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Skyl

The document outlines a character sheet for a Variant Human Bard at level 15 with a Folk Hero background. It details the character's abilities, skills, spells, features, and traits, emphasizing their role as a supportive and versatile spellcaster. Key attributes include a high Charisma score, various spellcasting abilities, and unique features like Bardic Inspiration and Magical Secrets.

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David Krist
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0% found this document useful (0 votes)
13 views14 pages

Skyl

The document outlines a character sheet for a Variant Human Bard at level 15 with a Folk Hero background. It details the character's abilities, skills, spells, features, and traits, emphasizing their role as a supportive and versatile spellcaster. Key attributes include a high Charisma score, various spellcasting abilities, and unique features like Bardic Inspiration and Magical Secrets.

Uploaded by

David Krist
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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College of Masks Bard 15 Folk Hero (I stood up to …

CLASS & LEVEL BACKGROUND PLAYER NAME


Andrew PC Variant Human Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 14 2 30 If someone is in trouble, I’m always ready to


lend help. I misuse long words in an attempt

-2 5 PROFICIENCY BONUS to sound smarter.

6 PERSONALITY TRAITS
Hit Point Maximum 120
0 Strength

DEXTERITY 7 Dexterity
Freedom. Tyrants must not be allowed to

0
6 Constitution CURRENT HIT POINTS
oppress the people. (Chaotic)
4 Intelligence
4 Wisdom
10 IDEALS
12 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

My tools are symbols of my past life, and I

4 5 Acrobatics (Dex)
15
carry them so that I will never forget my
roots.
18 7 Animal Handling (…
7 Arcana (Int) BONDS

INTELLIGENCE 0 Athletics (Str)

2
15 Deception (Cha) NAME ATK DAMAGE/TYPE

7 History (Int)
Vicious Mock… DC20 3d4 Psychic
12 Insight (Wis)
14
7 Intimidation (Cha) Varina's Virtu… DC20 2d6 radiant
FLAWS
4 Investigation (Int)
WISDOM
4 Medicine (Wis) mass cure w… 3d8+5 Healing

2 4 Nature (Int)
12 Perception (Wis)
ice storm DC20 2d8 Bludgeo… Bardic Inspiration

14 15 Performance (Cha)
Ritual Casting
mass healing… 1d4+5 Healing
Rustic Hospitality
7 Persuasion (Cha)
CHARISMA War Caster
4 Religion (Int) scorching ray +12 2d6 Fire

5 2

2
Sleight of Hand (D…
Stealth (Dex) lightning bolt DC20 8d6 Lightning
Jack of All Trades

Magical Inspiration
20 7 Survival (Wis) Bardic Versatility
ATTACKS & SPELLCASTING
SKILLS Font of Inspiration

Countercharm
10
Magical Secrets
22 PASSIVE WISDOM (PERCEPTION) CP SP EP GP PP

Spirit
1 Belt Pouch Faceless
TOOL: Land Vehicles
1 Diplomat's Pack Archmage
LANGUAGE: Common, Elvish
1 Shovel
Favorite Spell
ARMOR: Light Armor
1 Chest
WEAPON: Hand Crossbow, Longsword, Rapier, Focus (Fey)
2 Map or Scroll Case
Shortsword, Simple weapons Spell Duelist
1 Fine Clothes
Dungeoneer
OTHER PROFICIENCIES & LANGUAGES 1 Ink
Polyglot
EQUIPMENT
Song of Rest

Dragon
FEATURES & TRAITS
NAME ATK DAMAGE/TYPE Total: 5 Total:
CP SP EP GP PP

Staff of Power … +5 1d6-2 Bludgeo…


5
BARDIC INSPIRATION
1 Ink Pen
Staff of Power … +5 1d8-2 Bludgeo… 1 Lamp
2 Oil Total: Total:
Sleep 5d8 Hit Points … 5 Paper
1 Perfume
Bryn's Bullyin… DC20 5d10 bludgeon…
1 Sealing Wax
1 Soap Total: Total:
1 Staff of Power
1 Leather Armor +1

ATTACKS & SPELLCASTING

EQUIPMENT
CHARISMA 20 12

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1

Minor Illusion Hypnotic Pattern Mass Suggestion

Vicious Mockery Major Image Otto's Irresistible Dance

Prestidigitation mass healing word

Mage Hand tongues 7 1


lightning bolt
Project Image
protection from energy
Uncontrollable Transformation
1 4 Deep Focus

Charm Person
8 1
Color Spray 4 3

Unluck On That Power Word Stun


Hallucinatory Terrain
Varina's Virtuous Valediction
Charm Monster
Silent Image 9 0
dimension door
Tasha's Hideous Laughter
ice storm
disguise self
banishment
Sleep
death ward

2 3 5 2

Calm Emotions
Dominate Person
Silence
greater restoration
Gift Of Luck
mass cure wounds
gust of wind
scrying
scorching ray
wall of stone

