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Dolos

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22 views10 pages

Dolos

Uploaded by

ronaldkiparski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Level 8 Changeling Wizard, School of Enchantment 34000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Dolos
Dimir Operative Neutral The Traveler Ronald
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Telepathic. You can communicate telepathically


STRENGTH Leather 13 with any creature you can see within 30 feet of you.
If it understands at least one language, it can
PROFICIENCY BONUS +3
8
SHIELD
AC respond to you telepathically.

N
CIE C
Telekinetic. You learn the mage hand cantrip and
-1 Strength can cast it without verbal or somatic components,
Y
PROFI

-1 and you can make the spectral hand invisible. As a


+2 Dexterity
bonus action, you can try to shove one creature you
+1 Constitution ARMOR CLASS can see within 5 feet of the spectral hand created
DEXTERITY
✘ +7 Intelligence
by your mage hand spell. When you do so, the
MAXIMUM HIT DICE TEMPORARY target must succeed on a DC15 Strength saving
14 ✘ +3 Wisdom

+2 Charisma
42 8d6 throw or be pushed 5 feet away from you.

CONDITIONAL
Arcane Recovery. Once per day when you finish a
short rest, you can choose expended spell slots to
+2 recover. The spell slots can have a combined level
that is equal to or less than 4.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Enchantment Savant. The gold and time you must
SAVING THROWS
spend to copy an enchantment spell into your
12 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
spellbook is halved.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Hypnotic Gaze (Action). Choose one creature that
+0 Animal Handling (Wis)
you can see within 5 feet of you. If the target can
+1 ✘ +7 Arcana (Int) see or hear you, it must succeed on a Wisdom
saving throw or be charmed by you until the end of
-1 Athletics (Str)
your next turn. The charmed creature’s speed drops
INTELLIGENCE ✘ +5 Deception (Cha) to 0, and the creature is incapacitated and visibly
dazed.
18 ✘


+7 History (Int)
+3 Insight (Wis) Instinctive Charm (Reaction). When a creature you
can see within 30 feet of you makes an attack roll
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS against you, you can divert the attack, provided that
+4 +4 Investigation (Int) another creature is within the attack’s range. The
Change Appearance. As an action, you can attacker must make a Wisdom saving throw. On a
+0 Medicine (Wis)
transform your appearance or revert to your failed save, the attacker must target the creature
WISDOM +4 Nature (Int) that is closest to it, not including you or itself. If
natural form. You can't duplicate the appearance
multiple creatures are closest, the attacker chooses
10 +0 Perception (Wis) of a creature you've never seen, and you revert to
your natural form if you die. Your ruse is usually which one to target. On a successful save, you can’t
+2 Performance (Cha) indiscernible, you have advantage on any use this feature on the attacker again until you
Charisma (Deception) check you make to avoid finish a long rest.
✘ +5 Persuasion (Cha)
+0 +4 Religion (Int)
detection.

+2 Sleight of Hand (Dex) Unsettling Visage (1/Short Rest). When a creature


CHARISMA you can see makes an attack roll against you, you
✘ +5 Stealth (Dex) can use your reaction to impose disadvantage on

15 +0 Survival (Wis) the roll. Using this trait reveals your shapeshifting
SKILLS nature to any creature within 30 feet that can see
you.

+2 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +5 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light, Baton, Expandable,
Baton, Stun, Brass Knuckles, Pocket Knife, Dart Gun,
Pistol, Light, Pistol, Pocket, Taser Gun

Tool Proficiencies. Herbalism kit, Disguise kit

Languages. Common, Celestial, Infernal, Sylvan

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 25 180 65
GENDER AGE HEIGHT WEIGHT
Dolos White Pale White
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

False Identity
.

