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Marilka

7 Level (0/34000 XP for level-up) Acolyte Background Drow Elf Race / Species / Heritage Lawful Neutral Alignment
Warlock
Level 7
Hit Dice: 7/7
1d8+1 Class 1

STR
8
-1
DEX
13
+1
CON
12
+1
INT
14
+2
WIS
12
+1
CHA
18
+4
37
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
30 ft
Speed (walk/run/fly)
14
Passive Perception
1 / 1
Magic Initiate
0 / 25
Shadow Meter
1 / 1
Elven Lineage
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+1 Dexterity
+1 Constitution
+2 Intelligence
+4 Wisdom
+7 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+4 Deception CHA
+2 History INT
+4 Insight WIS
+7 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+4 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+5 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+1+1 Pierrcing
 Finesse, Light, Thrown (range 20/60)
Attacks

Spell Book


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


™ & © 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

Warlock of the Shadowfell

Your pact draws on the power of the Shadowfell, a desolate plane which mirrors the Feywild and siphons its magic. You might forge a bargain with Moriahthane, goddess of the cursed waters and plague, or Marilka, patron of travelers and loyal follower of Moriahthane.

Features

LEVEL 3: SHADOWFELL SPELLS

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Shadowfell Spells table, you thereafter always have the listed spells prepared.

  • Level 3: Bane, Faerie Fire, Detect Poison and Disease, Dissonant Whispers
  • Level 5: Phantasmal Force, Ray of Enfeeblement, Misty Step
  • Level 7: Speak With Dead, Feign Death
  • Level 9: Phantasmal Killer, Hallucinatory Terrain

LEVEL 3: SHADOW METER

Stress, damage taken, damage dealt and magic use all contribute to the Shadow meter. The meter begins at 0 and builds up to 25. When it reaches its max, you involuntarily begin to enter your Shadowstate. The meter builds and reduces in the following ways:

  • Using a cantrip adds 1d4
  • Using a spell slot adds 1d6
  • Receiving damage adds 1d4
  • Ending a round of Combat having dealt damage adds 1d4
  • Recovering HP subtracts the amount healed.
  • Ending a round of Combat without dealing damage subtracts 1d4
  • Coming into contact with water subtracts 1d4, or fully reduces meter upon submersion

Being in contact with Petricite drains your Shadow Meter by half its current value (rounded up) during a short rest and drains it fully during a long rest.

LEVEL 3: MISTY VISIONS

At the beginning of your turn there is a chance you have a shadowy vision of the future. This is the will of the Shadowfell and appeases it upon fulfillment. The DM will describe to you a set of actions or circumstances that you may attempt to bring to fruition in order to subtract 1d6 plus half your current warlock level (rounded up) from your shadow meter. These actions may help or hinder your party, but cannot be directly harmful to you or your allies.

LEVEL 3: SHADOWSTATE

When your Shadow Meter reaches is maximum value, you begin to transform into the Shadowstate. If this transformation is the result of a spell slot expenditure, increase the level of the spell cast by 1. As a reaction, you may teleport to a home sigil in an attempt to prevent this transformation. If not, you lose control of yourself as your body creaks and groans into its Shadowfell altered state. You grow several feet taller and assume the description of the Shadowstate (see Shadowstate stat block). You may not take actions, bonus actions or reactions outside of those described in the Shadowstate's Madness of the Shadows trait. This transformation only ends under the conditions specified in the Shadowstate's Implosion trait. While in Shadowstate, you maintain concentration.

LEVEL 6: SHADOW STEP

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you use your Shadow Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

LEVEL 6: SHADOW INFLUENCE

You can allow the shadows to grow darker around you or an ally, potentially causing an attack to miss. When you or a creature you can see within 30 feet of you are hit by an attack, you can take a Reaction to reduce the number rolled by your Warlock level minus half the current value of your Shadow Meter (rounded down). Then increase your shadow meter by the amount reduced. You can use this feature a number of times equal to your proficiency bonus.

LEVEL 10: IMPROVED SHADOWSTATE

Now when you transform into your Shadowstate, your size is Large instead of Medium. You MAY also attack a third time when your Shadowstate uses its Multiattack. The maximum value of your Shadow Meter is increased to 40.

