requiring heroes of great courage and power to thwart them.   Facing an Elder Lich is a harrowing ordeal for any group of adventurers. Their mastery of both necromancy and destructive magic, combined with their near-immortality, makes them one of the most formidable adversaries in the world of D&D. To confront an Elder Lich is to engage in a battle of wits, strength, and willpower against an entity that has transcended the boundary between life and death.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB p231

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, 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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Dark Orb

1-level Necromancy

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: necrotic

You create a dark orb in a point of space that you can see within range. It is Large size, with a diameter of ten feet. When you cast this spell, all creatures whose space is occupied by the dark orb must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much on a successful save. As an action on your following turns until this spell ends, you can move the dark orb up to 30 ft, but no more than 120 feet away from you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the dark orb deals an additional 1d8 necrotic damage for every level above 1st.

Available for: Tiefling Sorcerers, Wizards

Grimlore's Grimoire

Rot

1-level Necromancy

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

You extend your hand toward a creature you can see within range and infect the target with a horrible disease, causing their flesh to form pustules and smell of decay. The creature must succeed on a Constitution saving throw or take 2d12 necrotic damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st

Class(es): Druid, Warlock, Wizard

Death's Veil

1-level Illusion

Casting Time: 1 bonus action
Range/Area: Self
Components: V, M
Materials: A small bone
Duration: 1 minute
The lich cloaks itself in an ethereal veil of death, becoming harder to perceive and target. It gains advantage on Dexterity saving throws and is considered lightly obscured. Additionally, undead creatures within 10 feet of the lich have advantage on saving throws against being turned. The duration increases by 1 minute for each level above 1st at which the spell is cast.
At higher levels: The duration increases by 1 minute for each level above 1st at which the spell is cast.
Available for: Sorcerer

Soul Tether

1-level Necromancy

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you dies
Range/Area: 30ft
Components: V, S
Duration: Instantaneous
Damage/Effect: Temp Hit Points
The lich harnesses the departing soul of a recently deceased creature, absorbing its essence. The lich gains temporary hit points equal to the creature's hit point maximum. The maximum number of temporary hit points increases by 5 for each level above 1st at which the spell is cast.
At higher levels: The maximum number of temporary hit points increases by 5 for each level above 1st at which the spell is cast.
Available for: Sorcerer

Undead Command

1-level Necromancy

Casting Time: 1 Action
Range/Area: 60ft
Components: V, S, M
Materials: A bone sliver
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom
Damage/Effect: Charmed
The lich asserts its dominance over undead creatures in the area. Each undead creature within 60 feet of the lich must make a Wisdom saving throw or become charmed by the lich for the duration. Charmed creatures obey the lich's verbal commands. The lich can affect one additional undead creature for each level above 1st at which the spell is cast.
At higher levels: Can affect one additional undead creature for each level above 1st at which the spell is cast.
Available for: Sorcerer

Homebrew

Eternal Silence

1-level Transmutation

Casting Time: 1 Reaction
Range/Area: 15ft
Components: Somatic
Duration: Instantanious
The lich can dispel or silence magical effects or spells within a certain radius.

Level 1 Spells

Soul Drain

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: Instantaneous
Attack/Save: Constitution
Damage/Effect: 2d8 necrotic
Effect: The caster attempts to drain the soul of the target dealing 2d8 necrotic damage. The user to roll 1d6 per level to heal, and the lich gains temporary hit points equal to the damage dealt. Description: Dark tendrils emerge from the lich's outstretched hand, enveloping the target and sapping its life force.
Available for: Sorcerer

Homebrew

Gentle Augmentation

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration
You touch a weapon or a piece of armor, imbuing it with a gentle magical enhancement. This spell grants a +1 bonus to attack rolls and damage rolls if cast on a weapon, or a +1 bonus to AC if cast on armor. The magical effect is subtle, and the item glows with a faint, soothing light.
At higher levels: When you cast this spell using a 2nd-level spell slot or higher, the bonus increases to +2.
Available for: Sorcerer

Homebrew

Cacophony of Shadows

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: (a vial of shadow essence)
Duration: Instantaneous
You unleash a burst of shadows that envelop creatures in the area. Each creature in a 15-foot cone must make a Wisdom saving throw (DC 14) or take 3d6 necrotic damage. On a successful save, the damage is halved. However, the shadows cling to the caster's mind, causing unsettling whispers. After casting this spell, the caster has disadvantage on Wisdom saving throws for the next hour.
At higher levels: Add 1d6 per level above 1st.

Xanathar's Guide to Everything , pg. 164

Shadow Blade

2-level Illusion

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

Damage Type: Psychic   Saving Throws: None   Personality: 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, Warlock, Wizard

Player's Handbook , pg. 264

Phantasmal Force

2-level Illusion

Casting Time 1 action
Range 60 ft (10 ft)
Duration 1 minute
Components V, S, M
Materials A bit of fleece.

Damage Type: Psychic   Saving Throws: Intelligence   Description: You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Class(es): Bard, Sorcerer, Wizard

Level 2 Spells

Homebrew

Wave of Water

2-level Evocation

Casting Time 1 action
Range Self (60-foot line)
Duration Concentration, 1 minute
Components V, S, M
Materials at least one pint of water

A high pressure wave of water conjures from your hand, 60 feet long and 5 feet wide. You choose the direction you point your hand, and the water continues to shoot for the duration.   Each creature that is hit with this spell must succeed on a Strength or Dexterity saving throw or be pushed all the way to the end of the wave of water. Large and small creatures have advantage on this saving throw. Tiny creatures are unaffected by this spell. Small and tiny creatures must make the check as normal if the spellcaster specifically targets their height level. If the creature impacts anything, it takes 3d8 force damage. On a success it resists or otherwise dodges the spell. On a Strength success or otherwise a failure, the target is made wet and any attack made against said creature that would deal lightning damage has advantage on the attack roll.   If, while you are concentrating on this spell, a creature attempts to move towards you, it must first make a Constitution save to resist the water if it is hitting their face, and then it may move towards you, spending speed at double the rate.   The water travels at a speed that displaces any air particles, dispersing any air, gas, or vapour. The water can push in large wall buttons and keep them pressed in. It snuffs out any candles or similarly unprotected flames in its area. Magically protected flames have a 75% chance of being extinguished. Any ranged attack that passes through the water has disadvantage on its attack roll, and fire damage is halved if the effect passes through the water. The water can be frozen, by any effect dealing cold damage, and doing so immediately ends the spell as the ice comes crashing down.   As a bonus action on each of your turns before the spell ends, you may change the direction of the spell.   The water fills a 25-square foot area by half a foot of height per turn, provided the water has nowhere else to go, and disperses evenly across the area. At the end of the spell's duration, it would have filled a 25-square-foot area up to a height of 5 feet.

Class(es): Druid, Sorcerer, Wizard

PHB

Darkness

2-level Evocation

Casting Time: 1 Action
Range/Area: 60 feet (15-foot-radius sphere)
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, Up to 10 minutes

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.

Available for: Sorcerer, Warlock, Wizard, Monk (Way of Shadow)

Homebrew

Enfeebling Hex

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: Small chunk of bone
Duration: Concentration
Attack/Save: ranged
You curse a creature within range, filling its body with necrotic energy. The target must succeed on a Constitution saving throw (DC 14) or have disadvantage on Strength-based attack rolls and Strength checks. However, casting this spell comes at a cost. After the spell ends, the caster must make a Constitution saving throw (DC 13) or suffer one level of exhaustion.

Hell Flame

2-level Conjuration

Casting Time: 1 action
Range/Area: 80ft
Components: V, S
Duration: 1 hour
Attack/Save: Constitution
Damage/Effect: demonic
The caster summons a black and purple flame powerful enough to sear the soul itself not being able to be put out by normal means like water. it has a 20ft radius, anyone in the area of the hell flame is set ablaze must roll a Constitution saving throw if failed they must take a 3d12 of damage and have a disadvantage on saving throws untill your next turn. If the roll is succsesful half the physical damage but they still have disadvantage.   if a person affected by the flame touches another person while still on fire it will spred to them too dealing 2d4.
Available for: Sorcerer, Warlock

Kibbles

Star Dust

2-level Evocation

Casting Time: 1 Action
Range/Area: self (30ft cone)
Components: V,S
Duration: instant
Damage/Effect: force
You evoke a burst of brilliant particles of force energy sweeping out in a 30-cone originating from you. Creatures in the radius take 3d4 force damage and the next attack roll made against them before the start of your next turn has advantage.
Available for: Sorcerer, Wizard

Valda's Spire of Secrets

Halo of Flame

2-level Evocation

Casting Time: 1 action
Range/Area: Self (10-foot-radius, 5-foot-wide ring)
Components: V, S
Duration: Instantaneous
A ring of flame ignites above your head and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot-radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Level 3 Spells

Basic Rules , pg. 255

Lightning Bolt

3-level Evocation

Casting Time 1 Action
Range Self (100 ft)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass.

Damage Type: Lightning   Saving Throws: Dexterity   Description: A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning 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

Deep Magic Vol. 1

Thunderclap

3-level Evocation

Casting Time: 1 action
Range/Area: Self (20-foot-radius)
Components: S
Duration: Instantaneous
Attack/Save: Constitution save
Damage/Effect: 8d4 thunder damage, deafened for 1d8 rounds
You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round. This spell doesn’t function in an area affected by a silence spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.
Available for: Cleric, Sorcerer, Wizard

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