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Qorin Secret

10 Level (64,000/85000 XP for level-up) Charlatan Background Tiefling (Dispater) Race / Species / Heritage Chaotic Neutral Alignment
Wizard
Level 10
Hit Dice: 10/10
1d6+3 Class 1

STR
8
-1
DEX
16
+3
CON
16
+3
INT
15
+2
WIS
11
+0
CHA
12
+1
58
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+3 Dexterity
+3 Constitution
+6 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+5 Deception CHA
+2 History INT
+4 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+7 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +3 STR 1d6-1 Bludgeoning
 Versatile (1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Blade Ward +6 1 Self 1 round V,S
 Notes:Spell gives resistance to slashing, piercing, bludgeoning damage from weapons.
+6 1 30 ft Concentration, 1 round S
 Notes:Spell involves choosing a target. The caster now has advantage attack rolls on target.
+6 1 120 ft Concentration, 1 min V,S,M
 Notes:Spell creates up to 4 lights that can appear as lanterns, torches, or glowing orbs that hover in the air. The 4 lights can be combined into 1 to make a glowing vaguely humanoid form of Medium Size. Each light (even the fusion one) shed light in a 10ft radius. As a bonus action you can move the lights up to 60ft to a new, in-range spot. Lights cannot be further than 20ft from each other or else the out of range one will disappear.
+6 1 120 ft 1 round V,S,M
 Notes:Spell whispers a message to a target within range, only target can hear message, target can whisper a response which only the caster can hear. For simplicity the spell can't go through walls but it can turn corners and go through openings to reach the target.
Thaumaturgy +5 1 30 ft 1 min V
 Notes:Spell manifests a minor wonder, a sign of supernatural power within range. It can create one of the following effects within range- 1. Cause the voice of the caster to boom to 3x the volume for 1 minute. 2. Cause flames to either flicker, brighen, dim, or change color. 3. Cause harmless tremors to appear below the ground for 1 minute. 4. Create an instantaneous sound that originates from a point. 5. Cause an unlocked door or window to fly open or slam shut. 6. Cause the caster to alter the appearance of their eyes for 1 minute. There can be up to 3 lingering effects at a time but additional effects need to be cast individually.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +6 1 30 ft 1 hr V,S
 Notes:Spell can be cast on a humanoid in range in an attempt to charm them. The target must succeed on a wisdom saving throw to prevent itself from being charmed (it does this at an advantage if it is in combat with the caster or their party). Once charmed it acts as a friendly acquaintance to the caster. The caster can socialize with the target at an advantage during this state. If the charmed target takes damage at all or the duration ends, it is reverted back to normal and it knows it was charmed and who charmed them. At the current level (10) this spell can charm up to 4 targets at once as long as they are all in range.
+6 1 Self 1 hr V,S,M
 Notes:When spell is cast, during the duration understand the literal meaning of any spoken language heard by the caster. Caster can also understand any written language as long as they are touching the surface of the text. This cannot be used to decode messages or glyphs however.
Mage Armor +6 1 Touch 8 hrs V,S,M
 Notes:Spells gives a base AC of 13+ Target's Dexterity Modifier to any willing creature or the castor as long as they are not wearing armor. Effect can end from the target putting on armor or the caster dismissing the spell.
Shield +6 1 Reaction Self 1 round V,S
 Notes:When attacked the spell can be used as a reaction to give the caster an invisible barrier that grants +5 AC for one round. It lasts until the caster's next turn and is completely immune to magic missile.
Ray of Sickness +6 1 60 ft Instantaneous 2d8 V,S
 Notes:Spell sends out a ray of greenish energy in a ranged attack. If the ray hits a target they take 2d8 poison damage and must succeed on a Constitution Saving Throw or be poisoned until the end of the caster's next turn. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.
Witch Bolt +6 1 30 ft Concentration, 1 min 1d12 V,S,M
 Notes:The spell launches a crackling blue bolt toward the target, forming an arc between lightning between the caster and target. The spell is a ranged attack and on hit it initatially does 1d12 lightning damage and on each of the caster's turns during the duration the caster can choose to use an action to inflict another 1d12 of lightning damage onto the target. The spell ends if the caster does any action except inflicting more lightning damage on the target. The spell also ends if the target leaves the range or if the target gets behind full cover from the caster's location. The damage of the initial hit can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d12 for each slot level above 1st.
Chromatic Orb +6 1 90 ft Instantaneous 3d8 V,S,M
 Notes:Spell hurls a 4-inch diameter sphere of energy. The caster can choose the type of the orb. The orb can be acid, cold, fire, lightning, poison or thunder. Once the orb is selected it can be thrown as a ranged attack that does 3d8 damage of whatever the type was. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.
Expeditious Retreat +6 1 Bonus Action Self Concentration, 10 mins V,S
 Notes:This spell can be used to give a passive buff to the caster allowing them to use a dash immediately that turn and then a dash every following round as a bonus action. This spell uses concentration however so getting hit or distracted risks ending the spell early

