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Narelle

3 Level (0/2700 XP for level-up) Pirate Background Half Sea Elf Race / Species / Heritage N Alignment
Elementalist
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR 16

+3

DEX 14

+2

CON 16

+3

INT 12

+1

WIS 17

+3

CHA 14

+2

27
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30/60/30
Speed (walk/run/fly)
28
Passive Perception
3 / 3
Chi
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+2 Dexterity
+5 Constitution
+1 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+2 Deception CHA
+1 History INT
+3 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+7 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sickle +5 STR 1d4+3 Slashing
 Light
Quarterstaff +5 STR 1d6/1d8+3 Bludgeoning
 5ft (1hand/2hand)
Club +5 STR 1d4+3 Bludgeoning
 Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Shape Water 1 act 30ft Instant/1hr S
 Notes:When you hit a creature with shape water, you can steal some of their lifeforce by absorbing pure water from their wounds. You can spend 1 Chi point to force the target to make a Constitution saving throw. On a failed save, you regain hit points equal to 1d4 + your Wisdom modifier.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
I take seemingly insignificant trinkets from all the places I've been. It may be a seashell, a piece of fabric, a rock, or even a small vial of sand.

Features & Traits
Leather Armor
Club
Sickle
Quarterstaff
50ft silk rope
Explorer's Pack
Lucky Charm (Coral Bracelet)
Common Clothes (1)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 614, Platinum: 0 Money
Common
Undercommon
Aquan
Primeordal
Thieves Cant
Simple Weapons
Nav Tools
Water Vehicles

Languages & Proficiencies
I love staying on the move. Enjoying the freedom and meeting all the different types of people.

Personality Traits
I will fight for my freedoms.

Ideals
I have difficulty making strong ties; I see them as an anchor, a way to hold me down. When I do make them, however, I am like a barnacle. You won't get rid of me without a lot of work.

Bonds


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

Leather Armor

Armor
Slashing Resistance
Common

A set of snug straps made from animal hide. While light and versatile, this set of gear can take a small beating. It's particularly useful in resisting the slashing of a blade.

Type AC STR Req. Stealth Dis. Properties
Light 11 + DEX

Cost: Padded Lining x1, Leather Straps x 1, Buckle x 1


 

Quarter Staff

Weapon Finesse Common

A long pole made out of cured oak. Simple in it's design and resilient.

Type Damage Damage Range Properties
Martial Melee 1d8 + STR / DEX Bludgeoning 1 Tile Finesse

Cost: Long Haft x1, Rivets x1, Cured Thick Leather x1, Decorative Fur x1


 

DnD 5e SRD SRD

Sickle

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Slashing Light

Cost: 1 gp Weight: 2 lb


 

DnD 5e SRD SRD

Club

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning Light

Cost: 1 sp Weight: 2 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

PHB 153

Rope, silk

Adventuring Gear Common

The rope has 2 hit points and can be burst with a DC 17 Strength check. Normally 50 feet.

Cost: 10 gp Weight: 5 lb.


 

DnD 5e SRD

Clothes, Common

Adventuring Gear Common

This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Cost: 5sp Weight: 3lb


 

The statblocks of your class features

https://www.dandwiki.com/wiki/Elementalist_(5e_Class)