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
[Dagger] 1 1
[Leather] 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

11 lb / 120 lb 240 lb

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

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

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

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +7 15 12

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Enchantment

CANTRIPS Mind Sliver Minor Illusion


Phase Prestidigitation

1ST LEVEL 4 SPELL SLOTS Broken Charge Detect Magic


Fall Feather Fall Guillotine
Identify Rumor Sleep

2ND LEVEL 3 SPELL SLOTS Detect Thoughts Fling


Heartache Phantasmal Force Suggestion
Tasha’s Mind Whip

3RD LEVEL 3 SPELL SLOTS Forceful Repurposing Galder’s Tower


Hypnotic Pattern Mind Exchange Radiant Beam
Voice of Power

4TH LEVEL 2 SPELL SLOTS Blood Puppet Hallucinatory Terrain


Mindfire Power Word Pain

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Mage Hand (Telekinetic)

3RD LEVEL Fly (Additional Spell) Dispel Magic (Additional Spell)

4TH LEVEL Dematerialization (Additional Spell)


Mage Hand Mind Sliver Minor Illusion
Conjuration Cantrip Enchantment Cantrip Illusion Cantrip

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


RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION 1 minute DURATION 1 round DURATION 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS S, M (a bit of fleece)

A spectral, floating hand appears at a point you choose within range. You drive a disorienting spike of psychic energy into the mind of one You create a sound or an image of an object within range that lasts
The hand lasts for the duration or until you dismiss it as an action. creature you can see within range. The target must make an for the duration. The illusion also ends if you dismiss it as an action or
The hand vanishes if it is ever more than 30 feet away from you or if Intelligence saving throw. Unless the saving throw is successful, the cast this spell again.
you cast this spell again. target takes 1d6 psychic damage, and the first time it makes a saving If you create a sound, its volume can range from a whisper to a
You can use your action to control the hand. You can use the hand throw before the end of your next turn, it must roll a d4 and subtract scream. It can be your voice, someone else’s voice, a lion’s roar, a
to manipulate an object, open an unlocked door or container, stow or the number rolled from the save. beating of drums, or any other sound you choose. The sound
retrieve an item from an open container, or pour the contents out of This spell’s damage increases by 1d6 when you reach certain levels: continues unabated throughout the duration, or you can make
a vial. You can move the hand up to 30 feet each time you use it. 5th level (2d6), 11th level (3d6), and 17th level (4d6). discrete sounds at different times before the spell ends.
The hand can’t attack, activate magic items, or carry more than 10 If you create an image of an object—such as a chair, muddy
pounds. footprints, or a small chest—it must be no larger than a 5-foot cube.
The image can’t create sound, light, smell, or any other sensory
effect. Physical interaction with the image reveals it to be an illusion,
because things can pass through it.
If a creature uses its action to examine the sound or image, the
creature can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the illusion becomes faint
to the creature.

Telekinetic Player’s Handbook Spellcasting (Wizard) UA: Fighter, Rogue, and Wizard Spellcasting (Wizard) Player’s Handbook

Phase Prestidigitation Broken Charge


Abjuration Cantrip Transmutation Cantrip 1st-level enchantment (labyrinth)

CASTING TIME 1 reaction CASTING TIME 1 action CASTING TIME 1 reaction, which you take when an enemy approaches to within 5
feet of you
RANGE Self RANGE 10 feet RANGE 120 ft.
DURATION Instantaneous DURATION Up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

When you are targeted with an attack, you may use your reaction in This spell is a minor magical trick that novice spellcasters use for When an enemy that you can see moves to within 5 feet of you, you
an attempt to phase through a single attack made against you, practice. You create one of the following magical effects within utter a perplexing word that alters the foe’s course. The enemy must
imposing disadvantage on that attack. range: make a successful Wisdom saving throw or take 2d4 psychic damage
If the attack against you is still successful, you become • You create an instantaneous, harmless sensory effect, such as a and use the remainder of its speed to move in a direction of your
incapacitated until the end of your next turn. shower of sparks, a puff of wind, faint musical notes, or an odd odor. choosing.
• You instantaneously light or snuff out a candle, a torch, or a At Higher Levels. When you cast this spell using a spell slot of 2nd
small campfire. level or higher, the target takes an additional 2d4 psychic damage for
• You instantaneously clean or soil an object no larger than 1 cubic each slot level above 1st.
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Wizard) Grimlore’s Grimoire Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Deep Magic