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Ray of Sickness +6 1 60 ft Instantaneous 2d8 + V,S
 Notes:Spell sends out a ray of greenish energy in a ranged attack. If the ray hits a target they take 2d8 poison damage and must succeed on a Constitution Saving Throw or be poisoned until the end of the caster's next turn. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.
Witch Bolt +6 1 30 ft Concentration, 1 min 1d12 + V,S,M
 Notes:The spell launches a crackling blue bolt toward the target, forming an arc between lightning between the caster and target. The spell is a ranged attack and on hit it initatially does 1d12 lightning damage and on each of the caster's turns during the duration the caster can choose to use an action to inflict another 1d12 of lightning damage onto the target. The spell ends if the caster does any action except inflicting more lightning damage on the target. The spell also ends if the target leaves the range or if the target gets behind full cover from the caster's location. The damage of the initial hit can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d12 for each slot level above 1st.
Chromatic Orb +6 1 90 ft Instantaneous 3d8 + V,S,M
 Notes:Spell hurls a 4-inch diameter sphere of energy. The caster can choose the type of the orb. The orb can be acid, cold, fire, lightning, poison or thunder. Once the orb is selected it can be thrown as a ranged attack that does 3d8 damage of whatever the type was. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Ray of Sickness +6 1 60 ft Instantaneous 2d8 + V,S
 Notes:Spell sends out a ray of greenish energy in a ranged attack. If the ray hits a target they take 2d8 poison damage and must succeed on a Constitution Saving Throw or be poisoned until the end of the caster's next turn. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.
Witch Bolt +6 1 30 ft Concentration, 1 min 1d12 + V,S,M
 Notes:The spell launches a crackling blue bolt toward the target, forming an arc between lightning between the caster and target. The spell is a ranged attack and on hit it initatially does 1d12 lightning damage and on each of the caster's turns during the duration the caster can choose to use an action to inflict another 1d12 of lightning damage onto the target. The spell ends if the caster does any action except inflicting more lightning damage on the target. The spell also ends if the target leaves the range or if the target gets behind full cover from the caster's location. The damage of the initial hit can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d12 for each slot level above 1st.
Chromatic Orb +6 1 90 ft Instantaneous 3d8 + V,S,M
 Notes:Spell hurls a 4-inch diameter sphere of energy. The caster can choose the type of the orb. The orb can be acid, cold, fire, lightning, poison or thunder. Once the orb is selected it can be thrown as a ranged attack that does 3d8 damage of whatever the type was. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Ray of Sickness +6 1 60 ft Instantaneous 2d8 + V,S
 Notes:Spell sends out a ray of greenish energy in a ranged attack. If the ray hits a target they take 2d8 poison damage and must succeed on a Constitution Saving Throw or be poisoned until the end of the caster's next turn. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.
Witch Bolt +6 1 30 ft Concentration, 1 min 1d12 + V,S,M
 Notes:The spell launches a crackling blue bolt toward the target, forming an arc between lightning between the caster and target. The spell is a ranged attack and on hit it initatially does 1d12 lightning damage and on each of the caster's turns during the duration the caster can choose to use an action to inflict another 1d12 of lightning damage onto the target. The spell ends if the caster does any action except inflicting more lightning damage on the target. The spell also ends if the target leaves the range or if the target gets behind full cover from the caster's location. The damage of the initial hit can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d12 for each slot level above 1st.
Chromatic Orb +6 1 90 ft Instantaneous 3d8 + V,S,M
 Notes:Spell hurls a 4-inch diameter sphere of energy. The caster can choose the type of the orb. The orb can be acid, cold, fire, lightning, poison or thunder. Once the orb is selected it can be thrown as a ranged attack that does 3d8 damage of whatever the type was. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Ray of Sickness +6 1 60 ft Instantaneous 2d8 + V,S
 Notes:Spell sends out a ray of greenish energy in a ranged attack. If the ray hits a target they take 2d8 poison damage and must succeed on a Constitution Saving Throw or be poisoned until the end of the caster's next turn. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.
Witch Bolt +6 1 30 ft Concentration, 1 min 1d12 + V,S,M
 Notes:The spell launches a crackling blue bolt toward the target, forming an arc between lightning between the caster and target. The spell is a ranged attack and on hit it initatially does 1d12 lightning damage and on each of the caster's turns during the duration the caster can choose to use an action to inflict another 1d12 of lightning damage onto the target. The spell ends if the caster does any action except inflicting more lightning damage on the target. The spell also ends if the target leaves the range or if the target gets behind full cover from the caster's location. The damage of the initial hit can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d12 for each slot level above 1st.
Chromatic Orb +6 1 90 ft Instantaneous 3d8 + V,S,M
 Notes:Spell hurls a 4-inch diameter sphere of energy. The caster can choose the type of the orb. The orb can be acid, cold, fire, lightning, poison or thunder. Once the orb is selected it can be thrown as a ranged attack that does 3d8 damage of whatever the type was. The damage can be increased by using a 2nd Spell Slot or higher to use the spell; the damage is increased by 1d8 for each slot level above 1st.
Darkvision. Thanks to your infernal heritage, you
have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray

Hellish Resistance. You have resistance
to fire damage.

Legacy of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Arcane Recovery. You have learned to regain some of your magical energy
by studying your spellbook. Once per day when you
finish a short rest, you can choose expended spell slots
to recover. The spell slots can have a combined level that
is equal to or less than half your wizard level (rounded
up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover
up to two levels worth of spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition: Evocation

Evocation Savant. Gold and Time spent to copy an evocation spell into a spell book is halved

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

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

Empowered Evocation. Beginning at 10th level, you can add your Intelligence
modifier to the damage roll of any wizard evocation
spell you cast.

Favorite Scheme- Charlatan:
I love to sneak up on people in the middle of their conversation, remaining undetected while they spout out their deepest secrets.

False Identity
You have created a second identity that includes
documentation, established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including official
papers and personal letters, as long as you have seen an
example of the kind of document or the handwriting you
are trying to copy.

Features & Traits
Component Pouch

Scholar's Pack:
Includes a backpack, a book of
lore, a bottle of ink, an ink pen, 10 sheets of parchment, a
little bag of sand, and a small knife.

Charlatan Equipment:
A set of fine clothes, a disguise kit, and a belt pouch containing 15gp.

Spell book

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
Tools: Disguise kit, forgery kit

Languages. You can speak, read, and write Common
and Infernal

Languages & Proficiencies
I am quiet and usually do not participate in conversation unless I am addressed. I am always listening intently however and if I hear something of my interest, I will jump in to a private conversation and negotiate for more information when I get the chance. And my kind nature often makes it easier for me to gain the trust of valuable secret holders and allies. But sometimes, it is best to spy from the shadows than to directly confront.

Personality Traits
Servitude. As an agent and servant I always stay on task of fufilling my duty and I always follow the commands of my Lord. I only obey commands of others and build positive relationships with others if it benefits me and my pursuit of secrets. I am particulary fond of having friends and allies as they usually begin to trust me with their secrets over time and they often lead me to other people (usually with their own high-end secrets) which ultimately benefits my master in the form of a constant income of secrets.

Ideals
I have a special link to Dispater, as he has chosen me to be one of his agents. As an agent it is my duty to serve him and only him by feeding him secrets and knowledge I aquire from others. I believe he is the most high under Asmodeus and I only follow the rules that he has to abide by. I'm aware however that breaking the laws of the locals can get me into serious trouble which could hinder and possibly halt my pursuit of secrets, so for this reason alone I abide by the local laws whenever necessary if it means keeping my ability to continue feeding Dispater with bountiful amounts of valuable secrets.