LEVEL 10: IMPROVED INFLUENCE

Now when you use your Shadow Influence feature, if the amount reduced reaches 0 due to subtracting half your Shadow Meter, you can instead subtract a fourth of your current Shadow Meter's value (rounded up). Then increase your Shadow Meter by the amount reduced.

LEVEL 14: SHADOW MASTERY

You have learned to harness the shadows that surround you, molding them to your needs. When gaining or reducing your Shadow Meter by any means (including those described in your Shadowstate) you may also choose to gain or reduce that value by half your Warlock level. If you gain meter this way, deal the amount gained as necrotic damage to a creature within 60 feet of you. If you reduced meter this way, gain the amount reduced as temporary hit points.

Eldritch Invocations

You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description.

Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.

Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.

When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.

You can’t pick the same invocation more than once unless its description says otherwise.

Features

Eldritch Invocation: Agonizing Blast

  • Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.
  • Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Eldritch Invocation: Eldritch Mind

  • You have Advantage on Constitution saving throws that you make to maintain Concentration.

Eldritch Invocation: Mask of Many Faces

  • You can cast Disguise Self without expending a spell slot.

Statblocks for your familiars, mounts etc.

SRD (p.276)

Quasit CR: 1

Tiny fiend, chaotic evil
Armor Class: 13
Hit Points: 7
Speed: 40 ft

STR

5 -3

DEX

17 +3

CON

10 +0

INT

7 -2

WIS

10 +0

CHA

10 +0

Skills: Stealth +5
Damage Resistances: Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 10
Languages: Abyssal, Common
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.   Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren’t devouring them or pulling them apart to pass the time.   A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks.

Pseudodragon CR: 1/2

Tiny dragon, neutral good
Armor Class: 13 (Natural Armor)
Hit Points: 24 (4d4 + 2)
Speed: 20 ft , fly: 60 ft , swim: 20 ft

STR

6 -2

DEX

15 +2

CON

13 +1

INT

10 +0

WIS

12 +1

CHA

10 +0

Saving Throws: Wisdom
Skills: Perception +3, Stealth +4
Damage Resistances: Force
Senses: blindsight 20 ft., darkvision 60 ft., passive Perception 13
Languages: Pure Common and Pure Draconic
Challenge Rating: 1/2
Proficiency Bonus: +2

Keen Senses: The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.   Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects.   Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.   Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4 + 2 piercing damage, and the target must succeed on a DC (8 + Proficiency Bonus + Constitution Modifier) Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Statblocks for race/species of the character.

Other Feats

OTHER

Fey Ancestry

  • You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Trance

  • Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Darkvision

  • You can see in dim light within 120 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.

Magic Initiate (Cleric)

  • You gain the following benefits.
  • Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
  • Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
  • Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

Telepathic

  • You gain the following benefits.
  • Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Telepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • Detect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.

Elven Lineage

  • You are part of a lineage that grants you supernatural abilities.
  • When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
  • Charisma is your spellcasting ability for the spells you cast with this trait.

Statblocks for companions, followers and other allies.

Shadowstate
MEDIUM ABBERATION

Creatures altered by the Shadowfell are becoming increasingly common. They are often identified by their distinctive thin, lanky limbs and dark rocky accents. The area around them is clouded by a flurry of aery flakes, similar to the dust particles found deep underground. These flakes, along with the areas where their eyes would be found, glow with a violent purple light. Due to their dark coloration, this glow is their only discernable feature in dim lighting and darkness.


Armor Class: 11 + your Warlock level

Initiative: +4 (14)

Hit Points: Twenty times your Warlock level

Speed: 40 ft

Challenge: 0 (XP 0; PB +3)
    MOD SAVE
STR 15 +2 +5
DEX 18 +4 +4
CON 15 +2 +5
    MOD SAVE
INT 10 +0 +0
WIS 18 +4 +4
CHA 11 +0 +0

Skills: Perception +7, Stealth +7, Survival +7

Resistances: Necrotic

Senses: Darkvision 120 ft, Passive Perception 17

Languages: Shadowspeech


Traits

Evasive Teleportation. Whenever it takes damage or is the target of a ranged attack, a creature in Shadowstate can teleport, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 20 feet of itself (no action required). If this effect is triggered by a ranged attack, the creature teleports just before the attack hits, causing the attack to miss it. This trait is suppressed while the creature is incapacitated or grappled.

