Remove these ads. Join the Worldbuilders Guild

Seiran Kino

9 Level (0/64000 XP for level-up) Performer Background Kitsune Race / Species / Heritage Neutral Good Alignment
Wizard Bladesinger
Level 9
Hit Dice: 9/9
1d8+2 Class 1

STR
11
+0
DEX
12
+1
CON
15
+2
INT
18
+4
WIS
12
+1
CHA
15
+2
48
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+4
Prof. Bonus
30/60/-
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+1 Abi Mod
13 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+1 Dexterity
+2 Constitution
+8 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+12 Acrobatics DEX
+2 Animal Handling WIS
+12 Arcana INT
+0 Athletics STR
+4 Deception CHA
+8 History INT
+9 Insight WIS
+4 Intimidation CHA
+8 Investigation INT
skills
+2 Medicine WIS
+8 Nature INT
+2 Perception WIS
+10 Performance CHA
+4 Persuasion CHA
+8 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Daggar +0 STR
Natural Weapons +0 STR 1d4+3
Attacks

Spell Book

Bladesinging
- Bladesong
- Extra Attack
Darkvision
Kitsune Shapeshift
Tails
Agile
Superior Kitsune Magic
Gift of Gem Dragon
Disguise Kit
Simple Weapons, Light armor
Music Instrument

Features & Traits
Arcane Focus
Explorers Pack
Spellbook
Costume

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Shou, Sylvan

Languages & Proficiencies
I'll settle for nothing less thanperfection.
Whenever I come to a new place, I collect local rumors and spread gossip.

Personality Traits
Beauty. When I perform, I make the world better than it was. (Good)

Ideals
My instrument is my most treasured possession, and it reminds me of someone I love.

Bonds
A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Dungeon Strugglers

Efreeti’s Fury

Weapon

Rare

GM OVERRIDE: 2d6 Slash + 1d4 Fire with a chance to burn enemy

Weapon (scimitar, longsword, or greatsword)

This magical sword is searing hot, capable of slicing through armor and leaving scorching wounds. Each time a creature is hit by this sword, it takes a -1 penalty to AC, up to a cumulative -3 penalty. A creature takes an extra 1d6 fire damage from all melee weapon attacks for each -1 penalty to AC inflicted by this sword. This AC reduction and extra damage ends if Efreeti’s Fury moves more than 60 feet away from the creature. Additionally, as a bonus action while wielding this sword, you can teleport to an unoccupied space within 5 feet of a creature that is currently suffering a penalty to AC due to this weapon. A creature is unaffected by the AC penalty if it is immune to fire.

Half of the collapsed parliament guard’s breastplate had fallen to his side, still visibly hot and sparking. A sword lying a few feet away had been split through the hilt. Glowing wounds burn over the surface of his battered armor, and a steady flow of steam rises from beneath his helmet. Footprints of heated glass track away from the city walls, revealing a litany of slumped steel figures along their path…

Type Damage Damage Range
Martial Melee 2d6 / 1d4 Fire with a chance to burn enemy Slashing 30


Dungeon Strugglers

Efreeti’s Fury

Weapon

Rare

GM OVERRIDE: 2d6 Slash + 1d4 Fire with a chance to burn enemy

Weapon (scimitar, longsword, or greatsword)

This magical sword is searing hot, capable of slicing through armor and leaving scorching wounds. Each time a creature is hit by this sword, it takes a -1 penalty to AC, up to a cumulative -3 penalty. A creature takes an extra 1d6 fire damage from all melee weapon attacks for each -1 penalty to AC inflicted by this sword. This AC reduction and extra damage ends if Efreeti’s Fury moves more than 60 feet away from the creature. Additionally, as a bonus action while wielding this sword, you can teleport to an unoccupied space within 5 feet of a creature that is currently suffering a penalty to AC due to this weapon. A creature is unaffected by the AC penalty if it is immune to fire.