Bonds
My plans of serving Dispater can sometimes conflict with the plans of my allies, causing me to get distracted off the main objectives of my allies and focus more on securing secrets which can put them or even myself in danger; after all, a guard quietly monologuing to himself about an embarassing mistake he made earlier is too hard of a secret to ignore tuning into to. Sometimes during a negotiation for secrets I may bargain off valuables of incredible usefulness to me or my friends which oftens leads me with an lackluster secret and an angry or dissappointed friend.

Flaws
Appearance
Sex: Male
Height: 6'3"
Weight: 155lbs
Skin Tone: Tan
Eye Color: Purple
Hair Color: Black

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook 5E (WoC)

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
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.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Up to 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric, Sorcerer (Divine Soul)

Level 1 Spells

Players Handbook Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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

PHB

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials a piece of cured leather

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 becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Shield

1-level Abjuration

Casting Time 1 reaction
Range Self
Duration 1 round
Components V, S

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.

Class(es): Sorcerer, Wizard

PHB

Ray of Sickness

1-level Necromancy

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Sorcerer, Wizard, Artificer (Alchemist), Cleric (Death Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Undying)

PHB

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Chromatic Orb

1-level Evocation

Casting Time 1 Action
Range 90ft
Duration Instantaneous
Components V, S, M
Materials a diamond worth at least 50gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Expeditious Retreat

1-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Class(es): Artificer, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

PHB

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

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.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

Level 2 Spells

PHB

Blindness/Deafness

2-level Necromancy

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Bard, Cleric, Sorcerer, Wizard, Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend),

PHB

Scorching Ray

2-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.   Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend)

PHB

Hold Person

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

Level 3 Spells

Player's Handbook

Fireball

3-level Evocation

Casting Time 1 action
Range 150 feet
Duration Instantaneous
Components V,S,M (ball of bat guano and sulfur)

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius 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.

Class(es): Sorcerer, Wizard

Bestow Curse (D)

3-level Necromancy

Casting Time 1 Action
Range Touch
Duration Concentration, 1 Minute
Components V, S

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:  

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
  A Remove Curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Class(es): Bard, Cleric, Wizard

PHB

Lightning Bolt

3-level Evocation

Casting Time 1 Action
Range Self (100 ft. line)
Duration Instantaneous
Components V, S, M
Materials A bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line 100 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. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning 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.

Class(es): Sorcerer, Wizard

Level 4 Spells

PHB

Ice Storm

4-level Abjuration

Casting Time 1 Action
Range 300ft
Duration Instantaneous
Components V, S, M

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)

PHB

Wall of Fire

4-level Evocation

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small piece of phosphorus

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.

Class(es): Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Forge Domain), Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster), Warlock (The Celestial), Warlock (The Fiend)

PHB

Mordenkainen's Faithful Hound

4-level Conjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny silver whistle, a piece of bone, and a thread

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.   The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.   At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Otiluke's Resilient Sphere

4-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.   Nothing — not physical objects, energy, or other spell effects — can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.   The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.   A Disintegrate spell targeting the globe destroys it without harming anything inside it.

Class(es): Artificer, Wizard, Cleric (Protection Domain), Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster)

Level 5 Spells

Dominate Person

5-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Concentration, Up to 1 minute
Components V, S

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.   While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the 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.

Class(es): Bard, Sorcerer, Wizard, Cleric (Order, Trickery), Paladin (Oathbreaker, Conquest), Warlock (Archfey, Great Old One)

Player's Handbook

Telekinesis

5-level Transmutation

Casting Time 1 action
Range 60 feet
Duration Concentration, Up to 10 minutes
Components V, S

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

  • Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
  • Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Class(es): Sorcerer, Wizard, Warlock (Great Old One)

Geas

5-level Enchantment

Casting Time 1 minute
Range 60 feet
Duration 30 days
Components V

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.   You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.   You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.
At higher levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Class(es): Bard, Cleric, Druid, Paladin, Wizard, Sorcerer (Divine Soul)

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