Bryn's Bullying Brogue

Hero of Fable
FEATURES & TRAITS
Bardic Inspiration Magical Inspiration Spirit
You can inspire others through stirring words or If a creature has a Bardic Inspiration die from you This white fabric mask conceals the face as a
music. To do so, you use a bonus action on your and casts a spell that restores hit points or deals funeral shroud, with two gold coins sewn over the
turn to choose one creature other than yourself damage, the creature can roll that die and choose a eyes. You become invisible if you do not speak,
within 60 feet of you who can hear you. That target affected by the spell. Add the number rolled move, or take any actions for 1 minute. You remain
creature gains one Bardic Inspiration die, a d6. as a bonus to the hit points regained or the damage invisible for up to 10 minutes or until you remove
Once within the next 10 minutes, the creature can dealt. The Bardic Inspiration die is then lost. this mask, take damage, make an attack, or cast a
roll the die and add the number rolled to one ability spell. While invisible, you can become half visible
check, attack roll, or saving throw it makes. The Bardic Versatility as a ghostly image or return to invisibility as a
creature can wait until after it rolls the d20 before Whenever you reach a level in this class that grants bonus action. Improvement. Starting at 6th level,
deciding to use the Bardic Inspiration die, but must the Ability Score Improvement feature, you can do while invisible, you levitate an inch above the
decide before the DM says whether the roll one of the following, representing a change in ground, allowing you to ignore difficult terrain and
succeeds or fails. Once the Bardic Inspiration die is focus as you use your Skills and magic: Replace make no noise while moving.
rolled, it is lost. A creature can have only one one of the Skills you chose for the Expertise feature
Bardic Inspiration die at a time. You can use this with one of your other skill Proficiencies that isn't Faceless
feature a number of times equal to your Charisma benefiting from Expertise. Replace one cantrip you Two perfectly round eyeholes stare out of this
modifier (a minimum of once). You regain any learned from this class's Spellcasting feature with otherwise featureless porcelain mask. While you
expended uses when you finish a long rest. Your another cantrip from the bard spell list. wear this mask, you can cast the spell disguise self
Bardic Inspiration die changes when you reach without expending a spell slot or material
Font of Inspiration components.
certain levels in this class. The die becomes a d8 at
Beginning when you reach 5th level, you regain all
5th level, a d10 at 10th level, and a d12 at 15th
of your expended uses of Bardic Inspirati⁠on when Archmage
level.
you finish a short or long rest. In addition, you can This clay mask bears exaggerated wrinkles and the

Ritual Casting expend a spell slot (no action required) to regain scowl of a cantankerous old man. You know the

You can cast any bard spell you know as a ritual if one expended use of Bardic Inspiration. fire bolt cantrip, as well as the spells shown on the

that spell has the ritual tag. table below. As you gain higher levels in this class,
Countercharm you know additional spells while wearing the mask.
Rustic Hospitality You can use musical notes or words of power to These spells count as bard spells for you, but don’t
Since you come from the ranks of the common disrupt mind-influencing effects. If you or a count against the total number of spells you know.
folk, you fit in among them with ease. You can find creature within 30 feet of you fails a saving throw Bard Level Spells 3rd gust of wind, scorching ray
a place to hide, rest, or recuperate among other against an effect that applies the Charmed or 5th lightning bolt, protection from energy 7th
commoners, unless you have shown yourself to be Frightened condition, you can take a Reaction to dimension door, ice storm 9th scrying, wall of stone
a danger to them. They will shield you from the law cause the save to be rerolled, and the new roll has

or anyone else searching for you, though they will Advantage. Favorite Spell

not risk their lives for you. You are so familiar with a mastered spell that you
Magical Secrets can cast it effortlessly and with aplomb. Choose a
War Caster By 10th level, you have plundered magical spell you can cast of 5th level or lower to be your
You have practiced casting spells in the midst of knowledge from a wide spectrum of disciplines. favorite spell. You can take this feat multiple times,
combat, learning techniques that grant you the Choose two spells from any class, including this choosing a different favorite spell each time. You
following benefits: You have advantage on one. A spell you choose must be of a level you can gain the following benefits: When you cast your
Constitution saving throws that you make to cast, as shown on the Bard table, or a cantrip. The favorite spell, you can imbue it with a harmless but
maintain your concentration on a spell when you chosen spells count as bard spells⁠for you and are impressive visual effect of your choice, such as a
take damage. You can perform the somatic included in the number in the Spells⁠Known shower of sparks or a flurry of illusory doves.
components of spells even when you have weapons column of the Bard table. When you cast your favorite spell using a spell slot,
or a shield in one or both hands. When a hostile you can treat it as if you cast it using a spell slot of
creature’s movement provokes an opportunity one level higher, up to a maximum of 9th level.
attack from you, you can use your reaction to cast a Your favorite spell can’t be counterspelled. You can
spell at the creature, rather than making an cast your favorite spell once at its lowest level
opportunity attack. The spell must have a casting without using a spell slot. Once you use this ability,
time of 1 action and must target only that creature. you can’t do so again until you finish a long rest.

Jack of All Trades


Starting at 2nd level, you can add half your
proficiency bonus, rounded down, to any ability
check you make that doesn’t already include your
proficiency bonus.
Focus (Fey) Dungeoneer
Your focus on the spells of the fey have instilled in You’ve studied—or at least survive —your share of Song of Rest

you these benefits: • When you expend a spell slot hazards and learned a thing or two about sniffing Beginning at 2nd level, you can use soothing music

to cast an enchantment or illusion spell of 1st circle out secrets. You gain these benefits: • You can add or oration to help revitalize your wounded allies

or higher, roll a d6. On a roll of 6, the spell slot isn't your PB to checks made to disarm traps and open during a short rest. If you or any friendly creatures

expended. • You learn one 1st-circle enchantment doors, even if you aren't proficient with the tools to who can hear your performance regain hit points at

or illusion spell from any source spell list. When do so. The first time you fail an ability check while the end of the short rest by spending one or more

you cast that spell, you can choose to expend 2 hit disarming a trap, opening a door, or passing a Hit Dice, each of those creatures regains an extra

dice instead of a spell slot to cast it at its lowest hazard, the failure doesn't trigger the trap, block the 1d6 hit points. The extra hit points increase to 1d10

circle. A character can have only one focus talent. door, or force you into the hazard’s area—no at 13th level.

consequence befalls you from the failure. • You


Spell Duelist Dragon
have advantage on Perception and Investigation
When a creature you can see damages you with a Painted cloth forms the scales, horns, eyes, flowing
checks made to search for secret doors, find traps,
spell, you can use your reaction to cast a cantrip whiskers, and teeth of a multihued dragon’s head.
and see through illusions. • You have advantage on
targeting that creature. In addition, when you cast a While you wear this mask, you can use your action
saves made to avoid or resist traps or hazards. You
spell that requires an attack roll, you gain these and expend one use of your Bardic Inspiration to
are resistant to damage from traps and hazards. •
benefits: • Double the range of the spell. If the exhale destructive energy. Each creature in a 15-
When combat begins, you and allies within 5 feet
spell’s range is touch, its range increases to 15 feet. foot cone must make a Dexterity saving throw
of you can attempt a DEX (Stealth) check for the
• The spell ignores any AC bonus granted by cover. against your spell save DC. A creature takes fire
purpose of determining who is surprised (see
damage equal to three rolls of your Bardic
Combat Encounters in Chapter 6).
Inspiration die on a failed save, or half as much
Polyglot damage on a successful one.
You have studied language extensively. You can
communicate in multiple languages and puzzle out
critical information from languages you don’t
know. When you select this talent, you gain these
benefits: • Learn three languages of your choice. •
When you converse with a creature in a language
you both know (other than Common) you have
advantage on a single CHA ability check made to
influence or interact with that creature. Once you
use this feature, you can’t do so again until you
finish a long rest. • When you make an ability
check related to understanding the meaning of a
verbal or written language you don’t know, you can
add your PB to the result. If you have proficiency
in a relevant skill or tool, double your PB for the
roll.
SPELLS
Minor Illusion Prestidigitation Charm Person
Illusion cantrip Transmutation cantrip Enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 10 feet Range: 30 feet
Target: See text Target: See text Target: A humanoid you can see within range
Components: S M Components: V S Components: V S
Duration: 1 minute Duration: Up to 1 hour Duration: 1 hour
Description: Description: Description:
You create a sound or an image of an object within This spell is a minor magical trick that novice You attempt to charm a humanoid you can see
range that lasts for the duration. The illusion also spellcasters use for practice. You create one of the within range. It must make a Wisdom saving throw,
ends if you dismiss it as an action or cast this spell following magical effects within range: You create and does so with advantage if you or your
again. If you create a sound, its volume can range an instantaneous, harmless sensory effect, such as a companions are fighting it. If it fails the saving
from a whisper to a scream. It can be your voice, shower of sparks, a puff of wind, faint musical throw, it is charmed by you until the spell ends or
someone else’s voice, a lion’s roar, a beating of notes, or an odd odor. You instantaneously light or until you or your companions do anything harmful
drums, or any other sound you choose. The sound snuff out a candle, a torch, or a small campfire. You to it. The charmed creature regards you as a
continues unabated throughout the duration, or you instantaneously clean or soil an object no larger friendly acquaintance. When the spell ends, the
can make discrete sounds at different times before than 1 cubic foot. You chill, warm, or flavor up to 1 creature knows it was charmed by you.
the spell ends. If you create an image of an object cubic foot of nonliving material for 1 hour. You At Higher Levels: When you cast this spell using a
—such as a chair, muddy footprints, or a small make a color, a small mark, or a symbol appear on spell slot of 2nd level or higher, you can target one
chest—it must be no larger than a 5-foot cube. The an object or a surface for 1 hour. You create a additional creature for each slot level above 1st.
image can’t create sound, light, smell, or any other nonmagical trinket or an illusory image that can fit The creatures must be within 30 feet of each other
sensory effect. Physical interaction with the image in your hand and that lasts until the end of your when you target them.
reveals it to be an illusion, because things can pass next turn. If you cast this spell multiple times, you
through it. If a creature uses its action to examine can have up to three of its non-instantaneous effects Color Spray
the sound or image, the creature can determine that active at a time, and you can dismiss such an effect Illusion 1
it is an illusion with a successful Intelligence as an action. Casting Time: 1 action
(Investigation) check against your spell save DC. If Range: Self (15-foot cone)
a creature discerns the illusion for what it is, the Mage Hand Target: A 15-foot cone originating from you
illusion becomes faint to the creature. Conjuration cantrip Components: V S M
Casting Time: 1 action Duration: 1 round
Vicious Mockery Range: 30 feet Description:
Enchantment cantrip Target: A point you choose within range A dazzling array of flashing, colored light springs
Casting Time: 1 action Components: V S from your hand. Roll 6d10; the total is how many
Range: 60 feet Duration: 1 minute hit points of creatures this spell can affect.
Target: A creature you can see and that can hear Description: Creatures in a 15-foot cone originating from you
you within range A spectral, floating hand appears at a point you are affected in ascending order of their current hit
Components: V choose within range. The hand lasts for the duration points (ignoring unconscious creatures and
Duration: Instantaneous or until you dismiss it as an action. The hand creatures that can’t see). Starting with the creature
Description: vanishes if it is ever more than 30 feet away from that has the lowest current hit points, each creature
You unleash a string of insults laced with subtle you or if you cast this spell again. You can use your affected by this spell is blinded until the end of
enchantments at a creature you can see within action to control the hand. You can use the hand to your next turn. Subtract each creature’s hit points
range. If the target can hear you (though it need not manipulate an object, open an unlocked door or from the total before moving on to the creature
