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Finn

5 Level (0/14000 XP for level-up) Wildspacer Background Human (Custom Lineage) Race / Species / Heritage Alignment
Artificer
Level 1
Hit Dice: 1/1
1d8+2 Class 1
Wizard
Level 4
Hit Dice: 3/4
1d6+2 Class 2

STR
8
-1
DEX
18
+4
CON
14
+2
INT
16
+3
WIS
10
+0
CHA
8
-1
38
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
40/50
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+4 Dexterity
+7 Constitution
+6 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
-1 Deception CHA
+3 History INT
+0 Insight WIS
-1 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+2 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+7 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +7 DEX 1d8+4 piercing
 Finesse
Dagger +7 DEX 1d4+4 piercing
 Finesse
Sling +7 DEX 1d4+4 bludgeoning
 Ammunition, Range (30/60)
Light Crossbow +2 STR 1d8-1 piercing
 Ammunition (20), Loading, (Range 80/320), Two-Handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +6 1 A 10m Concentration 1min
 Notes:Target can roll a d4 and add the number rolled to one ability check
Chill Touch +6 1 A 40m Instant 2d8
 Notes:[Necro] Target can’t regain hit points until the start of your next turn. If undead, it has disadvantage on attack rolls against you until the end of your next turn.
Booming Blade +6 1 A Melee Instant 2d8
 Notes:[Thunder] Dmg triggers if the target moves
Minor Illusion +6 1 A 10m 1min
Green-Flame Blade +6 1 A Melee Instant 2d8+6
 Notes:[Fire] Target + 1d8 / Secondary target 1d8+6

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire +6 1 A 20m Concentration 1min
 Notes:[Dex save DC14] 7m cube area, glow, Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Cure Wounds +6 1 A touch Instant 1d8+6
 Notes:Heals
False Life 1 A Self 1h 1d4+4
 Notes:Temp HP

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +6 1 A touch Instant 1d8+6 +
 Notes:Heals
False Life 1 A Self 1h 1d4+4 +
 Notes:Temp HP

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +6 1 A touch Instant 1d8+6 +
 Notes:Heals
False Life 1 A Self 1h 1d4+4 +
 Notes:Temp HP

Class Features:


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

Magical Tinkering
To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

   - The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

   - Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

   - The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

   -A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Subclass Features:


Bladesong
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

   - You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
   - Your walking speed increases by 10 feet.
   - You have advantage on Dexterity (Acrobatics) checks.
   - You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
   - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.


Background Feature:


Wildspacer

Wildspace Adaptation
You gain the Tough feat. In addition, you learned how to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls.

Feat:



Mobile
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


Features & Traits
A belaying pin (club)
a set of traveler's clothes
a grappling hook
50 feet of hempen rope
a studded leather armor
thieves’ tools
a dungeoneer’s pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Spell save DC = 8 + your proficiency bonus + your Int modifier = 14
Spell attack modifier = your proficiency bonus + your Int modifier = +6

Cantrips



Booming Blade

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: Sorcerer, Warlock, Wizard

Guidance

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

Minor Illusion

Casting Time: 1 action
Range/Area: 30 ft
Components: Somatic, Material
Materials: A bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object- such as a chair, muddy footprints, or a small chest- it must be no larger than a 5ft cube. The image cannot create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
At Higher Levels: At 5th Level. When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.
At 11th Level. The spell has a range of 60 feet.
At 17th Level. You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.
Available For: Bard, Sorcerer, Warlock, Wizard

Green-Flame Blade

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: Sorcerer, Warlock, Wizard

Fire Bolt

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
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: Wizard, Sorcerer

Level 1 Spells (4 slots)



Faerie Fire

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Save
Each object in a 20-foot cube within range is outlined in a color of your choice. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available For: Bard, Druid, Inventor

False Life

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A small amount of alcohol or distilled spirits, or focus
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

Find Familiar

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 ft.
Components: Verbal, Somatic, Material
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Cure Wounds

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Frost Fingers

Casting Time: 1 action
Range/Area: Self (15 foot cone)
Components: V,S
Duration: Instantaneous
Attack/Save: Con
Damage/Effect: Cold
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell 2nd level or higher, the damage increases by 1d8 for each level above 1st.
Available For: Wizard

Shield

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

Mage Armor

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Duration: 8 hours
Attack/Save: None
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it. Until the spell ends, the target's base AC is equal to 13 + their Dexterity modifier.
Available For: Wizard, Sorcerer

Absorb Elements

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: At Higher Levels. When you cast this spell 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Available For: Druid, Ranger, Sorcerer, Wizard

Misty Step

Casting Time: 1 Bonus Action
Range/Area: Self
Duration: Instantaneous
Components: V
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Available For: Druid, Paladin, Sorcerer, Warlock, Wizard

