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Coda Ishmael

6 Level (0/23000 XP for level-up) Sailor( Bad Reputation ) Background Aasimar/Human (Fallen) Race / Species / Heritage (Lawful/Good)/(Chaotic/Evil) Alignment
Bard/Creation
Level 5
Hit Dice: 5/5
1d8+3 Class 1
Warlock(Lurker in the Deep)
Level 1
Hit Dice: 1/1
1d8+3 Class 2

STR 10

+0

DEX 16

+3

CON 16

+3

INT 8

-1

WIS 12

+1

CHA 20

+5

61
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
5 / 5
Bardic Inspiration(d8)
1 / 1
healing hands
1 / 1
Song of Rest
0 / 15
Blood Charges
1 / 1
Warlock Spell
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
+0 Strength
+6 Dexterity
+3 Constitution
-1 Intelligence
+4 Wisdom
+8 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+6 Deception CHA
+0 History INT
+2 Insight WIS
+6 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+7 Perception WIS
+6 Performance CHA
+11 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+9 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+3 Piercing
 Finesse
Club +3 STR 1d4 Bludgeoning
 Light
Bloodbound Katana +3 DEX 1d10+3 Slashing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light 1 Action Touch 1 hour
Vicious Mockery 1 Action 60 feet Instantaneous 1d6 V
 Notes:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Mage Hand 1 Action 30 feet 1 minute
Eldritch Blast 1 Action 120 Instantaneous 1d10
Mind Sliver 1 Action 60 1 round 1d6
 Notes:You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery 1 Action 60 feet Instantaneous 1d6 + V
 Notes:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Unearthly Chorus (UA) 1 Action Self (30-foot radius) Concentration, up to 10 minutes V
 Notes:Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.
Dissonant Whispers +4 1 Action 60 feet Instantaneous 3d6 V
 Notes:You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Command +4 1 Action 60 ft 1 Round V
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Silvery Barbs +8 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw 60 ft Instantaneous V
 Notes:You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Cure Wounds +8 1 action Touch Instantaneous 1d8+CHA
 Notes: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.
Earth Tremor +8 1 action Self (10-foot radius) Instantaneous 1d6
 Notes:You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
Hex +8 1 bonus action 90 Concentration, up to 1 hour 1d6
Arms of Hadar +8 1 Action Self (10-foot radius) Instantaneous 2d6

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery 1 Action 60 feet Instantaneous 1d6 + V
 Notes:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Dissonant Whispers +4 1 Action 60 feet Instantaneous 3d6 + V
 Notes:You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Command +4 1 Action 60 ft 1 Round V
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Cure Wounds +8 1 action Touch Instantaneous 1d8+CHA +
 Notes: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.
Earth Tremor +8 1 action Self (10-foot radius) Instantaneous 1d6 +
 Notes:You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
Heat Metal +8 1 action 60 feet Concentration, up to 1 minute 2d8
 Notes:Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Crown of Madness +8 1 action 120 feet Concentration, up to 1 minute
 Notes:One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Arms of Hadar +8 1 Action Self (10-foot radius) Instantaneous 2d6 +

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery 1 Action 60 feet Instantaneous 1d6 + V
 Notes:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Dissonant Whispers +4 1 Action 60 feet Instantaneous 3d6 + V
 Notes:You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Command +4 1 Action 60 ft 1 Round V
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Cure Wounds +8 1 action Touch Instantaneous 1d8+CHA +
 Notes: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.
Earth Tremor +8 1 action Self (10-foot radius) Instantaneous 1d6 +
 Notes:You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
Hypnotic Pattern +8 1 action 120 Concentration, up to 1 minute
 Notes:You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Heat Metal +8 1 action 60 feet Concentration, up to 1 minute 2d8 +
 Notes:Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Motivational Speech +8 1 minute 120 feet 1 hour
 Notes:Duration: 1 hour Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
Mass Healing Word +8 1 bonus action 60 feet Instantaneous 1d4+CHA(Choose 6)
Arms of Hadar +8 1 Action Self (10-foot radius) Instantaneous 2d6 +
Cult of the Dragon Initiate
Dragon’s Terror. You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours.

Inspired by Fear. When you cause a creature to have the Frightened condition and you are the source of its fear, you can gain Heroic Inspiration if you lack it. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Mote of Potential
whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.

Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.

Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).

Performance of Creation
as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus.

Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes

Necrotic Shroud
you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.

Darkvision. 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 discern colors in that darkness only as shades of gray.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Features & Traits
Leather Armor(Light)
Rapier(Finesse)
Club
(50ft)Silk Rope
(100ft) Rope
Slab of marbel
common Cloths
Picture of their crew
5 Rings ????
Headphones from Animus
(Bloodletter Quill-
1d4 Slashing
You gain a +1 bonus to attack and damage rolls made with this weapon.
Blood Bound: This dagger can be used as an Arcane Focus. Whenever you hit a creature with a spell attack, you can slash yourself with the dagger as a bonus action. If you do, you may reroll the damage dealt.
Bloodchannel:If you are below one quarter of your maximum hp, you can use an action and expand a spell slot of level 4 or lower. If you do, you can cast any spell from the Warlock or Wizard spell list. The level of the spell must be equal to or lower than the spell slot expended. Once used, this ability cannot be used until the next day.)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 510, Platinum: 0 Money
Common
Celestial
Draconic
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Voice, Thieves' tools, Lyre, Navigator's tools, vehicles (water)