understand you), it must succeed on a Wisdom container, stow or retrieve an item from an open with the next lowest hit points. A creature’s hit
saving throw or take 1d4 psychic damage and have container, or pour the contents out of a vial. You points must be equal to or less than the remaining
disadvantage on the next attack roll it makes before can move the hand up to 30 feet each time you use total for that creature to be affected.
the end of its next turn. This spell’s damage it. The hand can’t attack, activate magic items, or At Higher Levels: When you cast this spell using a
increases by 1d4 when you reach 5th level (2d4), carry more than 10 pounds. spell slot of 2nd level or higher, roll an additional
11th level (3d4), and 17th level (4d4). 2d10 for each slot level above 1st.
Unluck On That Silent Image disguise self
Enchantment 1 Illusion 1 Illusion 1
Casting Time: 1 reaction, which you take when a Casting Time: 1 action Casting Time: 1 action
creature within range makes an attack roll, saving Range: 60 feet Range: Self
throw, or ability check Target: A spot within range Target: Self
Range: 25 feet Components: V S M Components: V S
Target: a creature within range Duration: ConcentrationUp to 10 minutes Duration: 1 hour
Components: V Description: Description:
Duration: Instantaneous You create the image of an object, a creature, or You make yourself—including your clothing,
Description: some other visible phenomenon that is no larger armor, weapons, and other belongings on your
By uttering a swift curse (“Unluck on that!”), you than a 15-foot cube. The image appears at a spot person—look different until the spell ends or until
bring misfortune to the target’s attempt; the within range and lasts for the duration. The image you use your action to dismiss it. You can seem 1
affected creature has disadvantage on the roll. is purely visual; it isn’t accompanied by sound, foot shorter or taller and can appear thin, fat, or in
At Higher Levels: When you cast this spell using a smell, or other sensory effects. You can use your between. You can’t change your body type, so you
spell slot of 2nd level or higher, the range of the action to cause the image to move to any spot must adopt a form that has the same basic
spell increases by 5 feet for each slot level above within range. As the image changes location, you arrangement of limbs. Otherwise, the extent of the
1st. can alter its appearance so that its movements illusion is up to you. The changes wrought by this
appear natural for the image. For example, if you spell fail to hold up to physical inspection. For
Varina's Virtuous Valediction create an image of a creature and move it, you can example, if you use this spell to add a hat to your
Evocation 1 alter the image so that it appears to be walking. outfit, objects pass through the hat, and anyone
Casting Time: 1 reaction, which you take when a Physical interaction with the image reveals it to be who touches it would feel nothing or would feel
creature that isn’t a Construct or Undead drops to 0 an illusion, because things can pass through it. A your head and hair. If you use this spell to appear
hit points within 60 feet of you creature that uses its action to examine the image thinner than you are, the hand of someone who
Range: 60 feet can determine that it is an illusion with a successful reaches out to touch you would bump into you
Target: Intelligence (Investigation) check against your spell while it was seemingly still in midair. To discern
Components: V S save DC. If a creature discerns the illusion for what that you are disguised, a creature can use its action
Duration: Instantaneous it is, the creature can see through the image. to inspect your appearance and must succeed on an
Description: Intelligence (Investigation) check against your spell
You cause the spirit of a dying creature to briefly Tasha's Hideous Laughter save DC.
appear in a flash of holy light. Each creature of Enchantment 1
your choice within 10 feet of the target must make Casting Time: 1 action
a Constitution saving throw. On a failed save, a Range: 30 feet
creature takes 2d6 radiant damage and is blinded Target: A creature of your choice that you can see
until the end of its next turn. On a successful save, within range
the creature takes half the damage and isn’t Components: V S M
blinded. Duration: ConcentrationUp to 1 minute
At Higher Levels: When you cast this spell using a Description:
spell slot of 2nd level or higher, the damage A creature of your choice that you can see within
increases by 1d6 for each slot level above 1st. range perceives everything as hilariously funny and
falls into fits of laughter if this spell affects it. The
target must succeed on a Wisdom saving throw or
fall prone, becoming incapacitated and unable to
stand up for the duration. A creature with an
Intelligence score of 4 or less isn’t affected. At the
end of each of its turns, and each time it takes
damage, the target can make another Wisdom
saving throw. The target has advantage on the
saving throw if it’s triggered by damage. On a
success, the spell ends.
Sleep Silence scorching ray
Enchantment 1 Illusion 2 Evocation 2
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 120 feet Range: 120 feet
Target: Creatures within 20 feet of a point you Target: 20-foot-radius sphere centered on a point Target: Targets (one or several) within range
choose within range (in ascending order of their you choose within range Components: V S
current hit points, ignoring unconscious creatures) Components: V S Duration: Instantaneous
Components: V S M Duration: ConcentrationUp to 10 minutes Description:
Duration: 1 minute Description: You create three rays of fire and hurl them at
Description: For the duration, no sound can be created within or targets within range. You can hurl them at one
This spell sends creatures into a magical slumber. pass through a 20-foot-radius sphere centered on a target or several. Make a ranged spell attack for
Roll 5d8; the total is how many hit points of point you choose within range. Any creature or each ray. On a hit, the target takes 2d6 fire damage.
creatures this spell can affect. Creatures within 20 object entirely inside the sphere is immune to At Higher Levels: When you cast this spell using a
feet of a point you choose within range are affected thunder damage, and creatures are deafened while spell slot of 3rd level or higher, you create one
in ascending order of their current hit points entirely inside it. Casting a spell that includes a additional ray for each slot level above 2nd.
(ignoring unconscious creatures). Starting with the verbal component is impossible there.
creature that has the lowest current hit points, each Hypnotic Pattern