Detect Magic Fall Feather Fall


1st-level divination (ritual) 1st-level transmutation 1st-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you or a creature within 60 feet of
you falls
RANGE Self RANGE Self RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, M (a small feather or piece of down)

For the duration, you sense the presence of magic within 30 feet of You alter gravity for yourself, causing you to reorient which way is Choose up to five falling creatures within range. A falling creature's
you. If you sense magic in this way, you can use your action to see a down for you until the end of your turn. You can pick any direction to rate of descent slows to 60 feet per round until the spell ends. If the
faint aura around any visible creature or object in the area that bears fall as if under the effect of gravity, falling up to 500 feet before the creature lands before the spell ends, it takes no falling damage and
magic, and you learn its school of magic, if any. spell ends. If you collide with something during this time, you take can land on its feet, and the spell ends for that creature.
The spell can penetrate most barriers, but is blocked by 1 foot of falling damage as normal, but you can control your fall as you could
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of under normal conditions by holding onto objects or move along a
wood or dirt. surface according to your new orientation as normal until your turn
ends and gravity returns to normal.
PUBLIC SERVICE WARNING
This spell has killed more young Wizards than goblins, blood magic,
and polymorph pranks combined. It is recommended to only be used
with extreme caution by trained professionals.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Ancient Arcana: Gravity Spells Spellcasting (Wizard) Player’s Handbook
Guillotine Identify Rumor
1st-level conjuration 1st-level divination (ritual) 1st-level enchantment (ritual)

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


RANGE Touch RANGE Touch RANGE Self (100-foot radius)
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather) COMPONENTS V, S

You extend your hand and touch a creature while muttering the You choose one object that you must touch throughout the casting of You magically spread a rumor of 10 words or less. Any intelligent
passing prayer of an executioner. The creature must make a Strength the spell. If it is a magic item or some other magic-imbued object, you creature within range that is near three or more other creatures
saving throw or become restrained by a pair of ethereal chains that learn its properties and how to use them, whether it requires which speak the same language as them believes that they hear the
bind the target to the ground, and a large magical blade is summoned attunement to use, and how many charges it has, if any. You learn rumor being repeated by someone nearby. Different creatures hear
above their head. whether any spells are affecting the item and what they are. If the the rumor from different people, so a concrete origin point is
As a bonus action on your turn, you are able to release the blade item was created by a spell, you learn which spell created it. impossible to discern. Generally, creatures will not be outright hostile
down upon your target’s neck, dealing 2d8 magical slashing damage. If you instead touch a creature throughout the casting, you learn upon hearing even the most vicious rumors, but hearing a rumor can
For every round that you do not release the blade with your bonus what spells, if any, are currently affecting it. affect their disposition positively or negatively.
action after the initial cast, add 1d8 additional damage as a blade
ratchets another notch higher above the target.
The target may use their action to attempt a Strength saving throw
to break the chains at the start of each turn. This removes the
restrained condition and ends the spell without doing any damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial damage increases by 1d8 for each slot level
above 1st.

Spellcasting (Wizard) Grimlore’s Grimoire Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Valda's Spire of Secrets

Sleep Detect Thoughts Fling


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

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


RANGE 90 feet RANGE Self RANGE 30 feet
DURATION 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V, S, M (a copper piece) COMPONENTS V, S

This spell sends creatures into a magical slumber. Roll 5d8, the total For the duration, you can read the thoughts of certain creatures. When you You manipulate gravity around one large or smaller creature. The
is how many hit points of creatures this spell can affect. Creatures cast the spell and as your action on each turn until the spell ends, you can target creature makes a Strength saving throw. On failure, you can
within 20 feet of a point you choose within range are affected in focus your mind on any one creature that you can see within 30 feet of you. If fling them 40 feet straight up or 20 feet in any direction. If you fling
the creature you choose has an Intelligence of 3 or lower or doesn’t speak any
ascending order of their current hit points (ignoring unconscious language, the creature is unaffected. them straight up they immediately fall, taking 4d6 damage falling
creatures). You initially learn the surface thoughts of the creature—what is most on its damage, and fall prone. If you fling them any other direction, they
Starting with the creature that has the lowest current hit points, mind in that moment. As an action, you can either shift your attention to take 2d6 damage and fall prone. If their movement would be stopped
each creature affected by this spell falls unconscious until the spell another creature’s thoughts or attempt to probe deeper into the same early by a creature or object, both the target and creature or object
ends, the sleeper takes damage, or someone uses an action to shake creature’s mind. If you probe deeper, the target must make a Wisdom saving takes 3d6 bludgeoning damage.
or slap the sleeper awake. Subtract each creature’s hit points from throw. If it fails, you gain insight into its reasoning (if any), its emotional state,
the total before moving on to the creature with the next lowest hit and something that looms large in its mind (such as something it worries over,
points. A creature’s hit points must be equal to or less than the loves, or hates). If it succeeds, the spell ends. Either way, the target knows that
you are probing into its mind, and unless you shift your attention to another
remaining total for that creature to be affected. creature’s thoughts, the creature can use its action on its turn to make an
Undead and creatures immune to being charmed aren’t affected Intelligence check contested by your Intelligence check; if it succeeds, the spell
by this spell. ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd Questions verbally directed at the target creature naturally shape the course
level or higher, roll an additional 2d8 for each slot level above 1st. 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) Ancient Arcana: Gravity Spells

Heartache Phantasmal Force Suggestion


2nd-level enchantment (high elven) 2nd-level illusion 2nd-level enchantment

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


RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 8 hours
COMPONENTS V, S, M (a silver locket) COMPONENTS V, S, M (a bit of fleece) COMPONENTS V, M (a snake’s tongue and either a bit of honeycomb or a drop of
sweet oil)

You force an enemy to experience pangs of unrequited love and You craft an illusion that takes root in the mind of a creature that you can see You suggest a course of activity (limited to a sentence or two) and
emotional distress. These feelings manifest with such intensity that within range. The target must make an Intelligence saving throw. On a failed magically influence a creature you can see within range that can hear
the creature suffers 5d6 psychic damage a failed Charisma saving, or save, you create a phantasmal object, creature, or other visible phenomenon and understand you. Creatures that can’t be charmed are immune to
half damage on with a successful saving throw. of your choice that is no larger than a 10-foot cube and that is perceivable this effect. The suggestion must be worded in such a manner as to
only to the target for the duration. This spell has no effect on undead or
At Higher Levels. When you cast this spell using a spell slot of 3rd constructs. make the course of action sound reasonable. Asking the creature to
level or higher, you can target an additional enemy for each slot level The phantasm includes sound, temperature, and other stimuli, also evident stab itself, throw itself onto a spear, immolate itself, or do some
above 2nd. only to the creature. other obviously harmful act ends the spell.
Ritual Focus. If you expend your ritual focus, the target is also The target can use its action to examine the phantasm with an Intelligence The target must make a Wisdom saving throw. On a failed save, it
incapacitated for 1 round, if it fails the saving throw. (Investigation) check against your spell save DC. If the check succeeds, the purses the course of action you described to the best of its ability.
target realizes that the phantasm is an illusion, and the spell ends. The suggested course of action can continue for the entire duration.
While a target is affected by the spell, the target treats the phantasm as if it If the suggested activity can be completed in a shorter time, the spell
were real. The target rationalizes any illogical outcomes from interacting with ends when the subject finishes what it was asked to do.
the phantasm. For example, a target attempting to walk across a phantasmal
bridge that spans a chasm falls once it steps onto the bridge. If the target You can also specify conditions that will trigger a special activity
survives the fall, it still believes that the bridge exists and comes up with some during the duration. For example, you might suggest that a knight
other explanation for its fall - it was pushed, it slipped, or a strong wind might give her warhorse to the first beggar she meets.
have knocked it off. If the condition isn’t met before the spell expires, the activity isn’t
An affected target is so convinced of the phantasm’s reality that it can even preformed. If you or any of your companions damage the target, the
take damage from the illusion. A phantasm created to appear as a creature spell ends.
can attack the target. Similarly, a phantasm created to appear as fire, a pool
of acid, or lava can burn the target. Each round on your turn, the phantasm
can deal 1d6 psychic damage to the target if it is in the phantasm’s area or
within 5 feet of the phantasm, provided that the illusion is of a creature or
hazard that could logically deal damage, such as by attacking. The target
perceives the damage as a type appropriate to the illusion.

