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Dalavash Hrayek: Character Level, Race, & Class Experience

This character is a level 11 Kalashtar wizard named Dalavash Hrayek who follows the Inheritor background and is chaotic good aligned. Their abilities include Arcane Recovery which allows recovering expended spell slots once per day on a short rest, Chronal Shift which allows rerolling attacks twice per long rest, Momentary Stasis which can incapacitate a creature for one turn, and Arcane Abeyance which allows storing a low level spell in a bead for one hour.

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Austin Arnold
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0% found this document useful (0 votes)
1K views11 pages

Dalavash Hrayek: Character Level, Race, & Class Experience

This character is a level 11 Kalashtar wizard named Dalavash Hrayek who follows the Inheritor background and is chaotic good aligned. Their abilities include Arcane Recovery which allows recovering expended spell slots once per day on a short rest, Chronal Shift which allows rerolling attacks twice per long rest, Momentary Stasis which can incapacitate a creature for one turn, and Arcane Abeyance which allows storing a low level spell in a bead for one hour.

Uploaded by

Austin Arnold
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 11 Kalashtar Wizard, Chronurgy Magic 85000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Dalavash Hrayek
Inheritor Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Lightly Armored. You have trained to master the


STRENGTH Robe of the Archmagi (16) 16 use of light armor.
PROFICIENCY BONUS +4
8
SHIELD
AC Arcane Recovery. Once per day when you finish a
short rest, you can choose expended spell slots to
N
CIE C
recover. The spell slots can have a combined level
-1 Strength that is equal to or less than 6.
Y
PROFI

-1
+1 Dexterity
Chronal Shift (Reaction—2/Long Rest). After you or
+1 Constitution ARMOR CLASS a creature you can see withing 30 feet of you makes
DEXTERITY
✘ +8 Intelligence
an attack roll, and ability check, or a save, you can
MAXIMUM HIT DICE TEMPORARY force the creature to reroll. You make this decision
12 ✘ +7 Wisdom

+2 Charisma
57 11d6 after you see whether the roll succeeds or fails. The
target must use the result of the second roll.
CONDITIONAL
Momentary Stasis (Action—4/Long Rest). You can
+1 magically force a Large or smaller creature you can
see within 60 feet of you to make a Constitution
CURRENT HIT POINTS save. Unless the save is a success, the creature is
CONSTITUTION DEATH SAVING THROWS
encased in a field of magical energy until the end of
SAVING THROWS
your next turn or until the creature takes any
12 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
damage. While encased in this way, the creature is
incapacitated and has a speed of 0.
Y
PROFI

RT

EXPE

+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Arcane Abeyance (1/Short Rest). When you cast a
+1 ✘ +8 Arcana (Int) spell using a spell slot of 4th level or lower, you can
Resistances. Psychic condense the spell’s magic into a mote. The spell is
-1 Athletics (Str)
frozen in time at the moment of casting and held
INTELLIGENCE +2 Deception (Cha) within a gray bead for 1 hour. This bead is a Tiny
object with AC 15 and 1 hit point, and it is immune
18 ✘ +8 History (Int)
+3 Insight (Wis)
to poison and psychic damage. When the duration
ends, or if the bead is destroyed, it vanishes in a
flash of light, and the spell is lost.A creature holding
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS the bead can use its action to release the spell
+4 ✘ +8 Investigation (Int) within, whereupon the bead disappears. The spell
Dual Mind. You have advantage on all Wisdom saving uses your spell attack bonus and save DC, and the
+3 Medicine (Wis)
throws. spell treats the creature who released it as the
WISDOM +4 Nature (Int) caster for all other purposes.
Mental Discipline. You have resistance to psychic damage.

17 +3 Perception (Wis)
+2 Performance (Cha)
Mind Link. You can speak telepathically to any creature you
can see, provided the creature is within 110 feet of you. You
don’t need to share a language with the creature for it to
+2 Persuasion (Cha) understand your telepathic utterances, but the creature must
+3 +4 Religion (Int)
be able to understand at least one language.When you’re
using this trait to speak telepathically to a creature, you can
+1 Sleight of Hand (Dex) use your action to give that creature the ability to speak
telepathically with you for 1 hour or until you end this effect
CHARISMA +1 Stealth (Dex) as an action. To use this ability, the creature must be able to
see you and must be within this trait’s range. You can give

15 ✘ +7 Survival (Wis)
SKILLS
this ability to only one creature at a time; giving it to a
creature takes it away from another creature who has it.
Severed from Dreams. You are immune to spells and other
+2 13 PASSIVE PERCEPTION magical effects that require you to dream, like dream, but
not to spells and other magical effects that put you to sleep,
like sleep.

