Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Cedric

7 Level (0/34000 XP for level-up) Gambler Background Human Race / Species / Heritage Chaotic Neutral Alignment
Wizard
Level 7
Hit Dice: 7/7
1d6+4 Class 1

STR 15

+2

DEX 18

+4

CON 19

+4

INT 20

+5

WIS 16

+3

CHA 9

-1

49
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Lucky
Spellcasting ...
+8 Attack mod
INT Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+4 Dexterity
+4 Constitution
+8 Intelligence
+6 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+8 Arcana INT
+2 Athletics STR
+2 Deception CHA
+5 History INT
+6 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
+110 gAmBliNg INT
skills
+6 Medicine WIS
+5 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+5 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Stinger Scepter +5 STR 1d6+2 bludgeoning
Pristine Blade +7 DEX 1d4+4 piercing
 Finesse, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Frostbite 1 Action 60ft Instantaneous 2d6 cold dmg V,S
 Notes:Changes to 3d6 at 11th lvl
Minor Illusion 1 Action 30ft 1 Minute S,M a bit of fleece
Message 1 Action 120ft Instantaneous V,S,M A short piece of copper wire
Double or Nothing 1 Action 60ft Instantaneous V
 Notes:"My most poweful and legendary spell."
Card Throw +8 1 Action 60ft Instantaneous 1d4+5 S,M A playing card
 Notes:If the result is 6/violet do not add scm to dmg, its 1d4 per card, a third card is thrown at 11th lvl

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Disguise Self 1 Action Self 1 Hour V,S
Detect Magic 1 Action Self Concentration, 10 minutes V,S
Burning Hands 1 Action 15ft Cone From Self Instantaneous 3d6 V,S
Mage Armor 1 Action Touch 8 Hours V,S,M a piece of cured leather
 Notes:Changes AC to 13 + DEX Mod
Find Familiar 1 Hour 10ft Instantaneous V,S,M 3 gp worth of charcoal, incense, and herbs that must be consumed in a brazier
Tenser's Floating Disk 1 Action 30ft 1 Hour V,S,M A drop of mercury
Distant Shield 1 Reaction 30ft Instantaneous V,S
 Notes:+3 to AC until start of targets turn, magic missile does no dmg to target if this spell is cast on the same target

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands 1 Action 15ft Cone From Self Instantaneous 3d6 + V,S
Magic Weapon 1 Bonus Action Touch 1 Hour V,S
 Notes:Can't use on a magic weapon, +1 to attack and dmg
Hold Person 1 Action 60ft Concentration, 1 minutes V,S,M A small, straight piece of iron
 Notes:Humanoid my ass fym half these fuckers don't count as humanoid, causes a wisdom saving throw when cast and target turn start, When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Pyrotechnics 1 Action 300ft Instantaneous, and 1 minute V,S,M a source of fire
 Notes:If im casting ts your gonna need to check the statblock cause idk what this does
Gust of Wind 1 Action Self 60ft Line Concentration, 1 minute V,S,M a legume seed
 Notes: Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
See Invisibility 1 Action Self 1 Hour V,S,M A pinch of talc and a small sprinkling of powdered silver
 Notes:Can also see Ethereal Plane stuff as ghostly if there
Darkvision 1 action Touch 8 Hours V,S,M dried carrot/ agate
Misty Step 1 Bonus Action Self Instantaneous V
Vortex Warp 1 Action 90ft Instantaneous V,S
 Notes:Target can choose to fail the Con saving throw

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands 1 Action 15ft Cone From Self Instantaneous 3d6 + V,S
Counterspell 1 Reaction 60ft Instantaneous S
 Notes:The DC equals 10 + the spell's level
Galder's Tower 10 minutes 30ft 24 Hours V,S,M a fragment of stone, wood, or other building material
 Notes:2 floors + 1 for each lvl above 3rd, "I'm making it so the stuff brought in is permanent in the tower." - The DM
Thunder Step 1 Action 90ft Instantaneous V
 Notes: each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away, You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell
Shooting Star +8 1 Action 120ft Instantaneous 8d8 V,S,M a shiny white pearl
 Notes: revealed until the end of its next turn. A revealed creature cannot benefit from the invisible condition, is returned to its true form if it is shapeshifted, crits on 19 too

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Burning Hands 1 Action 15ft Cone From Self Instantaneous 3d6 + V,S
Shooting Star +8 1 Action 120ft Instantaneous 8d8 + V,S,M a shiny white pearl
 Notes: revealed until the end of its next turn. A revealed creature cannot benefit from the invisible condition, is returned to its true form if it is shapeshifted, crits on 19 too
Conjure Minor Elementals 1 minute 90ft Concentration, up to 1 Hour V,S
 Notes:One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower.
Evard's Black Tentacles 1 Action 90ft Concentration, 1 minute V,S,M a piece of tentacle from a giant octopus or a giant squid