The Elementalist

A human flicks his wrist and a gust of wind blows the tavern door open with a slam. A gnome, enraged by the pompous way a passing noble carries himself, waves her arm lifting a puddle from the ground to drench the noble. An elf sets his fingertips ablaze when the merchant asks for an unfair price. A goliath tapping her toe to some music, leaves a hole in the ground like a crater. Creating an Elementalist Quick Build You can make an Elementalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage, Soldier, or Outlander background. Third, choose a shortbow and 20 arrows.
hit dice: 1d6
hit points at 1st level: 6+Con Mod
hit points at higher levels: 1d6 (or 4) + con mod per elementalist level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons
tools: None
saving throws: Wisdom, Constutution
skills: Choose two from Acrobatics, Arcana, Athletics, Medicine, Nature and Perception
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
quarterstaff
(a) shortbow and 20 arrows or (b) two daggers or (c) any simple weapon
an explorer's pack
leather armor
If you are using starting wealth, you have 4d4 x 10 gp in funds.
spellcasting:
https://www.dandwiki.com/wiki/Elementalist_(5e_Class)   Water Bending Spells Your connection to the element of water infuses you with the ability to cast certain spells.   Water spell list 1st - create/destroy water, fog cloud 3rd - tidal wave, wall of water, water walk, waterbreathing 4th - control water, watery sphere 8th - tsunami Ice spell list 1st - frost fingers, ice knife, armor of Agathys 2nd - Snilloc's snowball 3rd - sleet storm 4th - ice storm 5th - cone of cold 6th - investiture of ice, wall of ice Healer's spell list 2nd - healing spirit 3rd - mass healing word 5th - mass cure wounds 7th - heal 9th - mass heal Blood spell list 2nd - hold person 4th - blight 5th - dominate person, hold monster 8th - dominate monster   Beginning at 1st level, your skill with bending water allows you to cast create/destroy water and fog cloud using your spell slots. You have access to the Water spell list, and can learn spells from this list as you gain levels as an Elementalist.   Beginning at 3rd level, you learn to extend your practice from water to ice. You gain access the Ice spell list, and can learn spells from this list as you gain levels as an Elementalist.   Beginning at 7th level, you learn more about the healing properties of water. You gain access to the Healer’s spell list, and can learn spells from this list as you gain levels as an Elementalist.   Beginning at 13th level, you can extend your practice to the manipulation of water in blood. You gain access to the blood spell list. Should you choose to learn any of these spells, you must forego learning spells on the Healer’s spell list of 5th level or higher, and must switch out any of spells you have already learned before you can learn a spell from the Blood spell list. Additionally, hold person and hold monster count as a single spell for the purposes of how many spells you can know and learn when you gain a level. Similarly, dominate person and dominate monster count as a single spell.   Elemental Cantrip: Aqua Shaper At 1st level, you learn the shape water cantrip and can add the following effects to the list of ways you can manipulate water:   You can gather moisture in the air to create up to a gallon of clean water within range. When you cast this spell, you can blast a forceful shot of water at a creature or object within 30 feet of you. Make a melee or ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level.     Fire Bending Spells Your connection to the element of fire infuses you with the ability to cast certain spells.   Fire spell list 1st - burning hands, hellish rebuke 2nd - continual flame, flame blade, flaming sphere 3rd - fireball, flame arrows, gaseous form (smoke) 4th - fire shield, wall of fire 5th - flame strike, immolation 6th - investiture of flame 7th - delayed blast fireball, firestorm 8th - incendiary cloud 9th - meteor swarm Lightning spell list 1st - witch bolt 3rd - call lightning, lightning arrow, lightning bolt 6th - chain lightning Light spell list 3rd - daylight 5th - wall of light 6th - sunbeam 8th - sunburst   Beginning at 1st level, your skill with bending fire allows you to cast the spells burning hands and hellish rebuke. You have access to the Fire spell list, and can learn spells from this list as you gain levels as an Elementalist.   Beginning at 7th level, you learn to harness the fire of lightning. You gain access to the Lightning spell list, and can learn spells from this list as you gain levels as an Elementalist.   Beginning at 13th level, you hone into the subtleties of fire and light. As long as your alignment is not evil, you gain access to the Light spell list, and can learn spells from this list as you gain levels as an Elementalist.   Elemental Cantrip: Fire Starter At 1st level, you learn the control flames cantrip and can cast it as an action or bonus action. It does not count against the number of cantrips you know.   In addition, you learn the produce flames cantrip with the following modifications:   You can cast this spell without verbal components. In addition to using this spell to make a ranged spell attack, you can also use this spell to make a melee spell attack. On a hit (for both melee and ranged), the target takes 1d10 fire damage. This damage increases by 1d10 when you reach 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level. Making an attack in this way still ends the spell.     Air Bending Spells Your connection to the element of wind infuses you with the ability to cast certain spells.   