ADVANTAGE

INITIATIVE +5 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +5 vs AC 1d4+1 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Quarterstaff 5 ft +3 vs AC 1d6-1 bludgeoning
Versatile
Armor Proficiencies. Light Armor

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. Viol

Languages. Common, Quori, Primordial, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 30 6'0" 172
GENDER AGE HEIGHT WEIGHT
Dalavash Hrayek One Blue, One Green Fair Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are the heir to something of great value- not mere coin or wealth, but an object that has been entrusted to you and
you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could
have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your
I have a strong sense of fair play and always try to inheritance changed your life, and might have set you on the path to adventure, but it could also come with many
find the most equitable solution to arguments. dangers, including those who covet your gift and want to take it from you- by force, if need be.
If someone is in trouble, I’m always ready to lend
help.

PERSONALITY TRAITS

Destiny. Nothing and no one can steer me away from


my higher calling. (Any)

IDEAL

I protect those who cannot protect themselves.

BOND

I have trouble trusting in my allies.

FLAW BACKGROUND STORY

Feature: Inheritance
Choose or randomly determine your inheritance from among the possibilities in the
table below. Work with your Dungeon Master to come up with details: Why is your
inheritance so important, and what is its full story? You might prefer for the DM to
invent these details as part of the game, allowing you to learn more about your
inheritance as your character does.The Dungeon Master is free to use your inheritance
as a story hook, sending you on quests to learn more about its history or true nature, or
confronting you with foes who want to claim it for themselves or prevent you from
learning what you seek. The DM also determines the properties of your inheritance and
how they figure into the item's history and importance. For instance, the object might
be a minor magic item, or one that begins with a modest ability and increases in
potency with the passage of time. Or, the true nature of your inheritance might not be
apparent at first and is revealed only when certain conditions are met.When you begin
your adventuring career, you can decide whether to tell your companions about your in
heritance right away. Rather than attracting attention to yourself, you might want to
keep your inheritance a secret until you learn more about what it means to you and
what it can do for you.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Cloak of the Bat. While wearing this cloak, you have
Explorer’s Pack 1 10 [Cloak of the Bat] 1 — advantage on Dexterity (Stealth) checks. In an area of
Studded Leather 1 13 Enduring Spellbook 1 — dim light or darkness, you can grip the edges of the cloak
[Dagger] 1 1 [Amulet of Proof Against Detection and Location] 1 — with both hands and use it to fly at a speed of 40 feet. If
Quarterstaff 1 4 [Robe of the Archmagi] 1 — you ever fail to grip the cloak's edges while flying in this
Amulet 1 1 way, or if you are no longer in dim light or darkness, you
Clothes, Traveler’s 1 4 lose this flying speed.
Grappling Hook 1 4 While wearing the cloak in an area of dim light or
Ink Pen 1 — darkness, you can use your action to cast polymorph on
Matchless Pipe 1 — yourself, transforming into a bat. While you are in the
Magnifying Glass 1 — form of the bat, you retain your Intelligence, Wisdom,
Parchment (one sheet) 1 — and Charisma scores. The cloak can't be used this way
Robes 1 4 again until the next dawn.
Sealing Wax 1 —
Signet Ring 1 — Amulet of Proof Against Detection and Location. While
wearing this amulet, you are hidden from divination
magic. You can't be targeted by such magic or perceived
through magical scrying sensors.

Robe of the Archmagi. This elegant garment is made


from exquisite cloth of white, gray, or black and adorned
with silvery runes. The robe's color corresponds to the
ATTUNED MAGIC ITEMS 3 / 3
alignment for which the item was created. A white robe
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb was made for good, gray for neutral, and black for evil.
You can't attune to a robe of the archmagi that doesn't
correspond to your alignment.
You gain these benefits while wearing the robe:
• If you aren't wearing armor, your base Armor Class
is 15 + your Dexterity modifier.
• You have advantage on saving throws against spells
and other magical effects.
• Your spell save DC and spell attack bonus each
increase by 2.

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

41 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Feat lvl 8: Dragonbond = Treat Chandi the dragon as a familiar, except for
the demiplane, resurrection, and shape change abilities.