Additional Wizard Spell Deep Magic: Elven High Magic Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Tasha’s Mind Whip Dispel Magic Fly
2nd-level enchantment 3rd-level abjuration 3rd-level transmutation

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


RANGE 90 feet RANGE 120 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a wing feather from any bird)

You psychically lash out at one creature you can see within range. Choose any creature, object, or magical effect within range. Any spell You touch a willing creature. The target gains a flying speed of 60 feet
The target must make an Intelligence saving throw. On a failed save, of 3rd level or lower on the target ends. For each spell of 4th level or for the duration. When the spell ends, the target falls if it is still aloft,
the target takes 3d6 psychic damage, and it can’t take a reaction until higher on the target, make an ability check using your spellcasting unless it can stop the fall.
the end of its next turn. Moreover, on its next turn, it must choose ability. The DC equals 10 + the spell’s level. On a successful check, the At Higher Levels. When you cast this spell using a spell slot of 4th
whether it gets a move, an action, or a bonus action; it gets only one spell ends. level or higher, you can target one additional creature for each slot
of the three. On a successful save, the target takes half as much At Higher Levels. When you cast this spell using a spell slot of 4th level above 3rd.
damage and suffers none of the spell’s other effects. level or higher, you automatically end the effects of a spell on the
At Higher Levels. When you cast this spell using a spell slot of 3rd target if the spell’s level is equal to or less than the level of the spell
level or higher, you can target one additional creature for each slot slot you used.
level above 2nd. The creatures must be within 30 feet of each other
when you target them.

Additional Wizard Spell Tasha’s Cauldron of Everything Additional Spell Player’s Handbook Additional Spell Player’s Handbook

Forceful Repurposing Galder’s Tower Hypnotic Pattern


3rd-level abjuration (apocalypse) 3rd-level conjuration 3rd-level illusion

CASTING TIME 1 reaction, which you take when you see a creature within range CASTING TIME 10 minutes CASTING TIME 1 action
casting a spell
RANGE 60 ft. RANGE 30 feet RANGE 120 feet
DURATION Instantaneous DURATION 24 hours DURATION Concentration, up to 1 minute
COMPONENTS S COMPONENTS V, S, M (a fragment of stone, wood, or other building material) COMPONENTS S, M (a glowing stick of incense or a crystal vial filled with
phosphorescent material)

