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Nico Rolen

10 Level (900/85000 XP for level-up) Sage Background High Elf Race / Species / Heritage None Alignment
Wizard (School of Enchantment)
Level 10
Hit Dice: 10/10
1d6+1 Class 1

STR
8
-1
DEX
15
+2
CON
12
+1
INT
22
+6
WIS
14
+2
CHA
11
+0
52
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
40
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+11 Attack mod
INT Ability
+6 Abi Mod
20 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+2 Dexterity
+1 Constitution
+10 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+10 Arcana INT
-1 Athletics STR
+0 Deception CHA
+10 History INT
+6 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+6 Medicine WIS
+6 Nature INT
+6 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +3 STR 1d6-1 Bludgeoning
 Versatile
Attacks

Spell Book

Spellcasting, arcane recovery, enchantment savant, hypnotic gaze, instinctive charm
Racial: darkvision, keen senses, fey ancestry, trance,

Features & Traits
Basics: Quarterstaff, Backpack, Component Pouch, Spellbook, Book, Ink (1 ounce bottle), Ink Pen, Parchment (one sheet), Little Bag of Sand, Small Knife, Arcane Focus, Rope, Medical mask (poison resistance)

Wands, spellfocuses and books:
Wand of hadar: works as a spellfocus, +1 on spell attack rolls, lets you cast arms of hadar
Root of evil: +1 to spell attacks. Ignore half-cover. You may use an action to conjure roots in a 20-foot square within 90 feet. The ground becomes difficult terrain until the end of your next turn. All creatures have to make a strength saving throw or be restrained. You can use an action to make a strength-check to get out. If they're restrained by the end of their turn, they take 6d8 necrotic damage and are freed.
Tome of clear thought: +2 to INT and max INT (used)


Magical artifacts:
Bracelet of hadar: every day, kill a creature of challenge rating 1 or higher, otherwise lose the benefits of long rest until you do. When you kill an enemy, activate call of hadar, doing 2d10 dmg to another target within 60 feet (tentacles from the corpse attack)
Robe of the archmagi: base ac is 15, spell save DC and attack +2, advantage on all saving throws against spells and magic ENCHANTMENT of speed (+10) and +1 AC
Hat of wizardry: When I cast a cantrip, I make an arcana 10 check. If I succeed, I can cast any other wizard cantrip. (Once per long rest)
Headhunter of hadar cape: +1 to saving rolls
Ring of spell storing: stores 5 levels of spells cast into it. Using it casts that spell with the stats of the original spellcaster and takes it out of the ring. Currently: soul cage + remove curse
Necklace of fireball: 8 beads. I can use an action to detach one and throw it up to 60 feet. Then it detonates there as fireball. (Not a cast). Throwing more than 1 bead adds 1d6
Immovable rod: Metal rod with a button at the end. Once clicked, stays in the same exact spot, regardless of other forces. Click again to free it. Has an AC of 30 to attack or move it. Can hold up to 8000kg of weight.
Bag of Holding
Mirror of life trapping: anyone who sees their reflection in it has to make a DC 15 charisma throw, otherwise get trapped in 1 of 12 rooms. Come out upon my decision, interplanar travel, or full cells.


Consumables and others:
Potion of luck x 2, potion of invulnerability x 2, superior healing potion, potion of greater healing x2, orb of life, magical bedroll
Magical dagger: does magical damage, +1 to hit and damage.
Hadar headhunter icon

Equipment Copper: 111, Silver: 0, Electrum: 30, Gold: 1160, Platinum: 0 Money
Part of the enchantment school of Magic
1) Easier copying of enchantment spells
2) Hypnotic gaze: your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
3) Instinctive charm: when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC.
4) Split enchantment: When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Spellcasting
Common, Elvish, Gith, Celestial, Deep Speech

Languages & Proficiencies
Careful, intelligent, likes to strategize and plan ahead, likes using enchantment to makes things easy for himself, happy to help others from harm, if it causes no risk to himself.
After dying and being resurrected twice, the second time after hearing a fortune teller predict death, he has become paranoid.
After originally desperately chasing eternal life, his near and full-death encounters have gotten Nico to further contemplate what life is worth, and what it isn't.
He's become more caring about life in general, beyond his own.