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +10 18 15

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, Chronurgy Magic

CANTRIPS Fire Bolt Mage Hand


Mending Mold Earth Prestidigitation

1ST LEVEL 4 SPELL SLOTS Burning Hands Catapult


Disguise Self Find Familiar Magic Missile
Magnify Gravity Shield Sleep

2ND LEVEL 3 SPELL SLOTS Aganazzar’s Scorcher Darkvision


Detect Thoughts Gust of Wind

3RD LEVEL 3 SPELL SLOTS Clairvoyance Erupting Earth


Fireball Pulse Wave

4TH LEVEL 3 SPELL SLOTS Banishment Fabricate


Gravity Sinkhole Polymorph

5TH LEVEL 2 SPELL SLOTS Animate Objects Dominate Person


Immolation Telekinesis Teleportation Circle

6TH LEVEL 1 SPELL SLOTS Gravity Fissure


Fire Bolt Mage Hand Mending
Evocation Cantrip Conjuration Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 120 feet RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (two lodestones)

You hurl a mote of fire at a creature or object within range. Make a A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as
ranged spell attack against the target. On a hit, the target takes 1d10 The hand lasts for the duration or until you dismiss it as an action. broken chain link, two halves of a broken key, a torn cloak, or a
fire damage. A flammable object hit by this spell ignites if it isn’t The hand vanishes if it is ever more than 30 feet away from you or if leaking wineskin. As long as the break or tear is no larger than 1 foot
being worn or carried. you cast this spell again. in any dimension, you mend it, leaving no trace of the former
This spell’s damage increases by 1d10 when you reach 5th level You can use your action to control the hand. You can use the hand damage. This spell can physically repair a magic item or construct,
(2d10), 11th level (3d10), and 17th level (4d10). to manipulate an object, open an unlocked door or container, stow or but the spell can’t restore magic to such an object.
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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Mold Earth Prestidigitation Burning Hands


Transmutation Cantrip Transmutation Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 10 feet RANGE Self (15-foot cone)
DURATION Instantaneous or 1 hour (see below) DURATION Up to 1 hour DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S

You choose a portion of dirt or stone that you can see within range This spell is a minor magical trick that novice spellcasters use for As you hold your hands with thumbs touching and fingers spread, a
and that fits within a 5-foot cube. You manipulate it in one of the practice. You create one of the following magical effects within thin sheet of flames shoots forth from your outstretched fingertips.
following ways. range: Each creature in a 15-foot cone must make a Dexterity saving throw.
• If you target an area of loose earth, you can instantaneously • You create an instantaneous, harmless sensory effect, such as a A creature takes 3d6 fire damage on a failed save, or half as much
excavate it, move it along the ground, and deposit it up to 5 feet shower of sparks, a puff of wind, faint musical notes, or an odd odor. damage on a successful one. The fire ignites any flammable objects in
away. This movement doesn’t have enough force to cause damage. • You instantaneously light or snuff out a candle, a torch, or a the area that aren’t being worn or carried.
• You cause shapes, colors, or both to appear on the dirt or stone, small campfire. At Higher Levels. When you cast this spell using a spell slot of 2nd
spelling out words, creating images, or shaping patterns. The changes • You instantaneously clean or soil an object no larger than 1 cubic level or higher, the damage increases by 1d6 for each slot level above
last for 1 hour. foot. 1st.
• If the dirt or stone you target is on the ground, you cause it to • You chill, warm, or flavor up to 1 cubic foot of nonliving material
become difficult terrain. Alternatively, you can cause the ground to for 1 hour.
become normal terrain if it is already difficult terrain. This change • You make a color, a small mark, or a symbol appear on an object
lasts for 1 hour. or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
If you cast this spell multiple times, you can have no more than two in your hand and that lasts until the end of your next turn.
of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action. 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.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Catapult Disguise Self Find Familiar


1st-level transmutation 1st-level illusion 1st-level conjuration (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 hour


RANGE 150 feet RANGE Self RANGE 10 feet
DURATION Instantaneous DURATION 1 hour DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be
consumed by fire in a brass brazier)

