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Avani Jetmir

6 Level (0/23000 XP for level-up) Courtier Background Earth Genasi Race / Species / Heritage Neutral Good Alignment
Wizard
Level 6
Hit Dice: 6/6
1d6+3 Class 1

STR
9
-1
DEX
16
+3
CON
16
+3
INT
20
+5
WIS
15
+2
CHA
12
+1
18
Hit Points
+8
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
1 / 1
Arcane Recovery
3 / 3
Merge w/ Stone - Blade Ward Bonus
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+3 Dexterity
+3 Constitution
+8 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+8 Arcana INT
-1 Athletics STR
+1 Deception CHA
+5 History INT
+5 Insight WIS
+1 Intimidation CHA
+8 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+2 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+5 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Q. Staff +2 STR 1d6/8-1 B
 Versatile
Shortbow +3 DEX 1d6+3
Attacks

Spell Book

Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.


The Book's Appearance - An Older Well Cared for book Book - gold inlay on the cover

Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

Darkvision - 60 ft
Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
Merge with Stone - INT - Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Starting at 5th level, you can cast the Pass Without Trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.

Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Arcane Deflection
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Tactical Wit
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Cantrip Formulas (Optional)
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Spell Sniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Power Surge:

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Mana Reflux/Magic Cancer:

Avani is currently suffering from this affliction. While he has it the following effects apply:
1. Whenever Avani Casts a spell he loses a max hit die + constitution modifier (9) from his max hp.
2. Whenever a Spell is cast on Avani it has no beneficial effect (detrimental effects not tested) and Avani suffers the same damage as above.
3. The Max HP reduction remains until the condition is at least partially treated,
4. The effects of magical items on Avani (active or passive) hasn't been verified.

Seal???:

Avani's current mentor Daerun has cast some sort of compulsion on Avani to prevent him from casting spells, or communicationg that he will attempt to cast a spell.


Solo Leveling Stats
Strength : 50
Dexterity : 0
Constitution : 0
Intelligence : 50
Wisdom : 0
Charisma : 0
Appearance : 10
Unspent Points: 59

Mark Upcasting:

Avani can use his mark to bundle and enhance the magic that he can deliver to one of his spells at the cost of his own hp. The cost per spell slot for this is shown below.
Spell Up -Casting Mark
Level 1: 2 hp
Level 2: 4 hp
Level 3: 16 hp
Level 4: ??? hp
Mark Active: 2x


Features & Traits
a quarterstaff
an arcane focus
an explorer's pack
A spellbook
A set of fine clothes

Equipment Copper: 5, Silver: 19, Electrum: 0, Gold: 8, Platinum: 0 Money
Armor: None (Very Little Headway when using a shield - find teacher)
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Languages: Common, Terran(Primordeal), Elven, Draconic

Languages & Proficiencies
I always want to know how things work and what makes people tick.

Personality Traits
I'm committed to the people I care about, not to ideals.

Ideals
I pursue power and glory in an attempt to allow my family join the upper crust of society.

Bonds
I pursue glory at the detriment to myself.

Flaws
Shield Training: 1 Month+ to proficiency
<span class="line-spacer d-block"> </span>
Forbidden spells:
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5th level spells:
Testicular Torsion
10th level spells:
Summon Greater Vultures
Serpentis Limpus
<span class="line-spacer d-block"> </span>
Lethal Wounds: 8(Max-2)

Notes


™ & © 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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Genasi (Earth)

Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the colors ofstone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
ability score increase: +2, +1 in Anything
age: About a century
Size: Medium
speed: 30 ft.
Languages: Common, One of Your Choice
race features:
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Earth Walk.  You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
  • Merge with Stone.  You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 Round
Attack/Save: None
Damage/Effect: Combat
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Available for: Bard, Sorcerer, Warlock, Wizard

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

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
At higher levels: At 5th Level. You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can dry any willing creature that you can see within range.
At 11th Level. The spell has a range of 30 feet. You can light or snuff out any number of candles, torches, and small campfires within range simultaneously.
At 17th Level. You can clean or soil an object no larger than 5 cubic feet and can chill, warm or flavor up to 5 cubic feet of nonliving material. You can also create a nonmagical trinket or illusory image that can fit in a 1-foot cube. The duration of all of your non-instantaneous effects increases up to 8 hours.
Available for: Bard, Sorcerer, Warlock, Wizard

Homebrew

Earthen Spear

0-level (Cantrip) Transmutation

Range/Area: 120 ft
Components: V,S
Duration: Instantaneous
Damage/Effect: Piercing
A spear of stone and earth launches out of the ground and flies toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 (1d12 eventually) (2d6 improvement cap) piercing damage. The spell creates more than one spear when you reach higher levels: two spears at 5th level, three spears at 11th level, and four spears at 17th level. You can direct the spears at the same target or at different ones. Make a separate attack roll for each spear.
Available for: Wizard/Avani

Basic Rules , pg. 259

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones.