Languages & Proficiencies
I enjoy sailing into new ports and making new friends over a flagon of ale.
I'm driven by a wanderlust that led me away from home.
Sarcasm and insults are my weapons of choice.
I pocket anything I see that might have some value.
I would rather make a new friend than a new enemy.
I change my mood or my mind as quickly as I change key in a song.
I feel tremendous empathy for all who suffer.
I'm confident in my own abilities and do what I can to instill confidence in others.
I have multiple personalities(One is clinically insane)
Always listening to music

Personality Traits
I like seeing the smiles on people's faces when I perform. That's all that matters
The stories, legends, and songs of the past must never be forgotten.
When I perform, I make the world better than it was
My talents were given to me so that I could use them to benefit the world
If I can attain more power, no one will tell me what to do
Chains are meant to be broken, as are those who would forge them
The sea is freedom--the freedom to go anywhere and do anything
Art should reflect the soul; it should come from within and reveal who we really are

Ideals
Their crew is her adoptive family
The captain of the Crew is their mother in her eyes
She would sing for the children to pass whenever they would dock to stock up on food
She would always sing to keep herself company well at sea
Growing up on the sea made her very comfortable with the sound of water clashing against itself and the smell of salt water

Bonds
I'd rather kill someone in their sleep than fight fair.
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
I'd risk too much to uncover a lost bit of knowledge.
I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
I am easily distracted by the promise of information.
Unlocking an ancient mystery is worth the price of a civilization.

Flaws
They were born in the fey lands and their mother had made a deal with a fey with which they gave their first born in return for riches.
Some pirates' came to the fey lands in search of treasure, they ran into the fey which Coda was left with, their captain had seen me Coda had looked like her deceased daughter, she had traded her memories of her daughter in return she received Coda.
Coda grew up with the crew as her family learning with every shanty and every raid, Coda had been the musician of the crew singing and playing the lyre for them happy to see everyone dance and smile.
Coda left the crew to pursue music and agreed to meet back up in Velk at (First Umbral Moon 2175 Week 1)
Coda is 19 years old
Has long split coloured(purple&white) hair Two high, rounded ponytails
Has small purple and white wings,(Turns pitch black when Insane)
Height; 5'6"
Weight:105lb

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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Level 0 Spells

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Cleric, Sorcerer, Wizard

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

Saving ThrowWisdom
1d8 Psychic Damage

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.

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

D&D 5e PHB Page 237

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60ft
Duration 1 round
Components V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a 1d4 and subtract the number rolled from the save.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .

Class(es): Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Dissonant Whispers

1-level Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
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.

Class(es): Bard, Warlock

Saving ThrowWisdom
Roll: 3d6Psychic Damage

PHB

Command

1-level Enchantment

Casting Time 1 Action
Range 60ft
Duration 1 Round
Components V

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

  • Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop: The target drops whatever it is holding and then ends its turn.
  • Flee: The target spends its turn moving away from you by the fastest available means.
  • Grovel: The target falls prone and then ends its turn.
  • Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect 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): Cleric, Paladin, Bard (College of Glamour), Sorcerer (Divine Soul), Warlock (The Fiend)

PHB pg 230

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components VS

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Elemental Evil Player's Companion , pg. 155

Earth Tremor

1-level Evocation

Casting Time 1 Action
Range 10 ft
Duration Instantaneous
Components V, S

Damage Type: Bludgeoning   Saving Throws: Dexterity   Description: You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

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.

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

Player's Handbook , pg. 215

Arms of Hadar

1-level Conjuration

Casting Time 1 action
Range Self (10 ft)
Duration Instantaneous
Components V, S

Damage Type: Necrotic   Saving Throw: Strength   Description: You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.      

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.

Class(es): Sorcerer

Player's Handbook

Hex

1-level Necromancy

Casting Time 1 bonus action
Range 90 feet
Duration Concentration, 1 hour
Components V,S,M (petrified eye of newt)

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Warlock

Level 2 Spells

PHB

Crown of Madness

2-level Enchantment

Casting Time 1 Action
Range 120 feet
Duration Concentration, Concentration, up to 1 minute
Components V S

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn If you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

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

Saving ThrowWisdom

Player's Handbook

Heat Metal

2-level Evocation

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (iron and a flame)

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
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.

Class(es): Artificer, Bard, Druid

Player's Handbook

Hold Person

2-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (a small, straight piece of iron)

Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Charisma 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): Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Level 3 Spells

Mass Healing Word

3-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration Instantaneous
Components V

As you call out words of restoration, you gain a pool of 10d4 and choose up to five creatures you can see within range.

Distribute the pool of d4 between the chosen creatures, limited to five dice per single entity, and roll the distributed dice for them individually.

They each regain hit points equal to their assigned dice pool result.

This spell has no effect on undead or constructs.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Additionally, the limit of dice per individual creature increases by 1 for each spell slot level above 3rd.

Class(es): Eldrani (Inquisitor), Fluxxer (Chrysalis), Vujinn´ka (Valazzían)

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