You attempt to hijack a spell being cast and redirect it to serve your You conjure a two-story tower made of stone, wood, or similar suitably You create a twisting pattern of colors that weaves through the air
purpose. If the spell is being cast with a spell slot of 3rd level or sturdy materials. The tower can be round or square in shape. Each level of inside a 30-foot cube within range. The pattern appears for a
lower, you choose the target or targets for the spell instead of its the tower is 10 feet tall and has an area of up to 100 square feet. Access moment and vanishes. Each creature in the area who sees the
caster. If the spell is being cast with a spell slot of 4th level or higher, between levels consists of a simple ladder and hatch. Each level takes one of pattern must make a Wisdom saving throw. On a failed save, the
the following forms, chosen by you when you cast the spell:
make an ability check using your spellcasting ability against a DC of 12 • A bedroom with a bed, chairs, chest, and magical fireplace creature becomes charmed for the duration. While charmed by this
+ the spell’s level. On a successful check, you choose the target or • A study with desks, books, bookshelves, parchments, ink, and ink pens spell, the creature is incapacitated and has a speed of 0.
targets for the spell. • A dining space with a table, chairs, magical fireplace, containers, and The spell ends for an affected creature if it takes any damage or if
Your targets must be valid targets for the spell based on the cooking utensils someone else uses an action to shake the creature out of its stupor.
caster’s ability and the range of the spell, but using your distinctions • A lounge with couches, armchairs, side tables and footstools
for friendly and hostile creatures. • A washroom with toilets, washtubs, a magical brazier, and sauna
At Higher Levels. When you cast this spell using a spell slot of 4th benches
level or higher, it works automatically (no check required) against a • An observatory with a telescope and maps of the night sky
spell being cast that uses a spell slot of the same level or a lower one. • An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside.
Any equipment or furnishings conjured with the tower dissipate into smoke
if removed from it. At the end of the spell’s duration, all creatures and
objects within the tower that were not created by the spell appear safely
outside on the ground, and all traces of the tower and its furnishings
disappear.
You can cast this spell again while it is active to maintain the tower’s
existence for another 24 hours. You can create a permanent tower by
casting this spell in the same location and with the same configuration every
day for one year
At Higher Levels. When you cast this spell using a spell slot of 4th level or

Spellcasting (Wizard) Deep Magic Additional Wizard Spell Lost Laboratory of Kwalish Spellcasting (Wizard) Player’s Handbook

Mind Exchange Radiant Beam Voice of Power


3rd-level transmutation (ritual, void magic) 3rd-level evocation 3rd-level evocation

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


RANGE 60 feet RANGE Self (60-foot line) RANGE Self (30-foot cone)
DURATION Concentration, up to 8 hours DURATION Instantaneous DURATION 1 round
COMPONENTS V, S, M (a labradorite prism and a silver talisman or coin) COMPONENTS V, S, M (a white flame and glass prism) COMPONENTS V

One humanoid of your choice that you can see within range must A bright white beam of light forming a line of 60 feet long and 5 feet You roar with a thunderous, deadly voice in a 30 foot cone in front of
make a Charisma saving throw. On a failed save, you project your wide blasts out from you in a direction you choose, fraying you. Each creature in the cone must make a Constitution saving
mind into the body of the target. You use the target's statistics but prismatically at the end. Each creature in the line must make a throw. On a failure, a creature takes 8d6 thunder damage. On a
don’t gain access to its knowledge, class features, or proficiencies, Dexterity saving throw. A creature takes 8d6 radiant damage on a success, a creature takes half damage.
retaining your own instead. Meanwhile, the target’s mind is shunted failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th
into your body, where it uses your statistics but likewise retains its At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d6 for each slot level
own knowledge, class features, and proficiencies. level or higher, the damage increases by 1d6 for each slot above 3rd. above 3rd.
The exchange lasts until either of the the two bodies drops to 0 hit
points, until you end it as a bonus action, or until you are forced out
of the target body by an effect such as a dispel magic or dispel evil
and good spell (the latter spell defeats mind exchange even though
possession by a humanoid isn’t usually affected by that spell). When
the mind exchange ends, both switched minds return to their original
bodies. The target of the spell is immune to mind exchange for 24
hours after succeeding on the saving throw or after the exchange
ends.
The effects of the exchange can be made permanent with a wish
spell or comparable magic.

Additional Wizard Spell Deep Magic: Mythos Magic Spellcasting (Wizard) The Elements and Beyond Spellcasting (Wizard) The Elements and Beyond
Blood Puppet Dematerialization Hallucinatory Terrain
4th-level transmutation (blood) 4th-level quantumurgy 4th-level illusion

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


RANGE 100 ft. RANGE Self RANGE 300 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 24 hours
COMPONENTS V, M (a drop of blood from the target) COMPONENTS V, S, M (component) COMPONENTS V, S, M (a stone, a twig, and a bit of green plant)

With a sample of its blood, you are able to magically control a You deconstruct your body at the atomic level, causing you to You make natural terrain in a 150-foot cube in range look, sound, and
creature’s actions, like a marionette on magical strings. Choose a disappear in a quick cloud of fine grey dust. You can move up to 100 smell like some other sort of natural terrain. Thus, open fields or a
creature you can see within range whose blood you hold. The target feet, and you can pass through other creatures and objects as if they road can be made to resemble a swamp, hill, crevasse, or some other
must succeed on a Constitution saving throw, or you gain control were difficult terrain. Doing so does not provoke opportunity attacks difficult or impassable terrain. A pond can be made to seem like a
over its physical activity (as long as you interact with the blood against you. If the object you pass through would normally cause grassy meadow, a precipice like a gentle slope, or a rock-strewn gully
material component each round). As a bonus action on your turn, you damage, such as a wall of fire, you take no damage when passing like a wide and smooth road. Manufactured structures, equipment,
can direct the creature to perform various activities. You can specify through it. You take 6d6 force damage if you end your turn inside an and creatures within the area aren’t changed in appearance.
a simple and general course of action, such as, “Attack that creature,” object or creature. Once you arrive at an unoccupied space of your The tactile characteristics of the terrain are unchanged, so
“Run over there,” or, “Fetch that object.” If the creature completes choice, you materialize into your normal form. creatures entering the area are likely to see through the illusion. If
the order and doesn’t receive further direction from you, it defends the difference isn’t obvious by touch, a creature carefully examining
and preserves itself to the best of its ability. The target is aware of the illusion can attempt an Intelligence (Investigation) check against
being controlled. At the end of each of its turns, the target can make your spell save DC to disbelieve it. A creature who discerns the
another Constitution saving throw. On a success, the spell ends. illusion for what it is, sees it as a vague image superimposed on the
terrain.

Spellcasting (Wizard) Deep Magic Additional Spell Yorviing's Arcane Grimoire Spellcasting (Wizard) Player’s Handbook

Mindfire Power Word Pain Dagger


4th-level evocation 4th-level enchantment Simple Melee Weapon

CASTING TIME 1 action CASTING TIME 1 action RANGE 20/60


RANGE 120 feet RANGE 60 ft. ATTACK +5 vs AC
DURATION Concentration, up to 1 minute DURATION Instantaneous DAMAGE 1d4+2 piercing
COMPONENTS V, S COMPONENTS V, S, M (a quill jabbed into your own body) Finesse, Light, Thrown
You point at a creature you can see within range, and inflict upon it a When you utter this word of power, one creature within 60 feet of
painful burning sensation that it can feel yet not see. The target must you takes 4d10 force damage. At the start of each of its turns, the
make a Wisdom saving throw, taking 8d4 fire damage on a failed save creature must make a successful Constitution saving throw or take an
or half as much damage on a successful one. On a failed save, the extra 4d10 force damage. The effect ends on a successful save.
target’s mind also burns for the duration.
A burning target takes 2d4 fire damage at the start of each of its
turns, has disadvantage on concentration checks, and takes
additional fire damage whenever it casts a spell. The fire damage is
2d4 if the creature casts a 1st level spell or a cantrip, and is increased
by 1d4 for each slot level above 1st if the creature casts a higher level
spell.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the initial damage increases by 2d4 for each slot level
above 4th.

Spellcasting (Wizard) Blazing Dawn Player’s Companion Spellcasting (Wizard) Deep Magic
Dagger Leather
Weapons Armor