Choose one object weighing 1 to 5 pounds within range that isn’t You make yourself—including your clothing, armor, weapons, and You gain the service of a familiar, a spirit that takes an animal form you choose:
being worn or carried. The object flies in a straight line up to 90 feet other belongings on your person—look different until the spell ends bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
in a direction you choose before falling to the ground, stopping early or until you use your action to dismiss it. You can seem 1 foot shorter space within range, the familiar has the statistics of the chosen form, though it is a
if it impacts against a solid surface. If the object would strike a or taller and can appear thin, fat, or in between. You can’t change celestial, fey or fiend (your choice) instead of a beast.
creature, that creature must make a Dexterity saving throw. On a your body type, so you must adopt a form that has the same basic Your familiar acts independently of you, but it always obeys your commands. In
failed save, the object strikes the target and stops moving. In either arrangement of limbs. Otherwise, the extent of the illusion is up to combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
case, both the object and the creature or solid surface take 3d8 you. but it can take other actions as normal.
bludgeoning damage. The changes wrought by this spell fail to hold up to physical When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
At Higher Levels. When you cast this spell using a spell slot of 2nd inspection. For example, if you use this spell to add a hat to your While your familiar is within 100 feet of you, you can communicate with it
level or higher, the maximum weight of objects that you can target outfit, objects pass through the hat, and anyone who touches it telepathically. Additionally, as an action, you can see through your familiar’s eyes
with this spell increases by 5 pounds, and the damage increases by would feel nothing or would feel your head and hair. If you use this and hear what it hears until the start of your next turn, gaining the benefits of any
1d8, for each slot level above 1st. spell to appear thinner than you are, the hand of someone who special senses that the familiar has. During this time, you are deaf and blind with
reaches out to touch you would bump into you while it was regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
seemingly still in midair. pocket dimension where it awaits you summons. Alternatively, you can dismiss it
To discern that you are disguised, a creature can use its action to forever. As an action while it is temporarily dismissed, you can cause it to
inspect your appearance and must succeed on an Intelligence reappear in any unoccupied space within 30 feet of you.
(Investigation) check against your spell save DC. 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.

Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Magic Missile Magnify Gravity Shield
1st-level evocation 1st-level transmutation (dunamancy) 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE 120 feet RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION 1 round DURATION 1 round
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create three glowing darts of magical force. Each dart hits a The gravity in a 10-foot-radius sphere centered on a point you can Reaction trigger: You are hit by an attack or targeted by the magic
creature of your choice that you can see within range. A dart deals see within range increases for a moment. Each creature in the sphere missile spell An invisible barrier of magical force appears and protects
1d4 + 1 force damage to its target. The darts all strike simultaneously, on the turn when you cast the spell must make a Constitution saving you. Until the start of your next turn, you have a +5 bonus to AC,
and you can direct them to hit one creature or several. throw. On a failed save, a creature takes 2d8 force damage, and its including against the triggering attack, and you take no damage from
At Higher Levels. When you cast this spell using a spell slot of 2nd speed is halved until the end of the next turn. On a successful save, a magic missile.
level or higher, the spell creates one more dart for each slot level creature takes half as much damage and suffers no reduction to its
above 1st. speed.
Until the start of your next turn, any object that isn’t being worn or
carried in the sphere requires a successful Strength check against
your spell save DC to pick up or move.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Explorer’s Guide to Wildemount Spellcasting (Wizard) Player’s Handbook

Sleep Aganazzar’s Scorcher Darkvision


1st-level enchantment 2nd-level evocation 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 90 feet RANGE 30 feet RANGE Touch
DURATION 1 minute DURATION Instantaneous DURATION 8 hours
COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V, S, M (a red dragon’s scale) COMPONENTS V, S, M (either a pinch of dried carrot or an agate)

This spell sends creatures into a magical slumber. Roll 5d8, the total A line of roaring flame 30 feet long and 5 feet wide emanates from You touch a willing creature to grant it the ability to see in the dark.
is how many hit points of creatures this spell can affect. Creatures you in a direction you choose. Each creature in the line must make a For the duration, that creature has darkvision out to a range of 60
within 20 feet of a point you choose within range are affected in Dexterity saving throw. A creature takes 3d8 fire damage on a failed feet.
ascending order of their current hit points (ignoring unconscious save, or half as much damage on a successful one.
creatures). At Higher Levels. When you cast this spell using a spell slot of 3rd
Starting with the creature that has the lowest current hit points, level or higher, the damage increases by 1d8 for each slot level above
each creature affected by this spell falls unconscious until the spell 2nd.
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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook

Detect Thoughts Gust of Wind Clairvoyance


2nd-level divination 2nd-level evocation 3rd-level divination

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 10 minutes


RANGE Self RANGE Self (60-foot line) RANGE 1 mile
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a copper piece) COMPONENTS V, S, M (a legume seed) COMPONENTS V, S, M (a focus worth at least 100 gp, either a jeweled horn for
hearing or a glass eye for scrying)

For the duration, you can read the thoughts of certain creatures. When you A line of strong wind 60 feet long and 10 feet wide blasts from you in You create an invisible sensor within range in a location familiar to
cast the spell and as your action on each turn until the spell ends, you can a direction you choose for the spell’s duration. Each creature that you (a place you have visited or seen before) or in an obvious
focus your mind on any one creature that you can see within 30 feet of you. If starts its turn in the line must succeed on a Strength saving throw or location that is unfamiliar to you (such as behind a door, around a
the creature you choose has an Intelligence of 3 or lower or doesn’t speak any
language, the creature is unaffected. be pushed 15 feet away from you in a direction following the line. corner, or in a grove of trees). The sensor remains in place for the
You initially learn the surface thoughts of the creature—what is most on its Any creature in the line must spend 2 feet of movement for every 1 duration, and it can’t be attacked or otherwise interacted with. When
mind in that moment. As an action, you can either shift your attention to foot it moves when moving closer to you. you cast the spell, you choose seeing or hearing. You can use the
another creature’s thoughts or attempt to probe deeper into the same The gust disperses gas or vapor, and it extinguishes candles, chosen sense through the sensor as if you were in its space. As your
creature’s mind. If you probe deeper, the target must make a Wisdom saving torches, and similar unprotected flames in the area. It causes action, you can switch between seeing and hearing. A creature that
throw. If it fails, you gain insight into its reasoning (if any), its emotional state, protected flames, such as those of lanterns, to dance wildly and has a can see the sensor (such as a creature benefitting from see invisibility
and something that looms large in its mind (such as something it worries over, 50 percent chance to extinguish them. or truesight) sees a luminous, intangible orb about the size of your
loves, or hates). If it succeeds, the spell ends. Either way, the target knows that As a bonus action on each of your turns before the spell ends, you fist.
you are probing into its mind, and unless you shift your attention to another
creature’s thoughts, the creature can use its action on its turn to make an can change the direction in which the line blasts from you.
Intelligence check contested by your Intelligence check; if it succeeds, the spell
ends.
Questions verbally directed at the target creature naturally shape the course
of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you
can’t see. When you cast the spell or as your action during the duration, you
can search for thoughts within 30 feet of you. The spell can penetrate barriers,
but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead
blocks you. You can’t detect a creature with an Intelligence of 3 or lower or
one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its
thoughts for the rest of the duration as described above, even if you can’t see
it, but it must still be within range.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Erupting Earth Fireball Pulse Wave
3rd-level transmutation 3rd-level evocation 3rd-level evocation (dunamancy)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 150 feet RANGE Self (30-foot cone)
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a piece of obsidian) COMPONENTS V, S, M (a tiny ball of bat guano and sulfur) COMPONENTS V, S

Choose a point you can see on the ground within range. A fountain of A bright streak flashes from your pointing finger to a point you You create intense pressure, unleash it in a 30-foot cone, and decide
churned earth and stone erupts in a 20-foot cube centered on that choose within range and then blossoms with a low roar into an whether the pressure pulls or pushes creatures and objects. Each
point. Each creature in that area must make a Dexterity saving throw. explosion of flame. Each creature in a 20-foot-radius sphere centered creature in that cone must make a Constitution saving throw. A
A creature takes 3d12 bludgeoning damage on a failed save, or half on that point must make a Dexterity saving throw. A target takes 8d6 creature takes 6d6 force damage on a failed save, or half as much
as much damage on a successful one. Additionally, the ground in that fire damage on a failed save, or half as much damage on a successful damage on a successful one, and every creature that fails the save is
area becomes difficult terrain until cleared away. Each 5-foot-square one. either pulled 15 feet toward you or pushed 15 feet away from you,
portion of the area requires at least 1 minute to clear by hand. The fire spreads around corners. It ignites flammable objects in the depending on the choice you made for the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th area that aren’t being worn or carried. In addition, unsecured objects that are completely within the cone
level or higher, the damage increases by 1d12 for each slot level At Higher Levels. When you cast this spell using a spell slot of 4th are likewise pulled or pushed 15 feet.
above 3rd. level or higher, the damage increases by 1d6 for each slot level above At Higher Levels. When you cast this spell using a spell slot of 4th
3rd. level or higher, the damage increases by 1d6 and the distance pulled
or pushed increases by 5 feet for each slot level above 3rd.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Explorer’s Guide to Wildemount