Implosion. when a creature in Shadowstate drops to 0 hit points, or its Shadow Meter drops to 0, it transforms back into its original form. It gains one level of exhaustion, is incapacitated and is stabilized if necessary.

Water Susceptibility. A creature in shadowstate takes 5 cold damage for every 5 feet it moves in water, for every gallon of water splashed on it, or whenever it starts its turn in the rain. The Shadow Meter recovers 1d4 for each instance of damage taken this way.

Mission of Pain. Each round a creature is in Shadowstate, the creature rolls a d6 and subtracts it from their Shadow Meter. If the creature dealt damage that round, this amount is halved. If the creature killed a target, the amount is gained instead.

Aura of Death. Once during each of its turns, when a creature in Shadowstate targets a creature with an attack, the target must make a Wisdom saving throw. Upon failure, the target is frightened of the Shadowstate until the end of its turn.

Madness of the Shadows. At the beginning of its turn, a creature in Shadowstate must use its full movement and action to move toward and attack the nearest creature. If two creatures are equal distance, it targets the one with higher perception.


Actions

Multiattack. A creature in Shadowstate makes two Slam attacks.

Slam. Melee Weapon Attack: +4 + your Warlock level to hit; reach 10 ft., one target. Hit: 1d8 + your Warlock level bludgeoning damage plus 2d8 necrotic damage.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 237

Eldritch Blast

0-level (Cantrip) Evocation

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

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Prestidigitation

0-level (Cantrip) Abjuration

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

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.   • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.   • You instantaneously light or snuff out a Candle, a torch, or a small campfire.   • You instantaneously clean or soil an object no larger than 1 cubic foot.   • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.   • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.   • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.

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

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 60ft
Duration Instant
Components V, S

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

PHB

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials (a bit of phosphorus or wychwood, or a glowworm)

You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

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

CANTRIP NECROMANCY

Casting Time: Action

Range/Area: 15 feet

Components: V, S

Duration: Instantaneous

Description:

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.


Cantrip Upgrade:

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).


Thaumaturgy

CANTRIP TRANSMUTATION

Casting Time: Action

Range/Area: 30 feet

Components: V

Duration: Up to 1 minute

Description:

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

Altered Eyes. You alter the appearance of your eyes for 1 minute.

Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.

Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.

Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.

Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

Tremors. You cause harmless tremors in the ground for 1 minute.


Level 1 Spells

Basic Rules , pg. 233

Disguise Self

1-level Illusion

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

Damage Type: Shapechanging
Saving Throws: None
Description: 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.
 
 

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

PHB

Hellish Rebuke

1-level Evocation

Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60ft
Duration Instantaneous
Components V, S

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Warlock, Paladin (Oathbreaker)

PHB

Hex

1-level Enchantment

Casting Time 1 Bonus Action
Range 90ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials the petrified eye of a newt

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

Class(es): Warlock

PHB

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

PHB

Bane

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a 1d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Cleric, Paladin (Oath of Vengeance), Sorcerer (Divine Soul)

PHB

Detect Poison and Disease

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   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.

Class(es): Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)
Dissonant Whispers

1ST ENCHANTMENT

Casting Time: Action

Range/Area: 60 feet

Components: V

Duration: Instantaneous

Description:

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.


Using a Higher-Level Spell Slot:

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.


Inflict Wounds

1ST NECROMANCY

Casting Time: Action

Range/Area: Touch

Components: V, S

Duration: Instantaneous

Description:

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.


Using a Higher-Level Spell Slot:

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.


Level 2 Spells

PHB

Crown of Madness

2-level Enchantment

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

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

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

PHB

Spider Climb

2-level Transmutation

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

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

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

2ND ENCHANTMENT

Casting Time: Action

Range/Area: 30 feet

Components: V, M (a drop of honey)

Duration: Concentration, up to 8 hours

Description:

You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”

The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.


Detect Thoughts

2ND DIVINATION

Casting Time: Action

Range/Area: Self

Components: V, S, M (1 Copper Piece)

Duration: Concentration, up to 1 minute

Description:

You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.

Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.

As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.


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