Level 2 Spells (3 slots)



Shadow Blade

Casting Time: 1 bonus action
Range/Area: self
Components: VS
Duration: up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels: When you cast this spell 3rd or 4th level, the damage increases to 3d8. When you cast it at 5th or 6th level, the damage increases to 4d8. When you cast it at of 7th level or higher, the damage increases to 5d8.
Available For: Sorcerer, Warlock, Wizard

Shatter

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A chip of mica, or focus
Duration: instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels: When you cast this spell 3rd level or higher, the damage increases by 1d8 for each level above 2nd.
Available For: Bard, Sorcerer, Warlock, Wizard

Darkness

Casting Time: 1 Action
Range/Area: 60ftComponents: V, M
Materials: bat fur and a drop of pitch or piece of coal
Duration: Concentration, Up to Ten Minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Available For: Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Monk (Way of Shadow), Paladin (Oathbreaker), Rogue (Arcane Trickster)
Spellcasting
Armor: Light armor, medium armor, shields
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, simple weapons, rapiers
Tools: Navigator's tools, vehicles (space), thieves’ tools, tinker’s tools, herborist tools

Languages & Proficiencies


™ & © 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

The statblocks of your class features

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Replacement Series

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Magic enhances your words as you advise one creature that can see and understand you within range. Once before the spell ends, the target can roll 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.   A creature with 4 Intelligence or higher that perceives your spellcasting is aware of its magical influence and responds accordingly.
At higher levels: At 5th Level. You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.
At 11th Level. When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.
At 17th Level. You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration.
Available for: Cleric, Druid

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: Sorcerer, Warlock, Wizard

Player's Handbook 5E (WoC)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 ft
Components: Somatic, Material
Materials: A bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object- such as a chair, muddy footprints, or a small chest- it must be no larger than a 5ft cube. The image cannot create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
At higher levels: At 5th Level. When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.
At 11th Level. The spell has a range of 60 feet.
At 17th Level. You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.
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: Sorcerer, Warlock, Wizard

PHB

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120ft
Components: V,S
Duration: 1 round
Attack/Save: ranged
Damage/Effect: necrotic
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: 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

Level 1 Spells

PHB p239 (modified)

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Save
Each object in a 20-foot cube within range is outlined in a color of your choice. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Bard, Druid, Inventor

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell 2nd level or higher, the healing increases by 1d8 for each level above 1st.
Available for: Bard, Druid, Cleric, Paladin, Ranger

PHB pg 240

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 ft.
Components: Verbal, Somatic, Material
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell 2nd level or higher, you gain 5 additional Temporary Hit Points for each level above 1st.
Available for: Inventor, Sorcerer, Wizard

Replacement Series

Frost Fingers

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cone)
Components: V,S
Duration: Instantaneous
Attack/Save: Con
Damage/Effect: Cold
A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failure, a creature takes 2d8 cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and isn't slowed.
At higher levels: When you cast this spell 2nd level or higher, the damage increases by 1d8 for each level above 1st.  
Available for: Wizard

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

PHB

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Duration: 8 hours
Attack/Save: None
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it. Until the spell ends, the target's base AC is equal to 13 + their Dexterity modifier.
Available for: Wizard, Sorcerer

Replacement Series

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
You create an elemental ward, gaining resistance to the triggering damage. When you cast the spell, you can choose to either extend the resistance until the end of your next turn, or you can cause your next weapon attack before the end of your next turn to deal an additional 1d8 damage of the triggering type and an additional effect depending on the triggering damage type.  
  • Acid. The target takes 1d4 acid damage at the end of its next turn. Cold. The target's speed is reduced by 10 feet until the end of your next turn. Fire. The attack ignites flammable objects not being worn or carried. Lightning. The target can't take reactions until the start of its next turn. Thunder. The target is deafened until the end of its next turn.
At higher levels: At Higher Levels. When you cast this spell 2nd level or higher, the extra damage increases by 1d8 for each level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

PHB

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Druid, Paladin, Sorcerer, Warlock, Wizard

Level 2 Spells

SRD

Shadow Blade

2-level Illusion

Casting Time: 1 bonus action
Range/Area: self
Components: VS
Duration: up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At higher levels: When you cast this spell 3rd or 4th level, the damage increases to 3d8. When you cast it at 5th or 6th level, the damage increases to 4d8. When you cast it at of 7th level or higher, the damage increases to 5d8.
Available for: Sorcerer, Warlock, Wizard

SRD

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A chip of mica, or focus
Duration: instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: When you cast this spell 3rd level or higher, the damage increases by 1d8 for each level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Darkness

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, M
Materials bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.   If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Monk (Way of Shadow), Paladin (Oathbreaker), Rogue (Arcane Trickster)

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