creature affected by this spell falls unconscious Gift Of Luck Illusion 3

until the spell ends, the sleeper takes damage, or Divination 2 Casting Time: 1 action

someone uses an action to shake or slap the sleeper Casting Time: 1 action Range: 120 feet

awake. Subtract each creature’s hit points from the Range: Touch Target: A 30-foot cube within range

total before moving on to the creature with the next Target: a creature you touch Components: S M

lowest hit points. A creature’s hit points must be Components: V S M Duration: ConcentrationUp to 1 minute

equal to or less than the remaining total for that Duration: 24 hours Description:

creature to be affected. Undead and creatures Description: You create a twisting pattern of colors that weaves

immune to being charmed aren’t affected by this You grant a touched creature a limited gift of luck. through the air inside a 30-foot cube within range.

spell. While the spell lasts, the target can gain advantage The pattern appears for a moment and vanishes.

At Higher Levels: When you cast this spell using a on any three rolls of its choice. Once three rolls Each creature in the area who sees the pattern must

spell slot of 2nd level or higher, roll an additional have been affected by the gift of luck, the spell make a Wisdom saving throw. On a failed save, the

2d8 for each slot level above 1st. ends. creature becomes charmed for the duration. While
At Higher Levels: When you cast this spell using a charmed by this spell, the creature is incapacitated
Calm Emotions spell slot of 3rd level or higher, you can target one and has a speed of 0. The spell ends for an affected
Enchantment 2 additional creature for each slot level above 2nd. creature if it takes any damage or if someone else
Casting Time: 1 action uses an action to shake the creature out of its
Range: 60 feet gust of wind stupor.
Target: Each humanoid in a 20-foot-radius sphere Evocation 2
centered on a point you choose within range Casting Time: 1 action
Components: V S Range: Self (60-foot line)
Duration: ConcentrationUp to 1 minute Target: Self (60-foot line)
Description: Components: V S M
You attempt to suppress strong emotions in a group Duration: ConcentrationUp to 1 minute
of people. Each humanoid in a 20-foot-radius Description:
sphere centered on a point you choose within range A line of strong wind 60 feet long and 10 feet wide
must make a Charisma saving throw; a creature can blasts from you in a direction you choose for the
choose to fail this saving throw if it wishes. If a spell’s duration. Each creature that starts its turn in
creature fails its saving throw, choose one of the the line must succeed on a Strength saving throw or
following two effects. You can suppress any effect be pushed 15 feet away from you in a direction
causing a target to be charmed or frightened. When following the line. Any creature in the line must
this spell ends, any suppressed effect resumes, spend 2 feet of movement for every 1 foot it moves
provided that its duration has not expired in the when moving closer to you. The gust disperses gas
meantime. Alternatively, you can make a target or vapor, and it extinguishes candles, torches, and
indifferent about creatures of your choice that it is similar unprotected flames in the area. It causes
hostile toward. This indifference ends if the target protected flames, such as those of lanterns, to dance
is attacked or harmed by a spell or if it witnesses wildly and has a 50 percent chance to extinguish
any of its friends being harmed. When the spell them. As a bonus action on each of your turns
ends, the creature becomes hostile again, unless the before the spell ends, you can change the direction
DM rules otherwise. in which the line blasts from you.
Major Image tongues Deep Focus
Illusion 3 Divination 3 Evocation 3
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch Range: Self
Target: A spot that you can see within range Target: The creature you touch Target: Self
Components: V S M Components: V M Components: V S
Duration: ConcentrationUp to 10 minutes Duration: 1 hour Duration: Special
Description: Description: Description:
You create the image of an object, a creature, or This spell grants the creature you touch the ability You tap into ambient magical energy to stabilize
some other visible phenomenon that is no larger to understand any spoken language it hears. and maintain a spell. The next spell you cast that
than a 20-foot cube. The image appears at a spot Moreover, when the target speaks, any creature that normally requires concentration will last its full
that you can see within range and lasts for the knows at least one language and can hear the target normal duration without the need for concentration,
duration. It seems completely real, including understands what it says. as long as it is cast within 1 minute of your casting
sounds, smells, and temperature appropriate to the of this spell, and the spell to be affected is of 4th
thing depicted. You can’t create sufficient heat or lightning bolt level or lower. At the end of the duration, or if 1
cold to cause damage, a sound loud enough to deal Evocation 3 minute goes by without your casting a spell that
thunder damage or deafen a creature, or a smell that Casting Time: 1 action requires concentration, the spell ends.
might sicken a creature (like a troglodyte’s stench). Range: Self (100-foot line) At Higher Levels: When you cast this spell using a
As long as you are within range of the illusion, you Target: Self (100-foot line) spell slot of 4th level or higher, you can affect any
can use your action to cause the image to move to Components: V S M spell you can cast that requires concentration and is
any other spot within range. As the image changes Duration: Instantaneous up to one level higher than the spell slot you used
location, you can alter its appearance so that its Description: to cast deep focus.
movements appear natural for the image. For A stroke of lightning forming a line 100 feet long

example, if you create an image of a creature and and 5 feet wide blasts out from you in a direction Hallucinatory Terrain

move it, you can alter the image so that it appears you choose. Each creature in the line must make a Illusion 4

to be walking. Similarly, you can cause the illusion Dexterity saving throw. A creature takes 8d6 Casting Time: 10 minutes

to make different sounds at different times, even lightning damage on a failed save, or half as much Range: 300 feet

making it carry on a conversation, for example. damage on a successful one. The lightning ignites Target: 150-foot cube in range

Physical interaction with the image reveals it to be flammable objects in the area that aren’t being Components: V S M

an illusion, because things can pass through it. A worn or carried. Duration: 24 hours

creature that uses its action to examine the image At Higher Levels: When you cast this spell using a Description:

can determine that it is an illusion with a successful spell slot of 4th level or higher, the damage You make natural terrain in a 150-foot cube in

Intelligence (Investigation) check against your spell increases by 1d6 for each slot above 3rd. range look, sound, and smell like some other sort of

save DC. If a creature discerns the illusion for what natural terrain. Thus, open fields or a road can be
protection from energy made to resemble a swamp, hill, crevasse, or some
it is, the creature can see through the image, and its
Abjuration 3 other difficult or impassable terrain. A pond can be
other sensory qualities become faint to the creature.
Casting Time: 1 action made to seem like a grassy meadow, a precipice
At Higher Levels: When you cast this spell using a
Range: Touch like a gentle slope, or a rock-strewn gully like a
spell slot of 6th level or higher, the spell lasts until
Target: The willing creature you touch wide and smooth road. Manufactured structures,
dispelled, without requiring your Concentration.
Components: V S equipment, and creatures within the area aren’t
mass healing word Duration: ConcentrationUp to 1 hour changed in appearance. The tactile characteristics
Evocation 3 Description: of the terrain are unchanged, so creatures entering
Casting Time: 1 bonus action For the duration, the willing creature you touch has the area are likely to see through the illusion. If the
Range: 60 feet resistance to one damage type of your choice: acid, difference isn’t obvious by touch, a creature
Target: Up to six creatures of your choice that you cold, fire, lightning, or thunder. carefully examining the illusion can attempt an
can see within range Intelligence (Investigation) check against your spell
Components: V save DC to disbelieve it. A creature who discerns
Duration: Instantaneous the illusion for what it is, sees it as a vague image
Description: superimposed on the terrain.
As you call out words of restoration, up to six
creatures of your choice that you can see within
range regain hit points equal to 1d4 + your
spellcasting ability modifier. This spell has no
effect on undead or constructs.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, the Healing
increases by 1d4 for each slot level above 3rd.
Charm Monster ice storm death ward
Enchantment 4 Evocation 4 Abjuration 4
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 300 feet Range: Touch
Target: A creature you can see within range Target: A 20-foot radius, 40-foot-high cylinder Target: A creature
Components: V S centered on a point within range Components: V S
Duration: 1 hour Components: V S M Duration: 8 hours
Description: Duration: Instantaneous Description:
You attempt to charm a creature you can see within Description: You touch a creature and grant it a measure of
range. It must make a Wisdom saving throw, and it A hail of rock-hard ice pounds to the ground in a protection from death. The first time the target
does so with advantage if you or your companions 20-foot-radius, 40-foot-high cylinder centered on a would drop to 0 hit points as a result of taking
are fighting it. If it fails the saving throw, it is point within range. Each creature in the cylinder damage, the target instead drops to 1 hit point, and
charmed by you until the spell ends or until you or must make a Dexterity saving throw. A creature the spell ends. If the spell is still in effect when the
your companions do anything harmful to it. The takes 2d8 bludgeoning damage and 4d6 cold target is subjected to an effect that would kill it
charmed creature is friendly to you. When the spell damage on a failed save, or half as much damage instantaneously without dealing damage, that effect
ends, the creature knows it was charmed by you. on a successful one. Hailstones turn the storm’s is instead negated against the target, and the spell
At Higher Levels: When you cast this spell using a area of effect into difficult terrain until the end of ends.
spell slot of 5th level or higher, you can target one your next turn.
additional creature for each slot level above 4th. At Higher Levels: When you cast this spell using a Dominate Person

The creatures must be within 30 feet of each other spell slot of 5th level or higher, the bludgeoning Enchantment 5

when you target them. damage increases by 1d8 for each slot level above Casting Time: 1 action

4th. Range: 60 feet


dimension door Target: A humanoid that you can see within range
Conjuration 4 banishment Components: V S
Casting Time: 1 action Abjuration 4 Duration: ConcentrationUp to 1 minute
Range: 500 feet Casting Time: 1 action Description:
Target: See text Range: 60 feet You attempt to beguile a humanoid that you can see
Components: V Target: One creature that you can see within range within range. It must succeed on a Wisdom saving
Duration: Instantaneous Components: V S M throw or be charmed by you for the duration. If you
Description: Duration: ConcentrationUp to 1 minute or creatures that are friendly to you are fighting it,
You teleport yourself from your current location to Description: it has advantage on the saving throw. While the
any other spot within range. You arrive at exactly You attempt to send one creature that you can see target is charmed, you have a telepathic link with it
the spot desired. It can be a place you can see, one within range to another plane of existence. The as long as the two of you are on the same plane of
you can visualize, or one you can describe by target must succeed on a Charisma saving throw or existence. You can use this telepathic link to issue
stating distance and direction, such as “200 feet be banished. If the target is native to the plane of commands to the creature while you are conscious
straight downward” or “upward to the northwest at existence you’re on, you banish the target to a (no action required), which it does its best to obey.
a 45-degree angle, 300 feet.” You can bring along harmless demiplane. While there, the target is You can specify a simple and general course of
objects as long as their weight doesn’t exceed what incapacitated. The target remains there until the action, such as “Attack that creature,” “Run over
you can carry. You can also bring one willing spell ends, at which point the target reappears in the there,” or “Fetch that object.” If the creature
creature of your size or smaller who is carrying space it left or in the nearest unoccupied space if completes the order and doesn’t receive further
gear up to its carrying capacity. The creature must that space is occupied. If the target is native to a direction from you, it defends and preserves itself
be within 5 feet of you when you cast this spell. If different plane of existence than the one you’re on, to the best of its ability. You can use your action to
you would arrive in a place already occupied by an the target is banished with a faint popping noise, take total and precise control of the target. Until the
object or a creature, you and any creature traveling returning to its home plane. If the spell ends before end of your next turn, the creature takes only the
with you each take 4d6 force damage, and the spell 1 minute has passed, the target reappears in the actions you choose, and doesn’t do anything that
fails to teleport you. space it left or in the nearest unoccupied space if you don’t allow it to do. During this time you can
that space is occupied. Otherwise, the target doesn’t also cause the creature to use a reaction, but this
return. requires you to use your own reaction as well. Each
At Higher Levels: When you cast this spell using a time the target takes damage, it makes a new
spell slot of 5th level or higher, you can target one Wisdom saving throw against the spell. If the
additional creature for each slot level above 4th. saving throw succeeds, the spell ends. At Higher
Levels. When you cast this spell using a 6th-level
spell slot, the duration is concentration, up to 10
minutes. When you use a 7th-level spell slot, the
duration is concentration, up to 1 hour. When you
use a spell slot of 8th level or higher, the duration is
concentration, up to 8 hours.
greater restoration scrying wall of stone
Abjuration 5 Divination 5 Evocation 5
Casting Time: 1 action Casting Time: 10 minutes Casting Time: 1 action
Range: Touch Range: Self Range: 120 feet
Target: A creature you touch Target: A particular creature you choose that is on Target: A point you choose within range
Components: V S M the same place of existence as you Components: V S M
Duration: Instantaneous Components: V S M Duration: ConcentrationUp to 10 minutes
Description: Duration: ConcentrationUp to 10 minutes Description:
You imbue a creature you touch with positive Description: A nonmagical wall of solid stone springs into
energy to undo a debilitating effect. You can reduce You can see and hear a particular creature you existence at a point you choose within range. The
the target’s exhaustion level by one, or end one of choose that is on the same plane of existence as wall is 6 inches thick and is composed of ten 10-
the following effects on the target: One effect that you. The target must make a Wisdom saving throw, foot-by-10-foot panels. Each panel must be
charmed or petrified the target One curse, including which is modified by how well you know the target contiguous with at least one other panel.
the target’s attunement to a cursed magic item Any and the sort of physical connection you have to it. Alternatively, you can create 10-foot-by-20-foot
reduction to one of the target’s ability scores One If a target knows you’re casting this spell, it can fail panels that are only 3 inches thick. If the wall cuts
effect reducing the target’s hit point maximum the saving throw voluntarily if it wants to be through a creature’s space when it appears, the
observed. Knowledge Save Modifier Secondhand creature is pushed to one side of the wall (your
mass cure wounds (you have heard of the target) +5 Firsthand (you choice). If a creature would be surrounded on all
Evocation 5 have met the target) +0 Familiar (you know the sides by the wall (or the wall and another solid
Casting Time: 1 action target well) −5 Connection Save Modifier Likeness surface), that creature can make a Dexterity saving
Range: 60 feet or picture −2 Possession or garment −4 Body part, throw. On a success, it can use its reaction to move
Target: A point of your choice within range lock of hair, bit of nail, or the like −10 On a up to its speed so that it is no longer enclosed by
Components: V S successful save, the target isn’t affected, and you the wall. The wall can have any shape you desire,
Duration: Instantaneous can’t use this spell against it again for 24 hours. On though it can’t occupy the same space as a creature
Description: a failed save, the spell creates an invisible sensor or object. The wall doesn’t need to be vertical or
A wave of healing energy washes out from a point within 10 feet of the target. You can see and hear rest on any firm foundation. It must, however,
of your choice within range. Choose up to six through the sensor as if you were there. The sensor merge with and be solidly supported by existing
creatures in a 30-foot-radius sphere centered on moves with the target, remaining within 10 feet of stone. Thus, you can use this spell to bridge a
that point. Each target regains hit points equal to it for the duration. A creature that can see invisible chasm or create a ramp. If you create a span greater
3d8 + your spellcasting ability modifier. This spell objects sees the sensor as a luminous orb about the than 20 feet in length, you must halve the size of
has no effect on undead or constructs. size of your fist. Instead of targeting a creature, you each panel to create supports. You can crudely
At Higher Levels: When you cast this spell using a can choose a location you have seen before as the shape the wall to create crenellations, battlements,
spell slot of 6th level or higher, the Healing target of this spell. When you do, the sensor and so on. The wall is an object made of stone that
increases by 1d8 for each slot level above 5th. appears at that location and doesn’t move. can be damaged and thus breached. Each panel has
AC 15 and 30 hit points per inch of thickness.
Reducing a panel to 0 hit points destroys it and
might cause connected panels to collapse at the
DM’s discretion. If you maintain your
concentration on this spell for its whole duration,
the wall becomes permanent and can’t be dispelled.
Otherwise, the wall disappears when the spell ends.
Bryn's Bullying Brogue Mass Suggestion Otto's Irresistible Dance
Transmutation 5 Enchantment 6 Enchantment 6
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet Range: 30 feet
Target: Target: Up to twelve creatures of your choice that Target: One creature that you can see within range
Components: V S M you can see within range and that can hear and Components: V
Duration: Concentrationup to 1 minute understand you Duration: ConcentrationUp to 1 minute
Description: Components: V M Description:
You toss a nonmagical shoe toward a creature you Duration: 24 hours Choose one creature that you can see within range.
can see within range. The shoe grows to Description: The target begins a comic dance in place: shuffling,
tremendous size before falling onto the target. The You suggest a course of activity (limited to a tapping its feet, and capering for the duration.
target must make a Dexterity saving throw. On a sentence or two) and magically influence up to Creatures that can’t be charmed are immune to this
failed save, the target takes 5d10 bludgeoning twelve creatures of your choice that you can see spell. A dancing creature must use all its movement
damage and is knocked prone and restrained. On a within range and that can hear and understand you. to dance without leaving its space and has
successful save, the target takes half the damage Creatures that can’t be charmed are immune to this disadvantage on Dexterity saving throws and attack
and isn’t knocked prone or restrained, and the spell effect. The suggestion must be worded in such a rolls. While the target is affected by this spell, other
ends. Until the spell ends, you can use a bonus manner as to make the course of action sound creatures have advantage on attack rolls against it.
action on each of your subsequent turns to deal reasonable. Asking the creature to stab itself, throw As an action, a dancing creature makes a Wisdom
2d10 bludgeoning damage to the target as the shoe itself onto a spear, immolate itself, or do some saving throw to regain control of itself. On a
grinds the target into the ground. At the end of each other obviously harmful act automatically negates successful save, the spell ends.
of its turns, the target can make a Strength saving the effect of the spell. Each target must make a
throw, breaking free on a success. When the target Wisdom saving throw. On a failed save, it pursues Project Image