  • Lucky
  • Never Tell Me The Odds




Features & Traits

  • component pouch
  • fine clothes (wearing only set)
  • coin pouch
  • backpack
  • a book of lore
  • bottle of ink
  • ink pen
  • 8 paper
  • bag of sand
  • Flask (Lucky Charm)
  • deck of cards
  • 50ft rope
  • bucket
  • stalling dice
  • carpentry kit
  • 8 message feathers
  • fleece
  • Silver Lily





Equipment Copper: 5, Silver: 4, Electrum: 0, Gold: 4490, Platinum: 0 Money

- Languages: Common, Elven, Giant
- Weapons: Darts, Daggers, Light Crossbows, Quarter Staffs, Slings


- Gaming Sets: Cards




Languages & Proficiencies

  • Loves to drink
  • Loves to gamble




Personality Traits

  • Loves to drink
  • Loves to gamble
  • Cannot cast spells while drunk




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

Stinger Scepter

Staff

Uncommon Requires Attunement

Can use the Poison Spray Cantrip.

Makes the user resistant to Poison while attuned.

Cost: 400 gp (Scorpion Required)
Weight: 5 lb

Pristine Blade

Weapon

Very Rare Requires Attunement

"The blade is your implement. You'll need it if you want to do this right."

Allows the user to manipulate the area within the 'Basement'.

The blade cannot change form, not even visually. It remains constant in every instant.

It ignores any immunities.

Execute, Finesse, Light, Thrown (range 20/60)

Type Damage Damage Range
Simple Melee 1d4 Piercing 5 ft.


Weight: 1 lb

The statblocks of your class features

School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
hit dice: See Wizard
hit points at 1st level: See Wizard
hit points at higher levels: See Wizard
armor proficiencies: See Wizard
weapon proficiencies: See Wizard
tools: See Wizard
saving throws: See Wizard
skills: See Wizard
starting equipment:
See Wizard.
spellcasting:
See Wizard.
class features:

Conjuration Savant

Beginning at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.  

Minor Conjuration

Starting at 2nd level, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10' of you. This object can be no larger than 3' on a side and weigh no more than 10lbs, and its form must be that of a nonmagic object that you have seen. The object is visibly magical, radiating dim light out to 5'. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.  

Benign Transposition

Starting at 6th level, you can use your action to teleport up to 30' to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.  

Focus Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.  

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
subclass options:

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Gambler

Overview:
All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a bet.
Skill Proficiencies: Deception, Insight
Tool Proficiencies: One type of gaming set.
Lifestyle: Varies.
Languages: One of your choice.
Equipment:
One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp.
Features:
Never Tell Me the Odds Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM’s determination.

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

Xanatar's Guide to Everything

Frostbite

0-level (Cantrip) Evocation

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

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 ft
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. The illusion also ends if you dismiss it as an action or cast this spell again.   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.   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, because things can pass through it.   If a creature uses its 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Player's Handbook

Message

0-level (Cantrip) Transmutation

Casting Time: Action
Range/Area: 120 Feet
Components: Verbal, Somatic, Material
Materials: A short piece of copper wire
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Available for: Artificer, Bard, Sorcerer, Wizard

Homebrew

Double or Nothing

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 60 ft.
Components: V
Duration: Instantaneous

Has a coin-flip chance to either double a non-living item, or to have it cease to exist. Can not be used on legendary items and quest objects.

Available for: Wizard

Card Throw

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: S, M
Duration: Instantaneous
Attack/Save: Ranged

You conjure and then throw a magical card with a random effect. Make a ranged spell attack against the target. On a hit, a target is hit by a card of one of the following colors, which each have a unique effect and purpose. For each target, roll a d6 to determine which color card effects it.

  1. 1. Red: The target takes 1d4 + your spellcasting ability modifier fire damage.
  2. 2. Orange: The target takes 1d4 + your spellcasting ability modifier acid damage.
  3. 3. Yellow: The target takes 1d4 + your spellcasting ability modifier lightning damage.
  4. 4. Green: The target takes 1d4 + your spellcasting ability modifier poison damage.
  5. 5. Blue: The target takes 1d4 + your spellcasting ability modifier cold damage
  6. 6. Violet: The target takes 1d4 psychic damage and must succeed on a Constitution saving throw or become blinded until the end of their next turn.


At higher levels:

The spell creates more than one card when you reach higher levels: two cards at 5th level, three cards at 11th level, and four cards at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll for each card.

