Dalavash Hrayek: Character Level, Race, & Class Experience
Dalavash Hrayek: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
        -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
      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
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
IDEAL
BOND
                         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.
0 0 0 0 0
41 lb / 120 lb 240 lb
                        #1                                                               #2
STORED ITEM                                #    lb.    STORED ITEM                                                    #    lb.
                                          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
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
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
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
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
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
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)
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
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
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
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)
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.
                 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