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Rat Ogre Wizard

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0% found this document useful (0 votes)
32 views11 pages

Rat Ogre Wizard

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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Ogre Rat Wizard

Wizard - School of Evocation Alcoholic Academic


CLASS & LEVEL BACKGROUND PLAYER NAME
Bofus the Tiny
Ogre Rat Chaotic neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
11 +0 30 I use polysyllabic words to
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
convey the impression of great
erudition.
8 PERSONALITY TRAITS

Hit Point Maximum 79


Strength
DEXTERITY
Dexterity Creativity - The world is in need
of new ideas and bold action.
+0 ●
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

10 ● Wisdom
Charisma I am often considered a disgrace to
CONSTITUTION
the College due to my bad habits.
SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 Total 11
Acrobatics (Dex) SUCCESSES
I am infamous for showing up to
16

Animal Handling (Wis)
Arcana (Int)
D6 FAILURES serious events completely wasted.
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)

+5 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Intoxicated Teacher
20 Insight (Wis)
Size - Large
Intimidation (Cha)
Darkvision [60 feet]
WISDOM Investigation (Int)

Ogre Toughness
Medicine (Wis)
Giant Blood
+3 Nature (Int)
Iron Gut
● Perception (Wis)
16
Performance (Cha) Spellcasting
Persuasion (Cha) Cantrips
CHARISMA
● Religion (Int) Spellbook
+2 Sleight of Hand (Dex) Arcane Recovery
Stealth (Dex) Arcane Tradition - School of
14 Survival (Wis) Evocation
SKILLS ATTACKS & SPELLCASTING Evocation Savant
Sculpt Spells
PASSIVE WISDOM (PERCEPTION) Potent Cantrips
CP
Quaterstaff
Empowered Evocation
Arcane Focus
SP
Weapons - Daggers, darts, Slings,
Quaterstaff, Light Crossbow Scholars Pack
EP

Spellbook
Tinkers tools, Calligraphers
Supplies
GP 150 Backpack
Three Flasks of Alcohol
PP
Languages - Common, Ratkin, Bedroll
Giant Feather pen
Chess set
Experiment notes
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
5 8' 5'' 300 lbs
AGE HEIGHT WEIGHT

Yellow Grey Fur Grey


CHARACTER NAME EYES SKIN HAIR

Wizards are supreme magic-users, NAME


defined and united as a class by the
spells they cast. Drawing on the
subtle weave of magic that
permeates the cosmos, wizards cast
spells of explosive fire, arcing
lightning, subtle deception,
brute-force mind control, and much
more.

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

The ratmen, while known for their strength in numbers, are not known to be the
You are a brilliant scientist, most physically powerful creatures. So, to compensate, some partake in ungodly
well-known for your mating rituals that produce horrible abominations. The first known successful breed
advancements and contributions was the Ogre Rat, a hybrid that combines the ambition of the anthropomorphic rats
with the raw power of a seeming giant. These formidable hybrids are feared and
to a field of your choice. You
revered among their kind, though despite this these rats may find difficulty fully
have a tutored many a fitting in with either of their respective races.
bright-eyed student, sending
them on their way to becoming Ogre rats are created either by bizarre mating rituals or possibly DNA
as intelligent as yourself. Your experimentation in more futuristic settings, using the blood of ogres. The reasoning
students are also quite familiar is primarily because rat-based races were tired of being seen as lesser beings due to
with the sight of you passed out, their stature. Their numbers could only take so much abuse before the horrible
schemes for breeding strength came to their little plotting minds. Thus, ogre rats
facedown, on your desk, several were created as a result of necessity. They can further breed with other rodents and
empty flasks scattered amongst even other humanoids. But to best preserve their strength, it is superstitious for them
your notes. As long as you can to lay with any other than other ogre rats. As a result, this blood became further
remember, though that isn't refined through generations to create a more powerful race of designated killers.
saying much, you have been an ADDITIONAL FEATURES & TRAITS
avid enjoyer of alcohol, despite
your scientific background. Do 1 major rare - Wand of Lightning Bolts
you drink to cope with stress? Or 2 major uc - Wand of Magic missiles, Cloak of Protection
is it merely a tool to help unlock 5 min UC - Spell Scrolls (1 3rd level (Counterspell), 2 2nd Level
the secrets of the world? Do you (Invisibility, Misty Step)) Bag of Holding, Necklace of Fireballs
regulate your alcoholism, and 5 Min C - Hat of Wizardry, Clockwork Amulet, Potion of Healing
only drink when working, or has
it completely spiraled out of
control, requiring your
colleagues and students to care
for you after another one of your
drunken benders?
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Abilities, Features and Traits
Intoxicated Teacher - You drink. A lot. No, really, you have a serious problem. Unfortunately in terms of your recovery, you've
found that drinking, to a certain extent, helps organize your slightly scattered mind, and makes previously difficult to understand
concepts easier to parse and work through. While drunk, your character is somehow able to find just the right words to explain any
concept related to your scientific domain, no matter how complicated, in simple enough terminology that anyone listening will be
able to garner at least a basic understanding of it.

Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.

Ogre Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Giant Blood - Your creature type is giant instead of humanoid.

Iron Gut - You have advantage on saving throws against being poisoned and diseases resulting from ingesting matter.

Spellcasting - As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true
power.

Cantrips - You know five cantrips from the wizard spell list.

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

Preparing and Casting Spells - The Spellcasting page shows how many spell slots you have to cast your spells of 1st level and
higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when
you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard
spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a
level for which you have spell slots. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of
prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and
memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability - Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated
study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Ritual Casting - You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You
don’t need to have the spell prepared.

Spellcasting Focus - You can use an arcane focus as a spellcasting focus for your wizard spells.

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

Arcane Tradition - School of Evocation - You focus your study on magic that creates powerful elemental effects such as bitter cold,
searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as
artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as
bandits, adventurers, or aspiring tyrants.

Evocation Savant - The gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells - You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation
spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen
creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half
damage on a successful save.

Potent Cantrip - Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a
saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the
cantrip.

Empowered Evocation - You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Wizard Int 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Fire Bolt ● Counterspell ● Chain Lightning
Acid Splash Dispel Magic ● Disintegrate
Infestation ● Fireball Otiluke's Freezinf Sphere
Mage Hand Lightning Bolt Sunbeam
Lightning Lure Melf's Minute Meteors
Toll the Dead Sleet Storm
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Burning Hands
Catapult
4 3
Colour Spray
Cause Fear ● Banishment
Feather Fall Dimension Door
SPELLS KNOWN

● Mage Armour Evard's Black Tentacles


● Shield ● Storm Sphere
● Magic Missile ● Summon Greater Demon
Sleep ● Vitriolic Sphere
Tasha's Hideous Laughter
8
Thunderwave
Witch Bolt

2 3
Aganazzar's Scorcher
● Tasha's Mind Whip
Invisibility
5 2
● Shatter
Mirror Image Cloudkill
● ●
9
Misty Step Conjure Elemental
Cone of Cold
Dawn
● Immolation
Wall of Force

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
ACID SPLASH FIRE BOLT INFESTATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M Instantaneous
You hurl a bubble of acid. Choose one creature You hurl a mote of fire at a creature or object a living flea
within range, or choose two creatures within within range. Make a ranged spell attack against
range that are within 5 feet of each other. A the target. On a hit, the target takes 1d10 fire You cause a cloud of mites, fleas, and other
target must succeed on a Dexterity saving throw damage. A flammable object hit by this spell parasites to appear momentarily on one creature
or take 1d6 acid damage. ignites if it isn't being worn or carried. you can see within range. The target must
This spells damage increases by 1d6 when you This spell's damage increases by 1d10 when you succeed on a Constitution saving throw, or it
reach 5th Level (2d6), 11th level (3d6) and 17th reach 5th level (2d10), 11th level (3d10), and takes 1d6 poison damage and moves 5 feet in a
level (4d6). 17th level (4d10). random direction if it can move and its speed is
at least 5 feet. Roll a d4 for the direction: 1,
north: 2, south: 3, east: or 4, west. This
movement doesn't provoke opportunity attacks,
and if the direction rolled is blocked, the target
doesn't move.
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Wizard Conjuration cantrip Wizard Evocation cantrip Wizard (XGE) Conjuration cantrip

LIGHTNING LURE MAGE HAND PRESTIDIGITATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot radius) 1 action 30 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S 1 minute V, S Up to 1 hour
You create a lash of lightning energy that strikes A spectral, floating hand appears at a point you This spell is a minor magical trick that novice
at one creature of your choice that you can see choose within range. The hand lasts for the spellcasters use for practice. You create one of the
within 15 feet of you. The target must succeed duration or until you dismiss it as an action. The following magical effects within range.
on a Strength saving throw or be pulled up to 10 hand vanishes if it is ever more than 30 feet • You create an instantaneous, harmless sensory
feet in a straight line toward you and then take away from you or if you cast this spell again. effect, such as a shower of sparks, a puff of wind, faint
1d8 lightning damage if it is within 5 feet of you. You can use your action to control the hand. You musical notes, or an odd odor.
At Higher Levels: This spell's damage can use the hand to manipulate an object, open • You instantaneously light or snuff out a candle, a
increases by 1d8 when you reach 5th level (2d8), an unlocked door or container, stow or retrieve torch, or a small campfire.
• You instantaneously clean or soil an object no larger
11th level (3d8), and 17th level (4d8). an item from an open container, or pour the than 1 cubic foot.
contents out of a vial. You can move the hand up • You chill, warm, or flavor up to 1 cubic foot of
to 30 feet each time you use it. nonliving material for 1 hour.
The hand can't attack, activate magical items, or • You make a color, a small mark, or a symbol appear
carry more than 10 pounds. on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image
that can fit in your hand and that lasts until the end of
your next turn.
If you cast this spell multiple times, you can have up to
three of its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.

Wizard (TCE) Evocation cantrip Wizard Conjuration cantrip Wizard Transmutation cantrip

TOLL THE DEAD BURNING HANDS CATAPULT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self (15-foot cone) 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous S Instantaneous
You point at one creature you can see within As you hold your hands with thumbs touching Choose one object weighing 1 to 5 pounds
range, and the sound of a dolorous bell fills the and fingers spread, a thin sheet of flames shoots within range that isn't being worn or carried. The
air around it for a moment. The target must forth from your outstretched fingertips. Each object flies in a straight line up to 90 feet in a
succeed on a Wisdom saving throw or take ld8 creature in a 15-foot cone must make a direction you choose before falling to the
necrotic damage. If the target is missing any of Dexterity saving throw. A creature takes 3d6 fire ground, stopping early if it impacts against a
its hit points, it instead takes 1d12 necrotic damage on a failed save, or half as much damage solid surface. If the object would strike a
damage. on a successful one. creature, that creature must make a Dexterity
The spell's damage increases by one die when The fire ignites any flammable objects in the area saving throw. On a failed save, the object strikes
you reach 5th level (2d8 or 2d12), 11th level that aren't being worn or carried. the target and stops moving. When the object
(3d8 or 3d12), and 17th level (4d8 or 4d12). At Higher Levels: When you cast this spell strikes something, the object and what it strikes
using a spell slot of 2nd level or higher, the each take 3d8 bludgeoning damage.
damage increases by 1d6 for each slot level At Higher Levels: When you cast this spell
above 1st. using a spell slot of 2nd level or higher, the
maximum weight of objects that you can target
with this spell increases by 5 pounds, and the
damage increases by 1d8, for each slot level
above 1st.

Wizard (XGE) Necromancy cantrip Wizard 1st level Evocation Wizard (XGE) 1st level Transmutation
CAUSE FEAR COLOR SPRAY FEATHER FALL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self (15-foot cone) 1 reaction 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M 1 round V, M 1 minute
minute
a pinch of powder or sand that is colored red, yellow, and blue a white feather or the heart of a hen
You awaken the sense of mortality in one
creature you can see within range. A construct A dazzling array of flashing, colored light springs Reaction - When you or a creature within 60 feet
or an undead is immune to this effect. The target from your hand. Roll 6d10, the total is how many of you falls Choose up to five falling creatures
must succeed on a Wisdom saving throw or hit points of creatures this spell can effect. within range. A falling creature's rate of descent
become frightened of you until the spell ends. Creatures in a 15-foot cone originating from you slows to 60 feet per round until the spell ends. If
The frightened target can repeat the saving are affected in ascending order of their current the creature lands before the spell ends, it takes
throw at the end of each of its turns, ending the hit points (ignoring unconscious creatures and no falling damage and can land on its feet, and
effect on itself on a success. creatures that can't see). the spell ends for that creature.
At Higher Levels: When you cast this spell Starting with the creature that has the lowest
using a spell slot of 2nd level or higher, you can current hit points, each creature affected by this
target one additional creature for each slot level spell is blinded until the spell ends. Subtract each
above 1st. The creatures must be within 30 feet creature's hit points from the total before
of each other when you target them. 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 the
creature to be affected.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, roll an
additional 2d10 for each slot level above 1st.

Wizard (XGE) 1st level Necromancy Wizard 1st level Illusion Wizard 1st level Transmutation

MAGE ARMOR MAGIC MISSILE SHIELD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 reaction Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S Instantaneous V, S 1 round
a piece of cured leather You create three glowing darts of magical force. An invisible barrier of magical force appears and
Each dart hits a creature of your choice that you protects you. Until the start of your next turn,
You touch a willing creature who isn't wearing can see within range. A dart deals 1d4+1 force you have a +5 bonus to AC, including against the
armor, and a protective magical force surrounds damage to its target. The darts all strike triggering attack, and you take no damage from
it until the spell ends. The target's base AC simultaneously and you can direct them to hit magic missile.
becomes 13 + its Dexterity modifier. The spell one creature or several.
ends it if the target dons armor or if you dismiss At Higher Levels: When you cast this spell
the spell as an action. using a spell slot of 2nd level or higher, the spell
creates one more dart for each slot above 1st.

Wizard 1st level Abjuration Wizard 1st level Evocation Wizard 1st level Abjuration

SLEEP TASHA'S HIDEOUS LAUGHTER THUNDERWAVE


CASTING TIME RANGE
CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet
1 action 90 feet 1 action Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1
V, S, M 1 minute minute V, S Instantaneous
a pinch of find sand, rose petals, or a cricket tiny tarts and a feather that waved in the air A wave of thunderous force sweeps out from
This spell sends creatures into a magical slumber. Roll you. Each creature in a 15-foot cube originating
A creature of your choice that you can see within from you must make a Constitution saving
5d8, the total is how many hit points of creatures this range perceives everything as hilariously funny
spell can affect. Creatures within 20 feet of a point throw. On a failed save, a creature takes 2d8
you choose within range are affected in ascending and falls into fits of laugher if this spell affects it. thunder damage and is pushed 10 feet away
order of their current hit points (ignoring unconscious The target must succeed on a Wisdom saving from you. On a successful save, the creature
creatures). throw of fall prone, becoming incapacitated and takes half as much damage and isn't pushed.
Starting with the creature that has the lowest current unable to stand up for the duration. A creature In addition, unsecured objects that are
hit points, each creature affected by this spell falls with an Intelligence score of 4 or less isn't completely within the area of effect are
unconscious until the spell ends, the sleeper takes affected. automatically pushed 10 feet away from you by
damage, or someone uses an action to shake or slap At the end of each of its turns, and each time it the spell's effect, and the spell emits a
the sleeper awake. Subtract each creature's hit points takes damage, the target can make another thunderous boom audible out to 300 feet.
from the total before moving on to the creature with Wisdom saving throw. The target has advantage At Higher Levels: When you cast this spell
the next lowest hit points. A creature's hit points must on the saving throw if it's triggered by damage. using a spell slot of 2nd level or higher, the
be equal to or less than the remaining total for that On a success, the spell ends. damage increases by 1d8 for each slot level
creature to be affected. above 1st.
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.

Wizard 1st level Enchantment Wizard 1st level Enchantment Wizard 1st level Evocation
WITCH BOLT AGANAZZAR'S SCORCHER INVISIBILITY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 1
minute hour
a red dragon's scale
a twig from a tree that has been struck by lightning an eyelash encased in gum arabic
A line of roaring flame 30 feet long and 5 feet
A beam of crackling, blue energy lances out wide emanates from you in a direction you A creature you touch becomes invisible until the
toward a creature within range, forming a choose. Each creature in the line must make a spell ends. Anything the target is wearing or
sustained arc of lightning between you and the Dexterity saving throw. A creature takes 3d8 fire carrying is invisible as long as it is on the target's
target. Make a ranged spell attack against that damage on a failed save, or half as much damage person. The spell ends for a target that attacks or
creature. On a hit, the target takes 1d12 on a successful one. casts a spell.
lightning damage, and on each of your turns for At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
the duration, you can use your action to deal using a spell slot of 3rd level or higher, the using a spell slot of 3rd level or higher, you can
1d12 lightning damage to the target damage increases by 1d8 for each slot level target one additional creature for each slot level
automatically. The spell ends if you use your above 2nd. above 2nd.
action to do anything else. The spell also ends if
the target is ever outside the spell's range or if it
has total cover from you.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the initial
damage increases by 1d12 for each slot level
above 1st.

Wizard 1st level Evocation Wizard (XGE) 2nd level Evocation Wizard 2nd level Illusion

MIRROR IMAGE MISTY STEP SHATTER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V Instantaneous V, S, M Instantaneous
Three illusory duplicates of yourself appear in your Briefly surrounded by silvery mist, you teleport a chip of mica
space. Until the spell ends, the duplicates move with up to 30 feet to an unoccupied space that you
you and mimic your actions, shifting position so it's can see. A sudden loud ringing noise, painfully intense,
impossible to track which image is real. You can use erupts from a point of your choice within range.
your action to dismiss the illusory duplicates. Each creature in a 10-foot-radius sphere
Each time a creature targets you with an attack during centered on that point must make a Constitution
the spell's duration, roll a d20 to determine whether saving throw. A creature takes 3d8 thunder
the attack instead targets one of your duplicates. damage on a failed save, or half as much damage
If you have three duplicates, you must roll a 6 or on a successful one. A creature made of
higher to change the attack's target to a duplicate. inorganic material such as stone, crystal, or
With two duplicates, you must roll an 8 or higher. With metal has disadvantage on this saving throw.
one duplicate, you must roll an 11 or higher. A nonmagical object that isn't being worn or
A duplicate's AC equals 10 + your Dexterity modifier. carried also takes the damage if it's in the spell's
If an attack hits a duplicate, the duplicate is destroyed. area.
A duplicate can be destroyed only by an attack that At Higher Levels: When you cast this spell
hits it. It ignores all other damage and effects. The using a spell slot of or higher, the damage
spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it increases by 1d8 for each slot level above 2nd.
relies on senses other than sight, such as blindsight, or
if it can perceive illusions as false, as with truesight.

Wizard 2nd level Illusion Wizard 2nd level Conjuration Wizard 2nd level Evocation

TASHA'S MIND WHIP COUNTERSPELL DISPEL MAGIC


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 reaction 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 round S Instantaneous V, S Instantaneous
You psychically lash out at one creature you can You attempt to interrupt a creature in the Choose any creature, object, or magical effect
see within range. The target must make an process of casting a spell. If the creature is within range. Any spell of 3rd level or lower on
Intelligence saving throw. On a failed save, the casting a spell of 3rd level or lower, its spell fails the target ends. For each spell of 4th level or
target takes 3d6 psychic damage, and it can't and has no effect. If it is casting a spell of 4th higher on the target, make an ability check using
take a reaction until the end of its next turn. level or higher, make an ability check using your your spellcasting ability. The DC equals 10 + the
Moreover, on its next turn, it must choose spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell
whether it gets a move, an action, or a bonus spell's level. On a success, the creature's spell ends.
action fails and has no effect. At Higher Levels: When you cast this spell
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you
using a spell slot of 4th level or higher, the automatically end the effects of a spell on the
interrupted spell has no effect if its level is less target if the spell's level is equal to or less than
than or equal to the level of the spell slot you the level of the spell slot you used.
used.

Wizard 2nd-level enchantment Wizard 3rd level Abjuration Wizard 3rd level Abjuration
FIREBALL LIGHTNING BOLT MELF'S MINUTE METEORS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action Self (100-foot line) 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 10
minutes
a tiny ball of bat guano and sulfur a bit of fur and a rod of amber, crystal, or glass
niter, sulfur, and pine tar formed into a bead
A bright streak flashes from your pointing finger A stroke of lightning forming a line of 100 feet
to a point you choose within range then long and 5 feet wide blasts out from you in a You create six tiny meteors in your space. They
blossoms with a low roar into an explosion of direction you choose. Each creature in the line float in the air and orbit you for the spell's
flame. Each creature in a 20-foot radius must must make a Dexterity saving throw. A creature duration. When you cast the spell-and as a bonus
make a Dexterity saving throw. A target takes takes 8d6 lightning damage on a failed save, or action on each of your turns thereafter-you can
8d6 fire damage on a failed save, or half as much half as much damage on a successful one. expend one or two of the meteors, sending them
damage on a successful one. The lightning ignites flammable objects in the streaking toward a point or points you choose
The fire spreads around corners. It ignites area that aren't being worn or carried. within 120 feet of you. Once a meteor reaches
flammable objects in the area that aren't being At Higher Levels: When you cast this spell its destination or impacts against a solid surface,
worn or carried. using a spell slot of 4th level or higher, the the meteor explodes. Each creature within 5 feet
At Higher Levels: When you cast this spell damage increases by 1d6 for each slot above of the point where the meteor explodes must
using a spell slot of 4th level or higher, the 3rd. make a Dexterity saving throw. A creature takes
damage increases by 1d6 for each slot level 2d6 fire damage on a failed save, or half as much
above 3rd. damage on a successful one.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
number of meteors created increases by two for
each slot level above 3rd.

Wizard 3rd level Evocation Wizard 3rd level Evocation Wizard (XGE) 3rd level Evocation

SLEET STORM BANISHMENT DIMENSION DOOR


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 60 feet 1 action 500 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V Instantaneous
minute minute
You teleport yourself from your current location
a pinch of dust and a few drops of water an item distasteful to the target to any other spot within range. You arrive at
Until the spell ends, freezing rain and sleet fall in You attempt to send one creature that you can see exactly the spot desired. It can be a place you can
a 20-foot-tall cylinder with a 40-foot radius within range to another plane of existence. The target see, one you can visualize, or one you can
centered on a point you choose within range. must succeed on a Charisma saving throw or be describe by stating distance and direction, such
The area is heavily obscured, and exposed flames banished. as 200 feet straight downward or upward to the
in the area are doused. If the target is native to the plane of existence you're northwest at a 45-degree angle, 300 feet.
The ground in the area is covered with slick ice, on, you banish the target to a harmless demiplane. You can bring along objects as long as their
making it difficult terrain. When a creature While there, the target is incapacitated. The target weight doesn't exceed what you can carry. You
enters the spell's area for the first time on a turn remains there until the spell ends, at which point the can also bring one willing creature of your size or
target reappears in the space it left or in the nearest smaller who is carrying gear up to its carrying
or starts its turn there, it must make a Dexterity unoccupied space if that space is occupied.
saving throw. On a failed save, it falls prone. capacity. The creature must be within 5 feet of
If the target is native to a different plane of existence you when you cast this spell.
If a creature is concentrating in the spell's area, than the one you're on, the target is banished with a
the creature must make a successful If you would arrive in a place already occupied by
faint popping noise, returning to its home plane. If the an object or a creature, you and any creature
Constitution saving throw against your spell spell ends before 1 minute has passed, the target traveling with you each take 4d6 force damage,
save DC or lose concentration. reappears in the space it left or in the nearest and the spell fails to teleport you.
unoccupied space if that space is occupied. Otherwise,
the target doesn't return.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.

Wizard 3rd level Conjuration Wizard 4th level Abjuration Wizard 4th level Conjuration

EVARD'S BLACK TENTACLES STORM SPHERE SUMMON GREATER DEMON [1/2]

CASTING TIME RANGE CASTING TIME RANGE


CASTING TIME RANGE
1 action 90 feet 1 action 60 feet
1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute V, S Concentration, up to 1 hour
minute
a piece of tentacle from a giant octopus or a giant squid a vial of blood from a humanoid killed within the past 24 hours
A 20-foot-radius sphere of whirling air springs into
Squirming, ebony tentacles fill a 20-foot square existence centered on a point you choose within You utter foul words, summoning one demon from the
on ground that you can see within range. For the range. The sphere remains for the spell's duration. chaos of the Abyss. You choose the demon's type,
duration, these tentacles turn the ground in the Each creature in the sphere when it appears or that which must be one of challenge rating 5 or lower, such
area into difficult terrain. ends its turn there must succeed on a Strength saving as a shadow demon or a barlgura. The demon appears
When a creature enters the affected area for the throw or take 2d6 bludgeoning damage. The sphere's in an unoccupied space you can see within range, and
first time on a turn or starts its turn there, the space is difficult terrain. the demon disappears when it drops to 0 hit points or
creature must succeed on a Dexterity saving Until the spell ends, you can use a bonus action on when the spell ends.
each ofyour turns to cause a bolt of lightning to leap Roll initiative for the demon, which has its own turns.
throw or take 3d6 bludgeoning damage and be from the center of the sphere toward one creature When you summon it and on each of your turns
restrained by the tentacles until the spell ends. A you choose within 60 feet of the center. Make a thereafter, you can issue a verbal command to it
creature that starts its turn in the area and is ranged spell attack. You have advantage on the attack (requfring no action on your part), telling it what it
already restrained by the tentacles takes 3d6 roll if the target is in the sphere. On a hit, the target must do on its next turn. If you issue no command, it
bludgeoning damage. takes 4d6 lightning damage. spends its turn attacking any creature within reach
A creature restrained by the tentacles can use its Creatures within 30 feet of the sphere have that has attacked it.
action to make a Strength or Dexterity check (its disadvantage on Wisdom (Perception) checks made to At the end of each of the demon's turns, it makes a
choice) against your spell save DC. On a success, listen. Charisma saving throw. The demon has disadvantage
it frees itself. At Higher Levels: When you cast this spell using a on this saving throw if you say its true name. On a
spell slot of 5th level or higher, the damage for each of failed save, the demon continues to obey you. On a
its effects increases by 1d6 for each slot level above successful save, your control of the demon ends for
4th. the rest of the duration, and the demon spends its
turns pursuing and attacking the nearest non-demons
to the best

Wizard 4th level Conjuration Wizard (XGE) 4th level Evocation Wizard (XGE) 4th level Conjuration
SUMMON GREATER DEMON [2/2] VITRIOLIC SPHERE CLOUDKILL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet
1 action 150 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1
hour V, S, M Instantaneous V, S Concentration, up to 10
minutes
a vial of blood from a humanoid killed within the past 24 hours a drop of giant slug bile
You create a 20-foot-radius sphere of poisonous,
of its ability. If you stop concentrating on the You point at a location within range, and a yellow-green fog centered on a point you choose
spell before it reaches its full duration, an glowing 1-foot ball of emerald acid streaks there within range. The fog spreads around corners. It lasts
uncontrolled demon doesn't disappear for 1d6 and explodes in a 20-foot radius sphere. Each for the duration or until strong wind disperses the fog,
rounds if it still has hit points. creature in that area must make a Dexterity ending the spell. Its area is heavily obscured.
As part of casting the spell, you can form a circle saving throw. On a failed save, a creature takes When a creature enters the spell's area for the first
on the ground with the blood used as a material 10d4 acid damage and 5d4 acid damage at the time on a turn or starts its turn there, that creature
component. The circle is large enough to end of its next turn. On a successful save, a must make a Constitution saving throw. The creature
creature takes half the initial damage and no takes 5d8 poison damage on a failed save, or half as
encompass your space. While the spell lasts, the much damage on a successful one. Creatures are
summoned demon can't cross the circle or harm damage at the end of its next turn.
At Higher Levels. When you cast this spell affected even if they hold their breath or don't need to
it, and it can't target anyone within it. Using the breathe.
material component in this manner consumes it using a spell slot of 5th level or higher, the initial
damage increases by 2d4 for each slot level The fog moves 10 feet away from you at the start of
when the spell ends. each of your turns, rolling along the surface of the
At Higher Levels: When you cast this spell above 4th. ground. The vapors, being heavier than air, sink to the
using a spell slot of 5th level or higher, the lowest level of the land, even pouring down openings.
challenge rating increases by 1 for each slot level At Higher Levels: When you cast this spell using a
above 4th. spell slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th.

Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Evocation Wizard 5th level Conjuration

CONE OF COLD CONJURE ELEMENTAL [1/2] CONJURE ELEMENTAL [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 minute 90 feet 1 minute 90 feet
1 action Self (60-foot cone)
COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
V, S, M Instantaneous hour hour
a small crystal or glass cone burning incense for air, soft clay for earth, sulfur and phosphorus burning incense for air, soft clay for earth, sulfur and phosphorus
A blast of cold air erupts from your hands. Each for fire, or water and sand for water for fire, or water and sand for water
creature in a 60-foot cone must make a You call forth an elemental servant. Choose an area of summoned it.
Constitution saving throw. A creature takes 8d8 air, earth, fire, or water that fills a 10-foot cube within The DM has the elemental's statistics.
cold damage on a failed save, or half as much range. An elemental of challenge rating 5 or lower At Higher Levels: When you cast this spell
damage on a successful one. appropriate to the area you chose appears in an using a spell slot of 6th level or higher, the
A creature killed by this spell becomes a frozen unoccupied space within 10 feet of it. For example, a challenge rating increases by 1 for each slot level
statue until it thaws. fire elemental emerges from a bonfire, and an earth above 5th.
At Higher Levels: When you cast this spell elemental rises up from the ground. The elemental
using a spell slot of 6th level or higher, the disappears when it drops to 0 hit points or when the
damage increases by 1d8 for each slot level spell ends.
above 5th. The elemental is friendly to you and your companions
for the duration. Roll initiative for the elemental,
which has its own turns. It obeys any verbal
commands that you issue to it (no action required by
you). If you don't issue any commands to the
elemental, it defends itself from hostile creatures but
otherwise takes no actions.
If your concentration is broken, the elemental doesn't
disappear. Instead, you lose control of the elemental, it
becomes hostile toward you and your companions,
and it might attack. An uncontrolled elemental can't
be dismissed by you, and it disappears 1 hour after you

Wizard 5th level Evocation Wizard 5th level Conjuration Wizard 5th level Conjuration

DAWN IMMOLATION WALL OF FORCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 90 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S, M Concentration, up to 10
minute minute minutes
a sunburst pendant worth at least 100gp Flames wreathe one creature you can see within a pinch of powder made by crushing a clear gemstone
range. The target must make a Dexterity saving
The Light of dawn shines down on a location you throw. It takes 8d6 fire damage on a failed save,
An invisible wall of force springs into existence at a
specify within range. Until the spell ends, a 30- or half as much damage on a successful one. On a
point you choose within range. The wall appears in any
foot-radius, 40-foot-high cylinder of bright light orientation you choose, as a horizontal or vertical
failed save, the target also burns for the spell's barrier or at an angle. It can be free floating or resting
glimmers there. This light is sunlight. duration. The burning target sheds bright light in
When the cylinder appears, each creature in it on a solid surface. You can form it into a hemispherical
a 30-foot radius and dim light for an additional dome or a sphere with a radius of up to 10 feet, or you
must make a Constitution saving throw, taking 30 feet. At the end of each of its turns, the target
4d10 radiant damage on a failed save, or half as can shape a flat surface made up of ten 10-foot-by-10-
repeats the saving throw. It takes 4d6 fire foot panels. Each panel must be contiguous with
much damage on a successful one. A creature damage on a failed save, and the spell ends on a another panel. In any form, the wall is 1/4 inch thick. It
must also make this saving throw whenever it successful one. These magical flames can't be lasts for the duration. If the wall cuts through a
ends its turn in the cylinder. extinguished by nonmagical means. creature's space when it appears, the creature is
If you're within 60 feet of the cylinder, you can If damage from this spell kills a target, the target pushed to one side of the wall (your choice which
move it up to 60 feet as a bonus action on your is turned to ash. side).
turn. Nothing can physically pass through the wall. It is
immune to all damage and can't be dispelled by dispel
magic. A disintegrate spell destroys the wall instantly,
however. The wall also extends into the Ethereal
Plane, blocking ethereal travel through the wall.

Wizard (XGE) 5th level Evocation Wizard (XGE) 5th level Evocation Wizard 5th level Evocation
CHAIN LIGHTNING DISINTEGRATE [1/2] DISINTEGRATE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Instantaneous
a bit of fur, a piece of amber, glass, or crystal rod, and three silver a lodestone and a pinch of dust a lodestone and a pinch of dust
pins
A thin green ray springs from your pointing finger to a for each slot level above 6th.
You create a bolt of lightning that arcs toward a target that you can see within range. The target can be
target of your choice that you can see within a creature, an object, or a creation of magical force,
range. Three bolts then leap from that target to such as the wall created by Wall of Force.
as many as three other targets, each of which A creature targeted by this spell must make a
must be within 30 feet of the first target. A Dexterity saving throw. On a failed save, the target
target can be a creature or an object and can be takes 10d6+40 force damage. If this damage reduces
targeted by only one of the bolts. the target to 0 hit points, it is disintegrated.
A target must make a Dexterity saving throw. A disintegrated creature and everything it is wearing
The target takes 10d8 lightning damage on a and carrying, except magic items, are reduced to a pile
of fine gray dust. The creature can be restored to life
failed save, or half as much on a successful one.
At Higher Levels: When you cast this spell only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or
using a spell slot of 7th level or higher, one smaller nonmagical object or a creation of magical
additional bolt leaps from the first target to force. If the target is a Huge or larger object or
another target for each slot level above 6th. creation of force, this spell disintegrates a 10-foot-
cube portion of it. A magic item is unaffected by this
spell.
At Higher Levels: When you cast this spell using a
spell slot of 7th level or higher, the damage increases
by 3d6

Wizard 6th level Evocation Wizard 6th level Transmutation Wizard 6th level Transmutation

OTILUKE'S FREEZING SPHERE [1/2] OTILUKE'S FREEZING SPHERE [2/2] SUNBEAM


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 300 feet
1 action Self (60-foot line)
COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous
V, S, M Concentration, up to 1
a small crystal sphere a small crystal sphere minute
A frigid globe of cold energy streaks from your It shatters on impact, with the same effect as the a magnifying glass
fingertips to a point of your choice within range, normal casting of the spell. You can also set the
where it explodes in a 60-foot-radius sphere. Each globe down without shattering it. After 1 minute, A beam of brilliant light flashes out from your
creature within the area must make a Constitution hand in a 5-foot-wide, 60-foot-line. Each
if the globe hasn't already shattered, it explodes. creature in the line must make a Constitution
saving throw. On a failed save, a creature takes 10d6 At Higher Levels: When you cast this spell
cold damage. On successful save, it takes half as much using a spell slot of 7th level or higher, the saving throw. On a failed save, a creature takes
damage. damage increases by 1d6 for each slot level 6d8 radiant damage and is blinded until your
If the globe strikes a body of water or a liquid that is above 6th next turn. On a successful save, it takes half as
principally water (not including water-based much damage and isn't blinded by this spell.
creatures), it freezes the liquid to a depth of 6 inches Undead and oozes have disadvantage on this
over an area 30 feet square. This ice lasts for 1 minute. saving throw.
Creatures that were swimming on the surface of You can create a new line of radiance as your
frozen water are trapped in the ice. A trapped action on any turn until the spell ends.
creature can use an action to make a Strength check For the duration, a mote of brilliant radiance
against your spell save DC to break free. shines in your hand. It sheds bright light in a 30-
You can refrain from firing the globe after completing foot radius and dim light for an additional 30
the spell, if you wish. A small globe about the size of a feet. The light is sunlight.
sling stone, cool to the touch, appears in your hand. At
any time, you or a creature you give the globe to can
throw the globe (to a range of 40 feet) or hurl it with a
sling (to the sling's normal range).

Wizard 6th level Evocation Wizard 6th level Evocation Wizard 6th level Evocation

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