Damage Type: Utility   Saving Throws: None   Description: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Class(es): Bard, Cleric, Druid, Sorcerer, Wizard, Artificer

Xanathar's Guide to Everything, pg. 169

Toll the Dead

0-level (Cantrip) Necromancy

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

Damage Type: Necrotic   Damage/Save Throw: WIS Save   Description: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At higher levels:
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric, Warlock, Wizard

Level 1 Spells

Replacement Series

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
You create an elemental ward, gaining resistance to the triggering damage. When you cast the spell, you can choose to either extend the resistance until the end of your next turn, or you can cause your next weapon attack before the end of your next turn to deal an additional 1d8 damage of the triggering type and an additional effect depending on the triggering damage type.  
  • Acid. The target takes 1d4 acid damage at the end of its next turn. Cold. The target's speed is reduced by 10 feet until the end of your next turn. Fire. The attack ignites flammable objects not being worn or carried. Lightning. The target can't take reactions until the start of its next turn. Thunder. The target is deafened until the end of its next turn.
At higher levels: At Higher Levels. When you cast this spell 2nd level or higher, the extra damage increases by 1d8 for each level above 1st.
Available for: Druid, Ranger, 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

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

Find Familiar

1-level Conjuration

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

You gain the service of a familiar, a spirit that takes an animal form you choose. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

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: 90 ft
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
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 ft 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 2nd level or higher, roll an additional 2d8 for each level above 1st.
Available for: Bard, Sorcerer, Wizard

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cone)
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: fire

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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

Level 2 Spells

Replacement Series

Earthen Hand

2-level Transmutation

Casting Time: 1 Action
Range/Area: self (30ft)
Components: V,S,M
Materials: (a tiny porcelain hand)
Duration: Concentration, up to 1 minute
Attack/Save: strength
Damage/Effect: bludgeoning
You sculpt loose soil and rock into a massive hand, creating a Medium hand that occupies a 5-foot space within range. It can immediately reach for a Large or smaller creature within 5 feet, forcing the target to make a Strength saving throw or become restrained and suffer 2d6 bludgeoning damage.   As long as the hand is within 30 feet of you, you can give it mental commands. As an action, you can cause the hand to crush a restrained target. The target makes a Strength saving throw, taking 2d6 bludgeoning damage on a failure, or half as much on a success. Alternately as an action, you can dissolve and reform it anywhere within the spell's range and attempt to grab a creature within 5 feet. You can order the hand to let go of a creature at any time with no action. To break out, a restrained target can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it is free and no longer restrained.
Available for: Sorcerer, Wizard

Source: Strixhaven: A Curriculum of Chaos

Wither and Bloom

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft/10ft radius sphere
Materials: A withered vine twisted into a loop
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: Necrotic
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.   In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At higher levels: 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 above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Available for: Druid, Sorcerer, Wizard

PHB

Scorching Ray

2-level Evocation

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

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

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

Ranged Spell Attack 2d6 Fire Damage

Xanathar's Guide To Everything, Page 154

Dragon's Breath

2-level Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration Concentration, Up to 1 minute
Components V, S, M
Materials A hot pepper

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

3rd 4th 5th 6th 7th 8th 9th
4d6 5d6 6d6 7d6 8d6 9d6 10d6

Class(es): Sorcerer, Wizard

PHB

Pass without Trace

2-level Abjuration

Casting Time 1 Action
Range Self
Duration Concentration, Concentration, up to 1 hour
Components V S M
Materials (ashes from a burned leaf of mistletoe and a sprig of spruce)

A veil of shadows a nd silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Cleric, Druid, Ranger

Dexterity (Stealth) Bonus+10

Level 3 Spells

PHB, Page 241

Fireball

3-level Evocation

Casting Time 1 Action
Range 150 ft.
Duration Instantaneous
Components V, S, M
Materials A tiny ball of bat guano and sulfur

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.

4th 5th 6th 7th 8th 9th
9d6 10d6 11d6 12d6 13d6 14d6

Class(es): Sorcerer, Wizard

Leomund's Tiny Hut

3-level Evocation (ritual)

Casting Time 1 Minute
Range Self (10 ft. radius hemisphere)
Duration 8 hours
Components V, S, M
Materials A small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Class(es): Bard, Wizard

Basic Rules , pg. 228

Counterspell

3-level Abjuration

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components S

Damage Type: Negation   Saving Throws: None   Description: 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 using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

Basic Rules , pg. 234

Dispel Magic

3-level Abjuration

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

Damage Type: Control   Saving Throws: None   Description: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

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

Water Magic

Water Breathing

3-level Transmutation (ritual)

Casting Time 1 action
Range 30ft
Duration 24 hours
Components V, S, M
Materials A short piece of reed

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Class(es): Druid, Ranger, Sorcerer, Wizard

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