Half of the collapsed parliament guard’s breastplate had fallen to his side, still visibly hot and sparking. A sword lying a few feet away had been split through the hilt. Glowing wounds burn over the surface of his battered armor, and a steady flow of steam rises from beneath his helmet. Footprints of heated glass track away from the city walls, revealing a litany of slumped steel figures along their path…

Type Damage Damage Range
Martial Melee 2d6 / 1d4 Fire with a chance to burn enemy Slashing 30


The statblocks of your class features

Superior Kitsune Magic

RACE: Kitsune, Charisma of 13 or higher

  • You can cast Disguise self (1st), Charm Person (1st) , Invisibility (2nd) , Hold Person (2nd), Major Image (3rd), Hypnotic Pattern (3rd), Confusion (4th), Phantasmal Killer (4th), Mislead (5th), Dominate Person (5th), Mass Suggestion (6th), and Programmed Illusion (6th).
    • In order to cast these spell this way You use the magic from your tails. For example: you have three tails, you can cast disguise self three times or can cast major image once. You regain one tail to use this feature per long rest.
    • Your spell casting ability is Charisma.
  • You gain the Green Flame Blade and Firebolt cantrips.

Gift of Gem Dragon

Source: Fizban's Treasury of Dragons   You’ve manifested some of the power of gem dragons, granting you the following benefits:   Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.   Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Thraintar & Matthias_von_Schwarzwald @ DND Byond

Kitsune, PF Modified

From Pathfinder: Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Kitsune possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom from both the living and spirits.   Quick-witted and nimble, kitsune make excellent bards and rogues. It is not uncommon for one to pursue sorcery, while those few born with white fur and pale eyes usually become oracles.
Kitsunes are a type of YĹŤkai which translates to 'fox spirits' in the common tongue. In their natural form, they are anthropomorphic foxes. Despite their good intentions, kitsune were viewed negativity due to their trickster nature. They are known to lie, cheat, and steal and to possess women. Their tricks were never malicious and always are petty or just outright silly. Those kitsune who uses malicious tricks that causes severe bodily harm and possible death are called nogitsune. Nogitsunes are mostly the main reason why people mistrust kitsune because some cannot tell the difference between the two. Likewise kitsune mistrust other humanoids who sometimes hunt them. Kitsune is also known to show loyalty to those who accept them the way they are.   Most open kitsune are found in Inari shrines due to the fact that Inari is their creator and they pay tribute to. To kill a kitsune in a Inari shrine invokes the wraith of the kitsune upon you. Is also a great insult to have them thrown into an animal cage or as a slave because they value freedom. Said kitsune victim will find ways to have revenge their captors/slavers in most inhuman way and its justified from the entire race.    
ability score increase: +2 Dexterity +1 Charisma
age: 0 - 150
Size: Medium
speed: 30ft
Languages: Common, Shou, and Sylvan
race features:
Darkvision: Due to hunting at night you have superior vision in the dark. You can see dim light within 60 feet of you as bright light and in darkness as if it was in dim light. You can't decern color in darkness, only shades of grey.   Kitsune shapeshift. As an action, you can assume the appearance of a specific single human form of the same sex. You always take this form when you use this ability. You cannot use your bite attack in human form. In order for anyone to see your true nature, they have to succeed on an Investigation check with a DC 8+your Deception modifier.   Tails. You have a number of tails equal to the highest level spell you can cast (minimum of 1).   Agile: You gain proficiency in Acrobatics.   Kitsune Magic: You learn the cantrips; Dancing Lights, Minor Illusion, and Vicious Mockery. Charisma is the spellcasting ability for these spells.   Natural weapons: In your natural form you have a bite attack that does 1d4 damage.  

AVAILABLE FEATS:

 

Superior Kitsune Magic

RACE: Kitsune, Charisma of 13 or higher

  • You can cast Disguise self (1st), Charm Person (1st) , Invisibility (2nd) , Hold Person (2nd), Major Image (3rd), Hypnotic Pattern (3rd), Confusion (4th), Phantasmal Killer (4th), Mislead (5th), Dominate Person (5th), Mass Suggestion (6th), and Programmed Illusion (6th).
    • In order to cast these spell this way You use the magic from your tails. For example: you have three tails, you can cast disguise self three times or can cast major image once. You regain one tail to use this feature per long rest.
    • Your spell casting ability is Charisma.
  • You gain the Green Flame Blade and Firebolt cantrips.