Banishment Fabricate Gravity Sinkhole


4th-level abjuration 4th-level transmutation 4th-level evocation (dunamancy)

CASTING TIME 1 action CASTING TIME 10 minutes CASTING TIME 1 action


RANGE 60 feet RANGE 120 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (an item distasteful to the target) COMPONENTS V, S COMPONENTS V, S, M (a black marble)

You attempt to send one creature that you can see within range to You convert raw materials into products of the same material. For A 20-foot-radius sphere of crushing force forms at a point you can
another place of existence. The target must succeed on a Charisma example, you can fabricate a wooden bridge from a clump of trees, a see within range and tugs at the creatures there. Each creature
saving throw or be banished. If the target is native to the plane of rope from a patch of hemp, and clothes from flax or wool. within the sphere must make a Constitution saving throw. On a failed
existence you’re on, you banish the target to a harmless demiplane. Choose raw materials that you can see within range. You can save, the creature takes 5d10 force damage and is pulled in a straight
While there, the target is incapacitated. The target remains there fabricate a Large or smaller object (contained within a 10-foot cube, line toward the center of the sphere, ending in an unoccupied space
until the spell ends, at which point the target reappears in the space or eight connected 5-foot cubes), given a sufficient quantity of raw as close to the center as possible (even if that space is in the air). On
it left or in the nearest unoccupied space if that space is occupied. If material. If you are working with metal, stone, or another mineral a successful save, the creature takes half as much damage and isn’t
the target is native to a different plane of existence that the one substance, however, the fabricated object can be no larger than pulled.
you’re on, the target is banished with a faint popping noise, returning Medium (contained within a single 5-foot cube). The quality of At Higher Levels. When you cast this spell using a spell slot of 5th
to its home plane. If the spell ends before 1 minute has passed, the objects made by the spell is commensurate with the quality of the level or higher, the damage increases by 1d10 for each slot level
target reappears in the space it left or in the nearest unoccupied raw materials. above 4th.
space if that space is occupied. Otherwise, the target doesn’t return. Creatures or magic items can’t be created or transmuted by this
At Higher Levels. When you cast this spell using a spell slot of 5th spell. You also can’t use it to create items that ordinarily require a
level or higher, you can target one additional creature for each slot high degree of craftsmanship, such as jewelry, weapons, glass, or
level above 4th. armor, unless you have proficiency with the type of artisan’s tools
used to craft such objects.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Explorer’s Guide to Wildemount

Polymorph Animate Objects Dominate Person


4th-level transmutation 5th-level transmutation 5th-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a caterpillar cocoon) COMPONENTS V, S COMPONENTS V, S

