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Captain Gideon "The Dirge" Cross in Dungeons & Dragons 5e

Captain Gideon "The Dirge" Cross

23 Level (0/445000 XP for level-up) Sailor Background Undead Race / Species / Heritage Neutral Good Alignment
Warlock
Level 22
Hit Dice: 17/22
1d8+3 Class 1
Lich
Level 1
Hit Dice: 1/1
1d+3 Class 2

STR 8

-1

DEX 16

+3

CON 17

+3

INT 25

+7

WIS 19

+4

CHA 27

+8

220
Hit Points
+3
Initiative (DEX)
25
Armor Class (AC)
+7
Prof. Bonus
30
Speed (walk/run/fly)
21
Passive Perception
2400 / 2500
Mana
40 / 50
slots
Spellcasting ...
+15 Attack mod
CHA Ability
+8 Abi Mod
23 Save DC
+14 Expertise Bonus
+7 Proficiency Bonus
-1 Strength
+3 Dexterity
+3 Constitution
+7 Intelligence
+11 Wisdom
+15 Charisma
saving throws
+10 Acrobatics DEX
+11 Animal Handling WIS
+14 Arcana INT
+6 Athletics STR
+15 Deception CHA
+14 History INT
+11 Insight WIS
+30 Intimidation CHA
+14 Investigation INT
skills
+11 Medicine WIS
+14 Nature INT
+11 Perception WIS
+15 Performance CHA
+15 Persuasion CHA
+14 Religion INT
+10 Sleight of Hand DEX
+10 Stealth DEX
+11 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+3 Piercing
 Finesse, Light, Thrown, Nick
Dagger +3 DEX 1d4+3 Piercing
 Finesse, Light, Thrown, Nick
Sickle -1 STR 1d4-1 Slashing
 Light, Nick
Attacks

Spell Book

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.



Darkvision: 120ft


Resistance: non magical phys+necro


Immunity: poison, fear(dm can say u fear)


Caster : +15 intimidation


Ghost Ship


HP:750


Cannon Number :20


Vitals = 10hp


1: Capitain's Quarters


2: Main Mast


3: Sail


4: Wheel


5: Underwater Front


6: Underwater Back


7: Top Cannon Line


8: Bottom Cannon Line


9: Powder Kegs


10: Secondary Mast



AmmoTypes:


normal


chainshot(mast shredder)a




Features & Traits
Leather, Dagger, Dagger, Sickle, Backpack, Book, Orb, Oil, Parchment, Tinderbox, Book, Lamp, Ink Pen, Ink

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 57000, Platinum: 0 Money
Common, Elvish, Dwarvish

Languages & Proficiencies
the ledger collects its dues

Ideals
cant understand emotions well

Flaws


™ & © 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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: Action
Range/Area: 120 Feet
Components: Verbal, Somatic
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Available for: Sorcerer, Warlock, Wizard

PHB

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: 1 Round
Attack/Save: ranged
Damage/Effect: psychic

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.

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).

Available for: Sorcerer, Warlock, Wizard

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'24 p298

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: Action
Range/Area: 30 feet
Components: Somatic, Material
Materials: a bit of fleece
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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

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

Available for: Bard, Sorcerer, Warlock, Wizard

Player's Handbook

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: Verbal, Sommatic
Duration: Instantaneous
Damage/Effect: Force

A beam of crackling energy streaks toward a creature withing 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, 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.

Available for: Warlock

Level 1 Spells

SRD

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft
Components: Verbal
Duration: Instantaneous
Attack/Save: Wisdom save
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

SRD

Arms of Hadar

1-level Conjuration

Casting Time: 1 action
Range/Area: Self, 10 ft radius
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Strength save
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.
Available for: Warlock

Xanatar's Guide to Everything

Cause Fear

1-level Necromancy

Casting Time: Action
Range/Area: 60 Feet
Components: Verbal
Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Available for: Warlock, Wizard

Player's Handbook

Hex

1-level Enchantment

Casting Time: 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 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

SRD

Tasha's Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic, Material
Materials: tiny tarts and a feather that is waved in the air
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom save
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

Level 2 Spells

Xanathar's Guide to Everything , pg. 162

Mind Spike

2-level Divination

Casting Time 1 action
Range 60 ft
Duration 1 hour
Components S

Damage Type: Psychic

Saving Throws: Wisdom   Description: You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

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): Sorcerer, Warlock, Wizard

Player's Handbook

Fear

3-level Illusion

Casting Time 1 action
Range Self (30-foot cone)
Duration Concentration, 1 minute
Components V,S,M (a white feather or the heart of a hen)

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on an Intelligence saving throw or drop whatever it is holding and become panicked for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make an Intelligence saving throw. On a successful save, the spell ends for that creature.

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

Player's Handbook

Hunger of Hadar

3-level Conjuration

Casting Time 1 action
Range 150 feet
Duration Concentration, 1 minute
Components V,S,M (a pickled octopus tentacle)

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 with 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, otherwordly tentacles rub against it.

Class(es): Warlock

Basic Rules , pg. 228

Counterspell

3-level Abjuration

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components S

Damage Type: Negation   Saving Throws: None   Description: 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.

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.

Class(es): Sorcerer, Warlock, Wizard

SRD

Detect Thoughts

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a copper piece
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom save
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Available for: Bard, Sorcerer, Wizard

SRD

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60 ft
Components: Verbal, Somatic, Material
Materials: a bit of fleece
Duration: Concentration, up to 1 minute
Attack/Save: Intelligence save
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Available for: Bard, Sorcerer, Wizard

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

Player's Handbook (2024)

Sending

3-level Divination

Casting Time: 1 action
Range/Area: Unlimited
Components: V, S, M
Materials: a copper wire
Duration: Instantaneous

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target 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 targets 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. You know if the delivery fails.

Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Available for: Bard, Cleric, Wizard, Peace Domain, Aberrant Sorcery, The Great Old One

Level 4 Spells

P. 164 XAN

Shadow of Moil

4-level Abjuration

Casting Time 1 action
Range Self
Duration Concentration, up to 1 minute
Components V, S, Mgp
Materials an undead eyeball encased in a gem worth at least 150 gp

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Class(es): Warlock

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

Level 5 Spells

Xanathar's Guide to Everything

Synaptic Static

5-level Enchantment

Casting Time: 1 action
Range/Area: 120 ft. (20 ft. sphere)
Components: V, S
Duration: Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Available for: Bard, Sorcerer, Warlock, Wizard

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

Level 6 Spells

Player's Handbook (2024) - Modified

Mass Suggestion

6-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft.
Components: V, M
Materials: a snake's tongue and a bit of honeycomb
Duration: 24 hours

You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”

Each target must succeed on a Wisdom saving throw or have the charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

At higher levels:

The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).

Available for: Bard, Sorcerer, Warlock, Wizard

Level 7 Spells

Player's Handbook

Finger of Death

7-level Necromancy

Casting Time: Action
Range/Area: 60 Feet
Components: Verbal, Somatic
Duration: Instantaneous

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

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


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  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

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100+ RPG systems