Superior Kitsune Shapeshift

RACE: Kitsune

  • You can use the Kitsune's Shapeshift as a bonus action.
  • You can disguise as another human you see. Make a deception check. The DC for the deception check is 10 + targets charisma saving throw. This is to copy mannerisms of said target. If you make it you have advantage on all deception checks to act as the target. If you fail the targets 'allies' will notice something suspicious and make a insight check against your roll.
  • You can turn into a fox (use Cat statistics). You still keep your hitpoints, skills checks, natural attacks (now finesse), proficiency bonus, ability scores (whichever is better) and the ability to speak (only speak Sylvan). You also can use class features and can cast kitsune spells. Spells requiring a somatic component automatically fail unless you have the War Caster Feat.


Vulpine Pounce

RACE: Kitsune, Superior Kitsune Shapeshift

You can spend a bonus action to charge. During the charge you shapeshift catching the enemy off guard. On the same turn all melee attacks (including melee spell attacks) are made with advantage. All opportunity attacks against you are at a disadvantage. In addition you add proficiency bonus to damage. You can do this once per short rest.


 

AVAILABLE SUBRACES

 

Thraintar@DND Beyond

Yako Kitsune

Yako Kitsune are your average kitsune. They are the balance between the nogitsune and zenko kitsune. They are more skilled using their words than their other brethren. Due to that they are more malleable in alignment than the Nogitsune and Zenko kitsune. Some Yako kitsune rather live a peaceful honest life in the hope of being accepted by other races. Others prefer to live in their human guise and hope they go unnoticed.
ability score increase: Dex +1
age: Adulthood @ 15, up to a millenia.
alignment: Good / Neutral
Size: Medium
speed: 30ft
Languages: Common, Shou, and Sylvan
parent race: Kitsune, PF Modified
race features:

Befuddling Words

You use your kitsune magic to confuse your targets with lies and half truths. You know the vicious mockery using the same spellcasting ability as the Kitsune magic feature. Instead of insulting the enemy as part of the spell description, you can use riddles and lies.  

Silver Tounge

You are naturally gifted to use your cunning words to affect peoples moods. Yako kitsune can deceive and persuade better than the average human. You gain proficiency in deception or persuasion.

Thraintar@DND Beyond

Nogitsune

Nogitsune are a perverted version of kitsune. There are three possible cause of the creation of the nogitsune:
  • Necromancy Gone Awry: One kitsune song describes how a necromancer tried to reanimate an army of undead kitsune. Kitsune no matter what state of death, values freedom above all. But due to this curse of undeath, the nogitsune envies the living.
  • Underdark Madness: A children's story tells a terrifying detail about a group of kitsune who sheltered themselves in the underdark in order to seek shelter from a cataclysm. During their stay they became lost. One by one kitsune fall into madness from the unspeakable horrors of the underdark. One kitsune manage to surfaced to tell the tale before he turned into a nogitsune.
  • Oathbreakers: The holy scroll of Inari describe nogitsune as Zenko kitsune who has renounce their faith of Inari in pursue of darker faiths. In turn Inari cursed them into the monsters they now became. She removed their tails therefore they live as a state of undeath. In order to live, the nogitsune have to have sustenance of blood and flesh instead of conventional food and water. Nogitsune have the same infamy as vampires and succubi because of this.
  Nogitsune have black fur and blood red eyes. Their fangs are more pronounced and a lot more deadly than ordinary kitsune. They use their fangs to drain the life-force of the target and feed on it to heal their wounds.   Note: This is a villainous option that DMs can use to create adversaries for the players. Players who want to build a nogitsune are recommended to play a redemption character.
ability score increase: Con +1
age: Adulthood @ 15, up to a millenia.
alignment: Evil
Size: Medium
speed: 30ft
Languages: Common, Shou, Abyssal
parent race: Kitsune, PF Modified
race features:

Undeath

Due to the nature of undeath you are more resilient to life drain effects. You are resistant to necrotic damage.  

Life Drain

You have the ability to feed of the life-force of a victim. When you make a bite attack the target needs to make a Consitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 necrotic damage on a failed save, and no damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Then the damage you dealt heals you equal to the necrotic damage. After you use your life drain, you can’t use it again until you complete a long rest. Undead and Constructs are immune to this effect.  

Tailess

Due to your curse you have no tails. Therefore you cannot use the Kitsune Magic racial feature.

Thraintar@DnD Beyond

Zenko Kitsune

Zenko Kitsune are known as celestial foxes. Blessed by birth by their deity Inari, Zenko kitsune are more friendly and compassionate than the rest of their brethren. They are good mediators to kitsune/non-kitsune matters. Most of them dedicate their lives to Inari through different means. Some stay in a temple in a community, some are wandering priests, and some are bards. You could never ask for a better friend than a Zenko Kitsune.   Zenko Kitsune have white or golden fur and golden eyes due to being born with Inari's blessing. Most Zenko kitsune don't bother switching to a human form due to the calming aura they emit to others.   Restriction: Zenko Kitsune only worship Inari or a deity similar to Inari.
ability score increase: Cha +1
age: Adulthood @ 15, up to a millenia.
alignment: Lawful Good
Size: Medium
speed:
Languages: Common, Shou, Sylvan, Celestial
parent race: Kitsune, PF Modified
race features:

Inari's Servant

You know the produce flame cantrip. When you reach 3rd level, you learn how to cast the bless once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you learn how to cast aid once with this trait and regain the ability to do so when you finish a short rest. Charisma is your spellcasting ability for these spells.

Apperance

  From Pathfinder: A kitsune has two forms—a single human form and its true form, that of a humanoid fox. In their human forms, kitsune tend toward quickness and lithe beauty. In all forms they possess golden, amber, or brilliant blue eyes. In their true forms, they are covered with a downy coat of auburn fur, although more exotic coloration is possible.     In their natural form kitsune are anthromorphic foxes. Kitsune have fur in various shades of red and brown. Their eyes have vertical slit pupils that have an arrange of colors from cobalt blue to golden yellow. They also have a tail that helps them balance on their legs. Some kitsune have multiple tails but they never have more than nine tails. Due to their diditigrade feet they have a hard time wearing shoes like a human. They also have claws that are more pronounced than a normal humans fingernails but they are impractical to use in combat due to the victim having a shallow scratches as a result. Their fangs on the other hand are deadly if one is not careful. The kitsune uses their fangs as a last resort in close quarters combat.   Zenko Kitsune have white or golden fur and golden eyes due to being born with Inari's blessing. Most Zenko kitsune don't bother switching to a human form due to the calming aura they emit to others.   Nogitsune have black fur and blood red eyes. Their fangs are more pronounced and a lot more deadly than ordinary kitsune. They use their fangs to drain the life-force of the target and feed on it to heal their wounds.  

Mental Prowess

  Kitsune have great mental fortitude that is on par with the high elves. They have remarkable cunning that they use solve problems in the most unlikely solutions imaginable. Due to their familiarity to illusions and enchantments, kitsune often use honeyed words or pranks to oppose their enemies. They can use what humans called 'foxfire', a harmless blue flaming orb that floats above the ground. Skilled kitsune can weave illusions using this ability. Striking with a bargain with a kitsune is dealt with caution. They will find loopholes in every agreement to bypass.  

Tailed Scion

  Kitsune are descendants of their nine-tailed Deity Inari. While its not uncommon to see a kitsune with multiple tails. It is very rare for kitsune to acquire their ninth tail. Kitsune can gain additional tails through hard work and enlightenment. In special circumstances Inari rewards tails to kitsune who has done a good deed. The amount of tails also shows the amount of authority they have in the kitsune political structure. It is rumored that some kitsune can channel their magic through their tails.  

Shapeshifting

  Due to their nature, kitsune had an inborn ability to take a form of a human. Their human form is unique as their natural form. They can shapeshift into a specific human of the same gender. Like humans, both natural and human forms are heredity. Most kitsune in their natural/human form are people from Wa in Kara-Tur. Some kitsune master their shapeshifting art to the point where they can shift into a fox or shift into a person they have seen recently. While this fools most people, the natural disguise can been circumvented by a keen sense of smell or intuition.  

Society

  A kitsune society is not much different than most humans. The "government", if one can call it that, is based of the number of tails. The main difference in kitsune society is that they are free spirited. They don't subjugate their own kind unless its absolutely necessary. The nine tailed kitsune are leaders where the one tailed kitsune being the commoners. Noguitsune are the rouge elements of the kitsune society. Therefore causing an eternal kin-strife between the notgitsune and the other kitsune.  

Marriage

Once a kitsune reaches adulthood around the age of 16, the kitsune will have an annually time of lust. This time usually occur during the spring and lasts for a whole month. It is common for a kitsune to find a spouse during this time.   In the old days, all kitsune have to do in order to get married is to declare their marriage. Now they have adopted human customs of matrimony for fun an amusement. During a ceremony there will be ghostly lights called foxfire and a sunshower to ward off intruders. One rumor is also partly true. They don't like uninvited guests during this ceremony. But when an unlucky soul stumbled into their mist, they take that person and put into a hot pot of water only to be cleaned and then invited to the ceremony.   Kitsune also can mate with humans. While it is rare, the fact is that humans are compatible to create offspring with kitsune. If this the case the human has to go through a kitsune wedding as if he/she is a kitsune. The offspring of the kitsune in this fashion is always kitsune.  

Life

A normal kitsune woman can give birth to average of four kitsune per pregnancy. Due to the high mortality rate for newborn kitsune, only a kit or two will survive the first five years of its life. Because of this a kitsune doesn't get a formal name until the age of five. Once they reach this age the kitsune's family celebrate privately. Once a kitsune reaches adulthood, a coming of age celebration occurs. During this celebration mischief befalls the town the kitsune congregate in for the ceremony. One custom requires the kitsune in their natural form for the whole night.  

Death

When a kitsune dies from natural or unnatural causes, the proper thing to do is to cremate the remains. This is to prevent necromancers to animate the corpse. Then the ashes are distributed back into the nature. Lastly the remaining family members would receive a scroll that tells them about the life of the deceased. These scrolls are written by Inari herself and warded with powerful protection wards. One must have this scroll in order to preform a Resurrection or similar based ritual. Necromancers beware! Trying to create an undead kitsune always results in a Nogitsune. Those who are unfortunate to create them always ended up as their lunch.   THIS VERSION OF THE KITSUNE RACE IS BASED OFF THE PATHFINDER VERSION, CONVERTED TO DND 5e BY Thraintar & Matthias_von_Schwarzwald, AND IS NOT THE OFFICIAL 5e VERSION OF KITSUNE. You can find documentation on their version from here: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/5719-kitsune-race-pathfinder-version, https://www.dndbeyond.com/races/17205-kitsune

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

PHB, page 218

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
At higher levels: Once you reach 5th level, the spell's duration increases to 1 minute and it also protects you the first time you take bludgeoning, slashing or piercing damage after the end of your next turn. This increases to two times at 11th level and three times at 17th level.
Available for: Bard, Sorcerer, Warlock, Wizard

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action (part of a melee weapon attack)
Range/Area: Self (5-foot radius)
Components: S, M
Materials: a melee weapon worth at least 1 sp
Duration: Instantaneous
Damage/Effect: Fire
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you.   On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it.   The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level ( 2d8 and 2d8 ) and 17th level ( 3d8 and 3d8 ).
Available for: Artificer, Sorcerer, Warlock, Wizard

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 ft
Components: V, M
Materials: a weapon
Duration: 1 Round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels.   At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
Available for: Artificer, Sorcerer, Swordmage, Warlock, Wizard

PHB, p230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: A pinch of phosphorus, a bit of wychwood, or a glowworm
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Each light sheds dim light in a 10-foot radius. You can also combine the four lights into one vague glowing form of your chioce of Medium size that sheds bright light for 10-foot radius and dim light for an additional 10-foot radius.   As a bonus action on your turn, you can move the light(s) up to 60 feet to a new spot within range. Seperate lights created by this spell must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range or if targeted by another spell.
At higher levels: You can create an additional two lights once you reach 5th level (total of 6), two more at 11th level (total of 8) and another two when you reach 17th level (total of 10).
Available for: Artificer, Bard, Sorcerer, Wizard

Lightning Lure

0-level (Cantrip) Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 15 ft
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

XGtE

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

PHB p233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Artificer, Bard, Sorcerer, Wizard