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

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


Change Appearance Unsettling Visage Telepathic
Racial Trait Racial Trait Feat

As an action, you can transform your appearance or revert When a creature you can see makes an attack roll against You awaken the ability to mentally connect with others.
to your natural form. You can't duplicate the appearance of you, you can use your reaction to impose disadvantage on You gain the following benefits:
a creature you've never seen, and you revert to your the roll. You must use this feature before knowing whether • Increase your Intelligence score by 1, to a maximum of
natural form if you die. the attack hits or misses. 20.
You decide what you look like, including your height, Using this trait reveals your shapeshifting nature to any • You gain proficiency in one skill of your choice from
weight, facial features, the sound of your voice, coloration, creature within 30 feet that can see you. Once you use this the following list: Deception, Insight, Intimidation, or
hair length, sex, and any other distinguishing trait, you can't use it again until you finish a short or long Persuasion.
characteristics. You can make yourself appear as a member rest. • You can communicate telepathically with any creature
of another race, though none of your game statistics you can see within 30 feet of you. If it understands at least
change. You also can't appear as a creature of a different one language, it can respond to you telepathically.
size than you, and your basic shape stays the same; if
you're bipedal, you can't use this trait to become
quadrupedal, for instance. Your clothing and other
equipment don't change in appearance, size, or shape to
match your new form, requiring you to keep a few extra
outfits on hand to make the most compelling disguise
possible
Even to the most astute observers, your ruse is usually
indiscernible. If you rouse suspicion, or if a wary creature
suspects something is amiss, you have advantage on any
Charisma (Deception) check you make to avoid detection.

Changeling Wayfinder’s Guide to Eberron Changeling Wayfinder’s Guide to Eberron Feat (4) Unearthed Arcana: Fighter, Rogue, and Wizard

Telekinetic Arcane Recovery Enchantment Savant


Feat Class Feature Archetype Feature

You learn to move things with your mind. You gain the You have learned to regain some of your magical energy by Beginning when you select this school at 2nd level, the gold
following benefits: studying your spellbook. Once per day when you finish a and time you must spend to copy an enchantment spell
• Increase your Intelligence score by 1, to a maximum of short rest, you can choose expended spell slots to recover. into your spellbook is halved.
20. The spell slots can have a combined level that is equal to or
• You learn the mage hand cantrip. You can cast it less than half your wizard level (rounded up), and none of
without verbal or somatic components, and you can make the slots can be 6th level or higher.
the spectral hand invisible. For example, if you’re a 4th-level wizard, you can recover
• As a bonus action, you can try to shove one creature up to two levels worth of spell slots. You can recover either
you can see within 5 feet of the spectral hand created by a 2nd-level spell slot or two 1st-level spell slots.
your mage hand spell. When you do so, the target must
succeed on a Strength saving throw (DC 8 + your
proficiency bonus + your Intelligence modifier) or be
pushed 5 feet away from you.

Feat (8) Unearthed Arcana: Fighter, Rogue, and Wizard Wizard Player’s Handbook School of Enchantment Player’s Handbook

Hypnotic Gaze Instinctive Charm


Archetype Feature Archetype Feature

Starting at 2nd level when you choose this school, your soft Beginning at 6th level, when a creature you can see within
words and enchanting gaze can magically enthrall another 30 feet of you makes an attack roll against you, you can use
creature. As an action, choose one creature that you can your reaction to divert the attack, provided that another
see within 5 feet of you. If the target can see or hear you, it creature is within the attack’s range. The attacker must
must succeed on a Wisdom saving throw against your make a Wisdom saving throw against your wizard spell save
wizard spell save DC or be charmed by you until the end of DC. On a failed save, the attacker must target the creature
your next turn. The charmed creature’s speed drops to 0, that is closest to it, not including you or itself. If multiple
and the creature is incapacitated and visibly dazed. creatures are closest, the attacker chooses which one to
On subsequent turns, you can use your action to target. On a successful save, you can’t use this feature on
maintain this effect, extending its duration until the end of the attacker again until you finish a long rest.
your next turn. However, the effect ends if you move more You must choose to use this feature before knowing
than 5 feet away from the creature, if the creature can whether the attack hits or misses. Creatures that can’t be
neither see nor hear you, or if the creature takes damage. charmed are immune to this effect.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can’t use this
feature on that creature again until you finish a long rest.

School of Enchantment Player’s Handbook School of Enchantment Player’s Handbook

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