This spell transforms a creature that you can see within range into a Objects come to life at your command. Choose up to ten nonmagical objects within range that are You attempt to beguile a humanoid that you can see within range. It
not being worn or carried. Medium targets count as two objects, Large targets count as four
new form. An unwilling creature must make a Wisdom saving throw objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each must succeed on a Wisdom saving throw or be charmed by you for the
to avoid the effect. The spell has no effect on a shapechanger or a target animates and becomes a creature under your control until the spell ends or until reduced to duration. If you or creatures that are friendly to you are fighting it, it
0 hit points.
creature with 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the has advantage on the saving throw. While the target is charmed, you
The transformation lasts for the duration, or until the target drops creature is within 500 feet of you (if you control multiple creatures, you can command any or all of have a telepathic link with it as long as the two of you are on the same
to 0 hit points or dies. The new form can be any beast whose them at the same time, issuing the same command to each one). You decide what action the plane of existence. You can use this telepathic link to issue commands
creature will take and where it will move during its next turn, or you can issue a general command,
challenge rating is equal to or less than the target’s (or the target’s such as to guard a particular chamber or corridor. If you issue no commands, the creature only to the creature while you are conscious (no action required), which it
level, if it doesn’t have a challenge rating). The target’s game defends itself against hostile creatures. Once given an order, the creature continues to follow it does its best to obey. You can specify a simple and general course of
until its task is complete. action, such as “Attack that creature,” “Run over there,” or “Fetch that
statistics, including mental ability scores, are replaced by the ANIMATED OBJECT STATISTICS
statistics of the chosen beast. It retains its alignment and personality. Size HP AC Attack Str Dex object.” If the creature completes the order and doesn’t receive further
The target assumes the hit points of its new form. When it reverts Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 direction from you, it defends and preserves itself to the best of its
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
to its normal form, the creature returns to the number of hit points it Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 ability. You can use your action to take total and precise control of the
had before it transformed. If it reverts as a result of dropping to 0 hit Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 target. Until the end of your next turn, the creature takes only the
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 actions you choose, and doesn’t do anything that you don’t allow it to
points, any excess damage carries over to its normal form. As long as
the excess damage doesn’t reduce the creature’s normal form to 0 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine do. During this time you can also cause the creature to use a reaction,
by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its but this requires you to use your own reaction as well. Each time the
hit points, it isn’t knocked unconscious. speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead target takes damage, it makes a new Wisdom saving throw against the
The creature is limited in the actions it can perform by the nature has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger
spell. If the saving throw succeeds, the spell ends.
object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and
of its new form, and it can’t speak, cast spells, or take any other is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its At Higher Levels. When you cast this spell using a 6th-level spell slot,
action that requires hands or speech. original object form, and any remaining damage carries over to its original object form.
the duration is concentration, up to 10 minutes. When you use a 7th-
The target’s gear melds into the new form. The creature can’t If you command an object to attack, it can make a single melee attack against a creature within 5
feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its level spell slot, the duration is concentration, up to 1 hour. When you
activate, use, wield, or otherwise benefit from any of its equipment. size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. use a spell slot of 8th level or higher, the duration is concentration, up
At Higher Levels. If you cast this spell using a spell slot of 6th or higher, you can animate two
additional objects for each slot level above 5th. to 8 hours.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Immolation Telekinesis Teleportation Circle
5th-level evocation 5th-level transmutation 5th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 90 feet RANGE 60 feet RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes DURATION 1 round
COMPONENTS V COMPONENTS V, S COMPONENTS V, M (rare chalks and inks infused with precious gems with 50 gp,
which the spell consumes)

Flames wreathe one creature you can see within range. The target You gain the ability to move or manipulate creatures or objects by thought. As you cast the spell, you draw a 10-foot-diameter circle on the
must make a Dexterity saving throw. It takes 8d6 fire damage on a When you cast the spell, and as your action each round for the duration, you ground inscribed with sigils that link your location to a permanent
failed save, or half as much damage on a successful one. On a failed can exert your will on one creature or object that you can see within range, teleportation circle of your choice whose sigil sequence you know
causing the appropriate effect below. You can affect the same target round
save, the target also burns for the spell’s duration. The burning target after round, or choose a new one at any time. If you switch targets, the prior and that is on the same plane of existence as you. A shimmering
sheds bright light in a 30-foot radius and dim light for an additional target is no longer affected by the spell. portal opens within the circle you drew and remains open until the
30 feet. At the end of each of its turns, the target repeats the saving Creature. You can try to move a Huge or smaller creature. Make an ability end of your next turn. Any creature that enters the portal instantly
throw. It takes 4d6 fire damage on a failed save, and the spell ends check with your spellcasting ability contested by the creature’s Strength check. appears within 5 feet of the destination circle or in the nearest
on a successful one. These magical flames can’t be extinguished If you win the contest, you move the creature up to 30 feet in any direction, unoccupied space if that space is occupied. Many major temples,
through nonmagical means. including upward but not beyond the range of this spell. Until the end of your guilds, and other important places have permanent teleportation
If damage from this spell kills a target, the target is turned to ash. next turn, the creature is restrained in your telekinetic grip. A creature lifted circles inscribed somewhere within their confines. Each such circle
upward is suspended in mid-air. includes a unique sigil sequence - a string of magical runes arranged
On subsequent rounds, you can use your action to attempt to maintain your
telekinetic grip on the creature by repeating the contest. in a particular pattern. When you first gain the ability to cast this
Object. You can try to move an object that weighs up to 1,000 pounds. If the spell, you learn the sigil sequences for two destinations on the
object isn’t being worn or carried, you automatically move it up to 30 feet in Material Plane, determined by the DM. You can learn additional sigil
any direction, but not beyond the range of this spell. sequences during your adventures. You can commit a new sigil
If the object is worn or carried by a creature, you must make an ability check sequence to memory after studying it for 1 minute. You can create a
with your spellcasting ability contested by that creature’s Strength check. If permanent teleportation circle by casting this spell in the same
you succeed, you pull the object away from that creature and can move it up location every day for one year. You need not use the circle to
to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as teleport when you cast the spell in this way.
manipulating a simple tool, opening a door or a container, stowing or
retrieving an item from an open container, or pouring the contents from a vial.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Gravity Fissure
6th-level evocation (dunamancy)

CASTING TIME 1 action


RANGE Self (100-foot line)
DURATION Instantaneous
COMPONENTS V, S, M (a fistful of iron filings)

You manifest a ravine of gravitational energy in a line originating


from you that is 100 feet long and 5 feet wide. Each creature in that
line must make a Constitution saving throw, taking 8d8 force damage
on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed
on a Constitution saving throw or take 8d8 force damage and be
pulled toward the line until the creature is within its area.
At Higher Levels. When you cast this spell using a spell slot of 7th
level or higher, the damage increases by 1d8 for each slot level above
6th.

Spellcasting (Wizard) Explorer’s Guide to Wildemount


Explorer’s Pack Studded Leather Dagger
Equipment Packs Armor Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made from tough but flexible leather, studded leather is
torches, 10 days of rations, and a waterskin. The pack also reinforced with close-set rivets or spikes.
has 50 feet of hempen rope strapped to the side of it.

10 lbs. Player’s Handbook 13 lb. Player’s Handbook 1 lb. Player’s Handbook

Quarterstaff Amulet Clothes, Traveler’s


Weapons Spellcasting Focus Adventuring Gear

A holy symbol is a representation of a god or pantheon. It


might be an amulet depicting a symbol representing a
deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

4 lb. Player’s Handbook 1 lb. Player’s Handbook 4 lb. Player’s Handbook

Grappling Hook Ink Pen Matchless Pipe


Adventuring Gear Adventuring Gear Adventuring Gear

A switch made of flint is built into the bowl of this fine


wooden smoking pipe. With a few flicks of the switch, the
pipe lights itself.

4 lb. Player’s Handbook — Player’s Handbook 0 lb. Waterdeep: Dragon Heist


Magnifying Glass Parchment (one sheet) Robes
Adventuring Gear Adventuring Gear Adventuring Gear

This lens allows a closer look at small objects. It is also


useful as a substitute for flint and steel when starting fires.
Lighting a fire with a magnifying glass requires light as
bright as sunlight to focus, tinder to ignite, and about 5
minutes for the fire to ignite. A magnifying glass grants
advantage on any ability check made to appraise or inspect
an item that is small or highly detailed.

— Player’s Handbook — Player’s Handbook 4 lb. Player’s Handbook

Sealing Wax Signet Ring Cloak of the Bat


Adventuring Gear Adventuring Gear Wondrous Items

While wearing this cloak, you have advantage on Dexterity


(Stealth) checks. In an area of dim light or darkness, you
can grip the edges of the cloak with both hands and use it
to fly at a speed of 40 feet. If you ever fail to grip the
cloak's edges while flying in this way, or if you are no longer
in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or
darkness, you can use your action to cast polymorph on
yourself, transforming into a bat. While you are in the form
of the bat, you retain your Intelligence, Wisdom, and
Charisma scores. The cloak can't be used this way again
until the next dawn.

— Player’s Handbook — Player’s Handbook 0 lb. Dungeon Master’s Guide

Enduring Spellbook Amulet of Proof Against Detection and Location Robe of the Archmagi
Wondrous Items Wondrous Items Wondrous Items

This spellbook, along with anything written on its pages, While wearing this amulet, you are hidden from divination This elegant garment is made from exquisite cloth of white,
can’t be damaged by fire or immersion in water. In magic. You can't be targeted by such magic or perceived gray, or black and adorned with silvery runes. The robe's
addition, the spellbook doesn't deteriorate with age. through magical scrying sensors. color corresponds to the alignment for which the item was
created. A white robe was made for good, gray for neutral,
and black for evil. You can't attune to a robe of the
archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
• If you aren't wearing armor, your base Armor Class is
15 + your Dexterity modifier.
• You have advantage on saving throws against spells
and other magical effects.
• Your spell save DC and spell attack bonus each
increase by 2.

0 lb. Xanathar’s Guide to Everything 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

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