Level 1 Spells

Source: PHB, page 224

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: A pinch of soot and salt
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Available for: Sorcerer, Wizard

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90 ft
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 ft of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
  Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

Tasha's Hideous Laughter

1-level Enchantment

Range/Area: 30 ft
Components: V, S, M
Materials: Tiny Tarts and a Feather that is waved in the air
Attack/Save: Wisdom Saving Throw
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Savng 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 turn, 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.
Available for: Bard, Wizard

SRD

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

PHB p239

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: V, M
Materials: A small feather or a piece of down
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Artificer, Bard, Sorcerer, Wizard

Tenser's Floating Disk

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10 foot deep pit, nor could it leave such a pit if it were created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Available for: Wizards

Level 2 Spells

Xanathar's Guide to Everything

Dragon's Breath

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S, M
Materials: a hot pepper
Duration: Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Sorcerer, Wizard

Elemental Evil Player's Companion

Aganazzar's Scorcher

2-level Evocation

Casting Time: 1 Action
Range/Area: 30 ft
Components: V, S, M
Materials: a red dragon's scale
Duration: Instantaneous
Attack/Save: DEX Save
Damage/Effect: Fire
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Pyrotechnics

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: vs
Duration: instantaneous
Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.   Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.   Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Flaming Sphere

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw
Damage/Effect: fire

A 5 foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20 foot radius and dim light for an additional 20 feet.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Fizban's Treasury of Dragons

Nathair's Mischief

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft (20ft radius)
Components: S,M
Materials: A Piece Of Crust From An Apple Pie
Duration: 1 Minute
Attack/Save: None
Damage/Effect: Crowd Control
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
 
d4 Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.
Available for: Bard, Sorcerer, Wizard, Dragon Thrall

SCC

Kinetic Jaunt

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Concentration, up to 1 minute
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
  • Your walking speed increases by 10 feet.
  • You don't provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Available for: Artificer, Bard, Sorcerer, Wizard

Level 3 Spells

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. Make an ability check using your spellcasting ability, adding your proficiency bonus. The DC equals the creature's spell save DC, if the spell the creature cast was higher then the level this spell was cast at, minus the difference between the two from your ability check, if the spell the creature cast was lower then the level this spell was cast at add the difference between the two to your ability check. On a success, the creature’s spell fails and has no effect.
Available for: Sorcerer, Warlock, Wizard

FToD

Flame Stride

3-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: 1 minute
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
  When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

XGtE

Minute Meteors

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: niter, sulfur, and pine tar formed into a bead
Duration: 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a 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 level or higher, the number of meteors created increases by two for each slot level above 3rd.

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: fire

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

PHB

Magic Circle

3-level Abjuration

Casting Time: 1 minute
Range/Area: 10ft
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.   Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:  
  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
  When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

Acquisitions Inc.

Incite Greed

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: a gem worth at least 50 gp
Duration: Concentration, up to 1 minute
Attack/Save: WIS
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.   At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Available for: Cleric, Sorcerer, Warlock, Wizard

Level 4 Spells

Player's Handbook

Wall of Fire

4-level Evocation

Range/Area: 120ft
Components: V,S,M
Materials: A small piece of phosphorus
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th
Available for: Druid, Sorcerer, Wizard

Basic Rules, pg. 246

Greater Invisiblity

4-level Illusion

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: 1 Minute
Damage/Effect: Invisible
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Critical Role

Widogast's Web of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: A cat's cradle of thread or string coated in phosphorus
Duration: Instantaneous
Damage/Effect: DEX/8d6
Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.   Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one.   The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Level 5 Spells

Xanathar's Guide to Everything

Synaptic Static

5-level Enchantment

Casting Time: 1 Action
Range/Area: 120ft, 20ft radius sphere
Components: V, S
Duration: Instantaneous
Attack/Save: Intelligence Save
Damage/Effect: 8d6 Psychic
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.   After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Available for: Bard, Sorcerer, Warlock, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.

Homebrew

Maple Leaf Fans

Tool

Uncommon

Dual accessory fans used for performances in the shape of maple leaves. They are delicate and lovely, meant to sway to the movement of its users like leaves dancing in the wind.



Created by

freakmoch.

Statblock Type

Character Sheet (latest)

Link/Embed