breaks free or when the spell ends, the shoe shrinks the course of action you described to the best of its Illusion 7

to its normal size, becoming a nonmagical shoe ability. The suggested course of action can continue Casting Time: 1 action

once again. for the entire duration. If the suggested activity can Range: 500 miles

be completed in a shorter time, the spell ends when Target: Any location within range that you have
Hero of Fable the subject finishes what it was asked to do. You seen before
Enchantment 5 can also specify conditions that will trigger a Components: V S M
Casting Time: 1 action special activity during the duration. For example, Duration: ConcentrationUp to 1 day
Range: 60 feet you might suggest that a group of soldiers give all Description:
Target: their money to the first beggar they meet. If the You create an illusory copy of yourself that lasts for
Components: V M condition isn’t met before the spell ends, the the duration. The copy can appear at any location
Duration: Concentrationup to 1 minute activity isn’t performed. If you or any of your within range that you have seen before, regardless
Description: companions damage a creature affected by this of intervening obstacles. The illusion looks and
You empower a creature to be capable of great spell, the spell ends for that creature. sounds like you but is intangible. If the illusion
deeds, like a storybook champion, and at the same At Higher Levels: When you cast this spell using a takes any damage, it disappears, and the spell ends.
time empower that creature’s foes to become 7th-level spell slot, the Duration is 10 days. When You can use your action to move this illusion up to
worthy of a hero’s attention. A creature of your you use an 8th-level spell slot, the Duration is 30 twice your speed, and make it gesture, speak, and
choice within range gains advantage on all ability days. When you use a 9th-level spell slot, the behave in whatever way you choose. It mimics
checks, attack rolls, and saving throws for the Duration is a year and a day. your mannerisms perfectly. You can see through its
duration. At the same time, creatures that attack eyes and hear through its ears as if you were in its
your target, or that make a saving throw against a space. On your turn as a bonus action, you can
spell or effect originating from your target, have switch from using its senses to using your own, or
advantage on their roll. If your target is unwilling, back again. While you are using its senses, you are
it must succeed on a Charisma saving throw to blinded and deafened in regard to your own
avoid the effects. surroundings. Physical interaction with the image
At Higher Levels: When you cast this spell using a reveals it to be an illusion, because things can pass
spell slot of 6th level or higher, you can target one through it. A creature that uses its action to examine
additional creature for each slot level above 5th. the image can determine that it is an illusion with a
The creatures must be within 30 feet of each other successful Intelligence (Investigation) check
when you target them. against your spell save DC. If a creature discerns
the illusion for what it is, the creature can see
through the image, and any noise it makes sounds
hollow to the creature.
Uncontrollable Transformation
[transmutation (chaos)] 7 Power Word Stun

Casting Time: 1 action Enchantment 8

Range: Self Casting Time: 1 action

Target: Self Range: 60 feet

Components: V S M Target: One creature you can see within range

Duration: 1 hour Components: V

Description: Duration: Instantaneous

You infuse your body with raw chaos and will it to Description:

adopt a helpful mutation. Roll a d10 and consult the You speak a word of power that can overwhelm the

Uncontrollable Transformation table to determine mind of one creature you can see within range,

what mutation occurs. You can try to control the leaving it dumbfounded. If the target has 150 hit

shifting of your body to gain a mutation you prefer, points or fewer, it is stunned. Otherwise, the spell

but doing so is taxing; you can roll a d10 twice and has no effect. The stunned target must make a

choose the result you prefer, but you gain one level Constitution saving throw at the end of each of its

of exhaustion. At the end of the spell, your body turns. On a successful save, this stunning effect

returns to its normal form. ends.

At Higher Levels: When you cast this spell using a


spell slot of 8th level or higher, you gain an
additional mutation for each slot level above 7th.
You gain one level of exhaustion for each mutation
you try to control.

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