Available for: Warlock, Wizard

Level 1 Spells

Basic Rules , pg. 233

Disguise Self

1-level Illusion

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

Damage Type: Shapechanging
Saving Throws: None
Description: You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
 
 

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

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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

Basic Rules

Burning Hands

1-level Evocation

Casting Time 1 action
Range Self (15 ft)
Duration Instantaneous
Components V, S

Damage Type: Fire   Saving Throws: Dexterity   Description: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Sorcerer, Wizard

PHB

Mage Armor

1-level Abjuration

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

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

Class(es): Sorcerer, Wizard

Base AC13 + Dexterity Modifier

Player's Handbook

Find Familiar

1-level Conjuration (ritual)

Casting Time 1 hour
Range 10 feet
Duration Instantaneous
Components V,S,M (3 gp worth of charcoal, incense, and herbs that must be consumed in a brazier)

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.   You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Class(es): Wizard

PHB

Tenser's Floating Disk

1-level Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S, M
Materials A drop of mercury

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.   The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.   If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

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

Distant Shield

1-level Abjuration

Casting Time: 1 Reaction
Range/Area: 30ft
Components: V, S
Duration: Instantaneous

You point at an ally under attack, instantly conjuring an invisible barrier of magical force to protect them. Until the start of their next turn, the target has a +3 bonus to AC, including against the triggering attack, and they take no damage from magic missile.

Available for: Wizard

Level 2 Spells

PHB

Magic Weapon

2-level Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration up to 1 Hour
Components V, S

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Class(es): Artificer, Paladin, Wizard, Cleric (Arcana Domain), Cleric (Forge Domain), Cleric (War Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Player's Handbook 251

Hold Person

2-level Enchantment

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

Damage Type: Hold   Attack/Save Throw: WIS 15   Description: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Paladin

Mordenkainen's Lost Notebook

Pyrotechnics

2-level Transmutation

Casting Time 1 action
Range 300 feet
Duration Instantaneous, and 1 minute
Components V, S, M
Materials a source of fire

You cause one of two effects originating from a source of a fire within range. You can cause the fire to erupt in a bright display of fireworks that causes all creatures within 60 feet of the fire that rely on vision and have a direct line of sight to it to make a Constitution saving throw or be blinded until the end of their next turn. Alternatively, you can cause the fire to be extinguished and give off a billowing cloud of smoke that fills surrounding spaces within 5 feet of it and then continues to move outward from the fire source. The cloud fills all spaces within 5 feet of it on the first turn, and then moves outward from the previous adjacent spaces another 5 feet at the beginning of each of your turns for the duration (1 minute). The cloud is toxic and heavily obscured. Any creature that starts its turn within the cloud or enters its area for the first time on a turn has disadvantage on all d20 rolls that turn.

Class(es): Bard, Sorcerer, Wizard

Player's Handbook

Gust of Wind

2-level Evocation

Casting Time 1 action
Range Self (60-foot line)
Duration Concentration, 1 minute
Components V,S,M (a legume seed)

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Class(es): Druid, Sorcerer, Wizard

See Invisibility

2-level Divination

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials A pinch of talc and a small sprinkling of powdered silver

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane.

Ethereal creatures and objects appear ghostly and translucent.

Class(es): Eldrani (Oracle), Vujinn'ka (Valazzían), Vujinn'ka (Ya-Sherái)

Player's Handbook

Darkvision

2-level Transmutation

Casting Time 1 action
Range Touch
Duration 8 hours
Components V,S,M (dried carrot/ agate)

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

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

PHB

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

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

Vortex Warp

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft
Components: Verbal, Somatic
Duration: Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Level 3 Spells

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

Galder's Tower

3-level Conjuration

Casting Time: 10 mins
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: a fragment of stone, wood, or other building material
Duration: 24 hours

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

  • A bedroom with a bed, chairs, chest, and magical fireplace
  • A study with desks, books, bookshelves, parchments, ink, and ink pens
  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
  • A lounge with couches, armchairs, side tables and footstools
  • A washroom with toilets, washtubs, a magical brazier, and sauna benches
  • An observatory with a telescope and maps of the night sky
  • An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

Thunder Step

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft
Components: Verbal
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Shooting Star

3-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: V, S, M
Materials: (a shiny white pearl)
Duration: Instantaneous
Attack/Save: Ranged
Damage/Effect: Force

You hurl a streaking star from your the palm of your hand unto a creature within range. Make a ranged spell attack. On a hit, the target takes 8d8 force damage and is revealed until the end of its next turn. A revealed creature cannot benefit from the invisible condition, is returned to its true form if it is shapeshifted, and attacks against it hit critically on a d20 roll of 19-20.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Available for: Wizard

Level 4 Spells

Conjure Minor Elementals

4-level Conjuration

Casting Time 1 Minute
Range 90ft
Duration up to 1 Hour
Components V, S

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower.
  An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures' statistics.
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

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

Evard's Black Tentacles

4-level Conjuration

Casting Time 1 Action
Range 90ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a piece of tentacle from a giant octopus or a giant squid

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.

Class(es): Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

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

Sirensong Rum

Trade Good

Uncommon

A turquoise blend with a shimmer of coral pink that dances like a shoal of fish if you swirl it.

Advantage on Performance checks involving singing for an hour.

Bottle - 40gp

Cost: 2gp per shot


World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • 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!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems