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Azunya

20 Level (0/355000 XP for level-up) Background Race / Species / Heritage Alignment
warlock
Level 20
Hit Dice: 20/20
1d8+0 Class 1

STR 13

+1

DEX 14

+2

CON 10

+0

INT 12

+1

WIS 8

-1

CHA 20

+5

133
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+6
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
4 / 4
warlock point
Spellcasting ...
+11 Attack mod
CHA Ability
+5 Abi Mod
19 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+1 Strength
+2 Dexterity
+0 Constitution
+1 Intelligence
-1 Wisdom
+5 Charisma
saving throws
+8 Acrobatics DEX
-1 Animal Handling WIS
+7 Arcana INT
+1 Athletics STR
+17 Deception CHA
+1 History INT
-1 Insight WIS
+17 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
+1 Nature INT
-1 Perception WIS
+5 Performance CHA
+17 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 9 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #

 BLACK KNIGHT 


HP: 300 


AC: 22 


STR 28 15  


DEX 14 


CON 30 16 


INT 14 


WIS 18 10 


CHA 22 12 


Skills: Athletics +15 , Intimidation +12 , Perception +10  


Resistance: Cold, Necrotic, Fire 


Immunity: Charm, Frighten, Poison 


Relentless Tyrant: Ignores difficult terrain, can't get proned. 


Blackened Armour: * Resistance to nonmagical attacks. 


Advantage on spell saves. 


Can't get hit with crits, it's a normal hit. 


Multiattack: 3 attacks. 


Ruinblade: * To hit: +15 | Reach: 10 ft. 


Damage: 4d8 + 9 slashing + 4d8 necrotic. 


If creature hit is Large or smaller: DC 23 Strength save on fail prone. If already prone: extra 4d8 damage. 


Tyrant's Advance: Doesn't provoke opportunity attacks, makes a Ruinblade attack against all creatures it moves past. 


Break the Line: It makes an other opportunity attack at 10 ft. 


 


RAVAGER 


HP: 250 


AC: 20 


STR 22 6  


DEX 18 11 


CON 22 13 


INT 20 5 


WIS 18 11 


CHA 24 14 


Skills: Perception +11


 Intimidation +14  


Stealth +11


Passive Perception: 21 


Damage Resistance: Cold, Necrotic, Psychic, Non-magic physical  


Damage Immunities: Poison 


Senses: Truesight 60 ft, Darkvision 120 ft 


Languages: Deep Speech, Common, Telepathy 120 ft 


Shadow Mantle: Around the Ravager in 30 ft there is magical darkness if there is dim light. 


Unnatural Anatomy: The Ravager has reaction every round, not just every turn.


Multiattack: 3 attacks. 


Umbral Claw: * To hit: +13 | Reach: 5 ft. 


Damage: 3d6 + 6 slashing + 3d8 necrotic 


Effect: If target is Large or smaller, they make a DC 21 Str save or knocked prone 


Sovereign Grasp: * To hit: +14 | Reach: 10 ft. 


Damage: 5d8 + 5 necrotic. 


Effect: The target's hit points max is reduced by that amount for the next long rest. 


Tail Rend: * To hit: +13 | Range: 15 ft. 


Damage: 4d8 + 6 bludgeoning. 


Effect: The target must succeed a DC 21 Constitution save or stunned for the end of its next turn and the Ravager can grapple the target. 


Awakened Mind


Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.


Entropic Ward


At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.


Once you use this feature, you can't use it again until you finish a short or long rest.


Thought Shield


Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.


Create Thrall


At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.


You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.




Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


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

Level 0 Spells

Player's Handbook

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: The spell creates more than one beam when you reach higher levels: Two beams at 5th level Three beams at 11th level 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

Eldritch Invocation

Agonizing Blast

0-level (Cantrip) Evocation

Range/Area: 120ft
Components: v,s
Duration: instant
Prerequisites: eldritch blast cantrip   When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Available for: Warlock

Lance of Lethargy

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

SRD

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120ft
Components: Verbal, Somatic
Duration: 1 Round
Attack/Save: Save Roll
Damage/Effect: Necrotic 1d8
You create a ghostly, skeletal hand in the space of a creature within range.
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Player's Handbook (5.5e) 2024

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: Action
Range/Area: 60'
Components: VS
Duration: Instantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

At higher levels:

The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), & 17 (4d8 or 4d12).

Available for: Cleric, Warlock, Wizard

PHB

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30 feet
Components: Somatic
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous
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.
Available for: Bard

PHB

Tasha's Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: Tiny tarts and a feather that is waved in the air
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Available for: Bard, Wizard

PHB

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: Verbal, Somatic, Material
Materials: The petrified eye of a newt
Duration: Concentration, up to 1 hour
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 spell 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.
Available for: Warlock

PHB

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: A twig from a tree that has been struck by lightning
Duration: Concentration, up to 1 minute
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.
Available for: Sorcerer, Warlock, Wizard

Level 2 Spells

Basic Rules (2014) - Modified

Detect Thoughts

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a copper piece
Duration: 1 minute (concentration)

For the duration, you can read the thoughts of certain creatures. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.

Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself whose thought you have detected. You learn what is most on the target’s mind right now. The spell can penetrate barriers, but is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

As an action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.

Available for: Bard, Sorcerer, Wizard, Oath of Zeal, Aberrant Sorcery, The Great Old One

Homebrew

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60 ft. (10 ft. cube)
Components: V, S, M
Materials: a bit of fleece
Duration: 1 minute (concentration)

You plant a debilitating phantasm into the mind of a creature you can see within range. The target must make an Intelligence saving throw or they believe the phantasm to be real and capable of hindering and harming them. When you cast the spell, select one of the following options:

  • Blinded. Your phantasm blocks the target's sight, blinding it.
  • Restrained. Your phantasm entangles the target, restraining it.
  • Terrified. Your phantasm takes the form of the target's greatest fears, making it frightened.
  • Assailed. Your phantasm is real enough to cause harm. The target takes 2d8 psychic damage at the start of each of its turns.
  • Tricked. You create an illusory object or effect only visible to the target in a 10-foot cube within range. The illusion includes sound, temperature, and other stimuli, also evident only to the creature. Interacting with the illusion does not reveal its true nature. The illusion could be a bridge, door, pit, treasure, or similar.

The target can reattempt the saving throw at the end of each of its turns, ending the spell on a success.

Available for: Bard, Sorcerer, Wizard, The Genie, The Undead, Archfey Patron, Great Old One, Great Fool

PHB 2014

Crown of Madness

2-level Enchantment

Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: Wisdom Save
Damage/Effect: Charmed

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.

Available for: Bard, Sorcerer, Warlock, Wizard, Oathbreaker

Level 3 Spells

Basic Rules (2014)

Clairvoyance

3-level Divination

Casting Time: 10 minutes
Range/Area: 1 mile
Components: V, S, M*
Materials: a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
Duration: 10 minutes (concentration)

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from See Invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Available for: Bard, Cleric, Sorcerer, Wizard, Great Old One Patron, Great Fool Patron

PHB

Sending

3-level Abjuration

Casting Time: 1 action
Range/Area: Unlimited
Components: Verbal, Somatic, Material
Materials: A short piece of fine copper wire
Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.   You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Available for: Bard, Cleric, Wizard

Basic Rules (2014)

Counterspell

3-level Abjuration

Casting Time: 1 reaction*
Range/Area: 60 ft.
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

* - which you take when you see a creature within 60 feet of you casting a spell

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Available for: Sorcerer, Warlock, Wizard, Oath of Castigation, Oath of Redemption, Oath of the Watchers

Basic Rules (2014)

Fear

3-level Illusion

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: V, S, M
Materials: a white feather
Duration: 1 minute (concentration)

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.

A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.

Available for: Bard, Sorcerer, Warlock, Wizard, Shadow Domain, Circle of Shadows, Oath of Conquest, Oath of Zeal, Gloom Stalker, Draconic Sorcery, Architect of Ruin

PHB

Hunger Of Hadar

3-level Conjuration

Casting Time: 1 action
Range/Area: 150 feet
Components: Verbal, Somatic, Material
Materials: A pickled octopus tentacle
Duration: Concentration, up to 1 minute
Attack/Save: Saving Throw
Damage/Effect: Acid/Cold
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.   The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Available for: Warlock

Level 4 Spells

PHB

Dominate Beast

4-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Saving Throw
You attempt to beguile a beast 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 beast 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 with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours
Available for: Druid, Ranger, Sorcerer

PHB

Evard's Black Tentacles

4-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: Verbal, Somatic, Material
Materials: A piece of tentacle from a giant octopus or a giant squid
Duration: Concentration, up to 1 minute
Attack/Save: Saving Throw
Damage/Effect: Bludgeoning
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.   When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.   A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Available for: Wizard

XGE

Summon Greater Demon

4-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic, Material
Materials: A vial of blood from a humanoid killed within the past 24 hours
Duration: Concentration, up to 1 hour
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a Barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.   Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.   At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.   As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Available for: Warlock, Wizard

Level 5 Spells

PHB

Dominate Person

5-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Saving Throw
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.
Available for: Bard, Sorcerer, Wizard

PHB

Telekinesis

5-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Concentration, up to 10 minutes
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.
Available for: Sorcerer, Wizard

PHB

Hold Monster

5-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: Verbal, Somatic, Material
Materials: A small, straight piece of iron
Duration: Concentration, up to 1 minute
Attack/Save: Saving Throw
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. 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 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 6 Spells

XGE

Soul Cage

6-level Necromancy

Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
Range/Area: 60 feet
Components: Verbal, Somatic, Material
Materials: A tiny silver cage worth 100 gp
Duration: 8 hours
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.

Steal Life

You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Query Soul

You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience

You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

Eyes of the Dead

You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.   A creature that can see the sensor (such as one using See Invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Available for: Warlock, Wizard

Level 7 Spells

PHB

Finger of Death

7-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Saving Throw
Damage/Effect: Necrotic
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one.   A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Available for: Sorcerer, Warlock, Wizard

XGE

Power Word: Pain

7-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous
Attack/Save: Saving Throw
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.   While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.   A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Available for: Sorcerer, Warlock, Wizard

Level 8 Spells

PHB

Power Word: Stun

8-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Saving Throw
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 9 Spells

PHB

Foresight

9-level Divination

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: A hummingbird feather
Duration: 8 hours
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Available for: Bard, Druid, Warlock, Wizard

XGE

Psychic Scream

9-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: Somatic
Duration: Instantaneous
Attack/Save: Saving Throw
Damage/Effect: Psychic
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.   A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Power Word: Kill

9-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Available for: Bard, Sorcerer, Warlock, Wizard

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