Personality Traits
Surviving, life, utilitarianism with years of life as a metric (not all lives are equal)

Ideals
People that risk their life for him, people that save his life, people that he trades with or pays (merchants, occasional servants, cooks, guards)

Bonds
Paranoid, mistrusting, too focused on his own well-being and life

Flaws
Nico grew up decently happily as a high elf. His parents had a good amount of money. Not enough to be rich or noble, but enough to live comfortably without worry. Home was safe. As elves age slowly, Nico didn't even realize death was a thing for people until age 10, when his grandfather died of old age. Shortly afterwards, by sheer bad luck, a friend of his tripped and landed on a rock, killing him. This sudden facing with both the inevitability and unpredictability of death, quickly made Nico become paranoid and worried about death. Of course, his parents and teachers encouraged and supported him, but it was not something he could shake.
He continued studying earnestly, as he had before. However, his natural curiosity about the world slowly morphed and warped into an obsession with discovering ways to avoid or delay his own death. First was medicine. Disease could easily catch someone by chance, as could injury. Both were reducable with care and precaution, but Nico knew that complete safety was unobtainable. So, he studied the elven body, diseases, injury types and remedies.
Aware of the importance of general health in comparison to just curing diseases once they arrive, Nico places lots of value on remaining healthy. To ensure he's able to be as healthy as possible, he got into trading and business. He got into making potions, and other medicine, to make a profit. With his intelligence, wisdom and dedication, he was able to make a decent profit as he got into the merchants guild, selling the highest quality non-magical medication and health products on the market.
However, for a time, his strategic methods and scientific approach were suppressed by his desperate need for eternal life. Following any faint traces, spending lots of money and years of time, he chased the faint footprints of a man who was said to have reached eternal life. Finally, after 5 years, he found the alleged place. Up atop a mountain, in a deep cave only accessible from the peak. Here, the eternal was claimed to be. Nico had finally reached him, just as the sun was starting to go down.

A guard stood at the entrance, muscular and outfitted. Based on the magical gear, even heavier spells would probably do 0 damage, but Nico hadn't focused much on becoming a powerful wizard. The only things he'd learned were focused on avoiding direct conflict, and having enemies cooperate as much as he needed to. With the guard slightly tired, Sleep looked tempting. But the elf could predict what the undying man would be like. Paranoid. Careful. Like he was. So, he tried his luck differently. As he walked into view, he cast Suggestion on the guard before he got process and mentally prepare for what was going on. "A visitor is outside. Go all the way into the cave and inform the undying." The man nodded faintly, and turned to head down the cave. Nico followed close behind.
Sure enough, multiple traps were set along the way, but the guard avoided them knowingly. A few minutes later, they reached the end of the cave. It split into a few rooms, but Nico's target was sitting right in the middle of a living room of sorts. The elven stranger didn't look too old, maybe 1000 years. But his eyes showed a different age. The paranoia was clearly spelled out, as he frantically got up and grabbed his staff, presumably having understood what happened. "Who are you??? Back off!" Nico took a step back and raised his hands to show he was unarmed. "I'm Nico. I mean no harm!" "Then why are you here?" "I wanted to look for eternal life." "You'll steal it from me???" Magic glowed in the quarterstaff of the old elf.
Nico shook his head. "I had... not expected this." "What? Expected what?!" "You... do you even still want to be alive? Or are you just avoiding death?" The man paused, uncertain. Nico didn't take the time to ask further, what this man had was not what he wanted. He left the way he came, avoiding the same traps, making it out alive. His quest was not over, but this meeting had come with a realization towards what eternal life meant for him. What was the point of keeping years, when they weren't spent on anything? These realizations took him years, but it gave him a bit more direction, or rather, what direction he wanted to avoid. That there were things not worth sacrificing.

Still, his desire to live for as long as possible remained. He stays trying to stay safe and alive, but now also wants to make the years he has worth it. Now he lives relatively comfortably, spending his profits on healthy food, maintaining supplies, an occasional bodyguard and any medical knowledge he can get, especially ones that may lead to an increase in lifespan. He's started becoming a little more sociable, as it both makes life more worth living, and can lead to protection, even if betrayal is possible too.

Notes


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

Level 0 Spells

PHB

Firebolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V,S
Duration: Instananeous
Attack/Save: ranged
Damage/Effect: fire
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level 2d10 , 11th level 3d10 , and 17th level 4d10 .
Available for: Artificer, Sorcerer, Wizard

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Available for: Wizards

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: S, M
Materials: tbd
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

TCoE

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Warlock, Wizard

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: cold

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

At higher levels:

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 ft (5 ft cube)
Duration Instantaneous
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:  

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard

    Level 1 Spells

    Magic Missile

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 120ft
    Components: V, S
    Duration: Instantaneous
    Damage/Effect: force

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At higher levels:

    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Available for: Wizards

    PHB

    Mage Armor

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Duration: 8 hours
    Attack/Save: None
    You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it. Until the spell ends, the target's base AC is equal to 13 + their Dexterity modifier.
    Available for: Wizard, Sorcerer

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round

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

    Sleep

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 90ft
    Components: V, S, M
    Materials: tbd
    Duration: 1 minute

    This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

    Undead and creatures immune to being charmed aren’t affected by this spell.

    At higher levels:

    When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

    Strixhaven: A Curriculum of Chaos

    Silvery Barbs

    1-level Enchantment

    Range/Area: 60ft
    Components: Verbal
    Materials: E
    Attack/Save: None
    Damage/Effect: None
    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
    Available for: Bard, Sorcerer, Wizard

    Alarm

    1-level Abjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: 30ft
    Components: V, S, M
    Materials: tbd
    Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

    PHB

    See Invisibility

    2-level Divination

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M
    Materials a pinch of Talc and a small sprinkling of powdered silver

    For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

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

    Unseen Servant

    1-level Conjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 60ft
    Components: V, S, M
    Materials: tbd
    Duration: 1 hour

    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

    Available for: Wizards

    PHB p233

    Disguise Self

    1-level Illusion

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: 1 hour
    You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
    Available for: Bard, Inventor, Sorcerer, Wizard

    Silent Image

    1-level Illusion

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V, S, M
    Materials: (a bit of fleece)
    Duration: Concentration, up to 10 minutes

    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

    You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

    Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

    Available for: Bard, Sorcerer, Wizard

    Level 2 Spells

    Suggestion

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 30ft
    Components: V, M
    Materials: tbd
    Duration: 24 hours
    Attack/Save: Wisdom saving throw

    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

    If you or any of your companions damage the target, the spell ends.

    Rope Trick

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: tbd
    Duration: 1 hour

    You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

    The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

    Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3 foot by 5 foot window centred on the rope.

    Anything inside the extradimensional space drops out when the spell ends.

    Available for: Wizards

    Hold Person

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V, S, M
    Materials: tbd
    Duration: Concentration, up to 1 minute
    Attack/Save: Wisdom saving throw
    Damage/Effect: paralyzed

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

    At higher levels:

    When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

    Mirror Image

    2-level Illusion

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: 1 minute

    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

    Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

    Misty Step

    2-level Conjuration

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V
    Duration: Instantaneous

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

    Knock

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V
    Duration: Instantaneous

    Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

    If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

    When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

    Arcane Lock

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: tbd
    Duration: Until dispelled

    You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

    While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

    Player's Handbook

    Invisibility

    2-level Illusion

    Casting Time 1 action
    Range Touch
    Duration Concentration, 1 hour
    Components V,S,M (an eyelash encased in gum arabic)

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

    Level 3 Spells

    Fireball

    3-level Evocation

    Casting Time: 1 action
    Range/Area: 150ft
    Components: V, S, M
    Materials: tbd
    Duration: Instantaneous
    Attack/Save: Dexterity saving throw
    Damage/Effect: fire

    A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

    At higher levels:

    When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Glyph of Warding

    3-level Abjuration

    Casting Time: 1 hour
    Range/Area: Touch
    Components: V, S, M
    Materials: tbd
    Duration: Until dispelled or triggered

    When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

    The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

    You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

    You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

    When you inscribe the glyph, choose explosive runes or a spell glyph.

    Explosive Runes. When triggered, the glyph erupts with magical energy in a 20 foot radius sphere centred on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

    Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centred on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

    At higher levels:

    When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

    SRD

    Slow

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VSM
    Materials: A drop of molasses, or focus
    Duration: up to 1 minute
    You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end each of its turns. On a successful save, the effect ends for it.
    Available for: Bard, Sorcerer, Wizard

    SRD

    Counterspell

    3-level Abjuration

    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range/Area: 60 feet
    Components: S
    Duration: instantaneous
    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At higher levels: When you cast this spell 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell level you used
    Available for: Sorcerer, Warlock, Wizard

    Player's Handbook 250

    Haste

    3-level Transmutation

    Casting Time 1 Action
    Range 30 ft
    Duration Concentration, 1 Minute
    Components V, S, M
    Materials A shaving of licorice root.

    Damage Type: None   Attack/Save Throw: None   Description: Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

    Class(es): Paladin

    Phantasmal Force

    2-level Illusion

    Casting Time: 1 action
    Range/Area: 60ft
    Components: V, S, M
    Materials: tbd
    Duration: Concentration, up to 1 minute
    Attack/Save: Intelligence saving throw

    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.

    Level 4 Spells

    Sickening Radiance

    4-level Evocation

    Casting Time: 1 action
    Range/Area: 120ft
    Components: V, S
    Duration: Concentration, up to 10 minutes
    Attack/Save: Constitution saving throw
    Damage/Effect: Radiant damage
    Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.   When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
    Available for: Sorcerer, Warlock, Wizard

    Greater Invisibility

    4-level Illusion

    Casting Time 1 Action
    Range Touch
    Duration Concentration, up to 1 Minute
    Components V, S

    You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

    Class(es): Bard, Sorcerer, Wizard, Druid (Circle of the Land (Underdark)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Ranger (Gloom Stalker), Rogue (Arcane Trickster), Warlock (The Archfey)

    Level 5 Spells

    PHB

    Dominate Person

    5-level Enchantment

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, Concentration, up to 1 minute
    Components V, S

    You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
    At higher levels: At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

    Class(es): Druid, Sorcerer, Wizard

    Level 6 Spells

    PHB

    Disintegrate

    6-level Transmutation

    Casting Time 1 action
    Range 60 feet
    Duration Instantaneous
    Components V, S, M
    Materials (a lodestone and a pinch of dust)

    A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

    Class(es): Sorcerer, Wizard

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