Wind spell list 1st - feather fall, Zephyr strike 2nd - gust of wind, levitate, skywrite, warding wind 3rd - fly, pulse wave, wind wall 5th - control winds, steel wind strike 6th - investiture of wind, wind walk 7th - whirlwind 8th - control weather Speed spell list 1st - expeditious retreat, longstrider 3rd - haste 4th - freedom of movement 9th - time stop Sound spell list 1st - thunder wave, thunderous smite 2nd - shatter, silence 3rd - thunder step 5th - destructive wave   Beginning at 1st level, your skill with bending air allows you to cast the spells feather fall and Zephyr strike. You gain access to the Wind spell list, and can learn spells from this list as you gain levels as an Elementalist.   Beginning at 7th level, you learn to harness the speed of the wind. You gain access to the Speed spell list, and can learn spells from this list as you gain levels as an Elementalist.   Beginning at 13th level, you learn to harness the soundwaves in the air. You gain access to the Sound spell list, and can learn spells from this list as you gain levels as an Elementalist.   Elemental Cantrip: Wind Wrangler At 1st level, you gain access to the gust cantrip, and can cast it without verbal components. Additionally, you can add the following effect to the list of ways you can manipulate wind:   You can use your action to create a small whirlwind around an object you can see within range. You can move the object up to 30 feet at a time. You can’t carry more than 10 pounds. When you cast this spell, you can whip up a burst of wind and launch it at a target 30 feet in front of you to inflict damage. Make a melee or ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level.     Earth Bending Spells Your connection to the element of earth infuses you with the ability to cast certain spells.   Earth spell list 1st - earth tremor, catapult (rock only) 2nd - Max's earthen grasp 3rd - erupting earth, meld into stone, minute meteors (all damage is bludgeoning) 4th - stone shape, stoneskin 5th - transmute rock, wall of stone 6th - investiture of stone, move earth, bones of the earth 8th - earthquake 9th - meteor swarm Sand spell list 2nd - dust devil 3rd - sleet storm (sand), tidal wave (sand), wall of sand 4th - control water (sand) Gravity spell list 1st - magnify gravity 2nd - earthbind 5th - telekinesis 6th - gravity fissure 7th - reverse gravity 9th - ravenous void   Beginning at 1st level, your skill with bending Earth allows you to cast the spells earth tremor and catapult. You gain access to the Earth spell list, and can learn spells from this list as you gain levels as an Elementalist.   Beginning at 3rd level, you finetune your skill to bend pieces of earth as small as sand. You gain access to the Sand spell list, and can learn spells from this list as you gain levels as an Elementalist.   Beginning at 13th level, you’ve grown so in tune with the earth that you learn to manipulate gravity. You gain access to the Gravity spell list, and can learn spells from this list as you gain levels as an Elementalist.   Elemental Cantrip: Terra Sculptures At 1st level, you learn the mold earth cantrip and can add the following effects to the list of ways you can manipulate earth:   You can use your action to break down a 5 foot or smaller stone or rock into sand or dirt. In addition, you can reform sand or dirt into a 5 foot rock or stone. Furthermore, you may mend two pieces of broken rock or stone as per the mending spell. When you cast this spell, you can hurl loose rocks, dirt, or sand at a target 30 feet in front of you. The object you hurl must be within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 at 5th, 11th, and 17th level. Furthermore, this spell’s range increases by 30ft at 5th, 11th, and 17th level
class features:
Elemental Binding At 1st level, you are bound to an element. Choose one of the following to be your primary element: Air, Earth, Fire, or Water. This choice represents a strong affinity with one of the four elements, though you will expand your knowledge to control of other elements as you gain levels as an Elementalist. Your choice grants you special abilities and determines which spells are available to you. Spell lists for each element are outlined at the end of this page. Cantrips At 1st level, you know one Elemental Cantrip, determined by your primary element. You learn the other Elemental Cantrips at 5th, 9th, and 13th levels as per the leveling table. You must learn the Elemental Cantrips outlined in this class, and cannot learn other cantrips outside of these four. Additionally, all Elementalist Cantrips require only Somatic components, and ignore Verbal or Material components.   Spell Slots   The Elementalist table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Elementalist Spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.   Spells Known of 1st Level and Higher   At 1st level, you know two 1st level Spells as determined by your primary element. You learn one additional spell at each level except at 2nd and 4th levels where you learn zero and two new spells respectively. Each of these Spells must be of a level for which you have Spell Slots. Additionally, when you gain a level in this class, you can choose one of the Elemental Spells you know and replace it with another spell from your list, which must be of a level for which you have Spell Slots.   Spellcasting Ability   Wisdom is your Spellcasting Ability for your Elementalist Spells, since your control of the elements relies on your ability to tune in with the elements. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Elementalist spell you cast and when making an Attack roll with one. Additionally, if one of your Elementalist abilities requires a target to make a Saving throw, you use your Spell save DC. Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier Spell Attack modifier= your Proficiency Bonus + your Wisdom modifier   Spellcasting Focus   You have a spellcasting focus for each element (water canteen; flint; jar of sand; bottle of air). When you have your spellcasting focus, you ignore all material components of your Elementalist spells, including those with a cost, because your spellcasting comes from manipulating the elements.   Chi Points   Your ability to tune into the elements around you and tap into their abilities comes from Chi. At 2nd level, you have 2 Chi points. You gain an additional Chi point for each level you gain as an Elementalist. Additionally, Primordial features provide you various ways to utilize this Chi at levels 2, 3, 6, 10, and 14 based on your chosen primary element. You regain all expended Chi points when you finish a long rest.
subclass options:
Elemental Embodiment At 1st level you learn to speak, read and write in Primordial. Additionally, you gain one of the following benefits based on your chosen primary element:   Water: You learn the healing ways of water. You learn this spell cure wounds and it does not count against your number of known spells. Additionally, you gain a swim speed equal to your walking speed. You can also read and write Aquan.   Fire: You know how to rise from the ashes. When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point, and fire bursts from you in a 5 foot radius. All creatures within range must make a Dexterity saving throw against your spell save DC or take 1d6 fire damage. You regain the ability to use this feature when you finish a long rest. You can also read and write Ignan.   Air: You have unmatched prowess in combat. You gain proficiency with four martial weapons of your choice. In addition, while not wearing armor nor wielding a shield your walking speed increases by 10 ft. You can read and write Auran.   Earth: You become sturdier from studying the way of the Earth. You gain proficiency with medium armor, and your hit die is a d8 instead of a d6. In addition, your Armor Class while not wearing armor nor wielding a shield is equal to 13 + your Wisdom modifier. You can read and write Terran.
LevelProficiency BonusChi BonusFeaturesCantrips KnownSpells Known123456789
1+2-Spellcasting, Elemental Embodiment Elemental Binding122--------
2+22Primordial Envy, Primordial Protection123--------
3+23Primordial Pride1342-------
4+24Ability Score Improvement1443-------
5+35Extra Attack25432------
6+36Primordial Wrath26433------
7+37-274331-----
8+38Ability Score Improvement284332-----
9+49-3943331----
10+410Widened Temperament, Primordial Backlash31043332----
11+411-311433321---
12+412Ability Score Improvement312433321---
13+513Extra Attack4134333211--
14+514Widened Temperament, Primordial Senses4144333211--
15+515-41543332111-
16+516Ability Score Improvement41643332111-
17+617Elemental Summoner417433321111
18+618Widened Temperament, Primordial Backlash418433331111
19+619Ability Score Improvement419433332111
20+620One with the Elements420433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

https://dnd5e.wikidot.com/lineage:sea-elf

Sea Elf

Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.
ability score increase: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
age: 750
alignment: Good/Neutral
Size: Medium
speed: 30 walk/swim
Languages: Common, Aquan
parent race: Elf
sub races:


race features:
Creature Type: You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.   Size: You are Medium.   Speed: Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.   Child of the Sea: You can breathe air and water, and you have resistance to cold damage.   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.   Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Friend of the Sea: Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.   Keen Senses: You have proficiency in the Perception skill.   Trance: You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Description:
Like other elves, sea elves can live to be over 750 years old. Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold damage. 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. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. Keen Senses. You have proficiency in the Perception skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

XGE

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: Somatic
Duration: Instantaneous or 1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

Level 1 Spells

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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

Create or Destroy Water

1-level Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials a drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water.

  • Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
  • Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

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

Player's Handbook

Fog Cloud

1-level Conjuration

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

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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

XGE

Absorb Elements

1-level Abjuration

Casting Time: 1 Reaction
Range/Area: Self
Components: Somatic
Duration: 1 Round
Damage/Effect: 1d6 of the trigger
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: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

Level 2 Spells

PHB

Armor of Agathys

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: A cup of water
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Available for: Warlock

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


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