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Sneezus Orsuminthin in Dungeons & Dragons 5e

Sneezus Orsuminthin

5 Level (0/14000 XP for level-up) Acolyte Background Variant Aasimar Race / Species / Heritage Neutral Good Alignment
Sorcerer
Level 5
Hit Dice: 5/5
1d6+1 Class 1

STR 12

+1

DEX 10

+0

CON 12

+1

INT 14

+2

WIS 13

+1

CHA 18

+4

32
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
5 / 5
Sorcery Points
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
29 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+0 Dexterity
+4 Constitution
+2 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
+4 Deception CHA
+2 History INT
+4 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+5 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +1 STR 1d4+1 Piercing
 Finesse, Light, Thrown, Nick
Dagger +1 STR 1d4+1 Piercing
 Finesse, Light, Thrown, Nick
Staff of Withering +11 CHA 1d8 Bludgeoning, Necrotic
  Versatile, Sap - The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +7 1 action 5ft Instantaneous 1d10+4 VS
 Notes:Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Light +7 1 action 20ft 1 hour V,M DEX 14
 Notes:You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Poison Spray +7 1 action 30 ft Instantaneous 1d12+4 V,S
 Notes:You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Sacred Flame +7 1 action 60ft instantaneous 1d8+4 V,S DEX 13
 Notes:Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spare the Dying +7 1 action 15ft instantaneous V,S
 Notes:Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +7 1 action 5ft Instantaneous 1d10+4 + VS
 Notes:Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Poison Spray +7 1 action 30 ft Instantaneous 1d12+4 + V,S
 Notes:You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Sacred Flame +7 1 action 60ft instantaneous 1d8+4 + V,S DEX 13
 Notes:Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Chromatic Orb +7 1 action 90ft instananeous 3d8+4 V/S/M DC +6
 Notes:You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Command +7 1 action 60ft instantaneous WIS 14
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn’t move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Purify Food & Drink +7 1 action 10ft, 5ft sphere instantaneous V/S
 Notes:You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
Ray of Sickness +7 1 action 60ft instantaneous 2d8+4 V/S
 Notes:You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +7 1 action 5ft Instantaneous 1d10+4 + VS
 Notes:Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Poison Spray +7 1 action 30 ft Instantaneous 1d12+4 + V,S
 Notes:You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Sacred Flame +7 1 action 60ft instantaneous 1d8+4 + V,S DEX 13
 Notes:Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Chromatic Orb +7 1 action 90ft instananeous 3d8+4 + V/S/M DC +6
 Notes:You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Ray of Sickness +7 1 action 60ft instantaneous 2d8+4 + V/S
 Notes:You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Alter Self +7 1 action self 1 hour V/S
 Notes:You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Dragon's Breath +7 1 bonus action touch/15ft cone concentration, up to 1 minute 3d6+4 V/S/M
 Notes:You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Lesser Restoration +7 1 action touch instantaneous V/S
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +7 1 action 5ft Instantaneous 1d10+4 + VS
 Notes:Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Poison Spray +7 1 action 30 ft Instantaneous 1d12+4 + V,S
 Notes:You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Sacred Flame +7 1 action 60ft instantaneous 1d8+4 + V,S DEX 13
 Notes:Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Chromatic Orb +7 1 action 90ft instananeous 3d8+4 + V/S/M DC +6
 Notes:You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Ray of Sickness +7 1 action 60ft instantaneous 2d8+4 + V/S
 Notes:You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Dragon's Breath +7 1 bonus action touch/15ft cone concentration, up to 1 minute 3d6+4 + V/S/M
 Notes:You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Daylight +7 1 ACTION 60ft, 60ft sphere 1 hour V/S
 Notes:A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Fear +7 1 action self/30ft cone concentration, up to 1 minute V/S/M WIS 14
 Notes: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.
Fly +7 1 action touch concentration, up to 10 minutes V/S/M
 Notes:You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Dagger, Dagger, Spear, Parchment, Backpack, Calligrapher's Supplies, Robe, Book, Holy Symbol, Crystal, Oil, Rations, Rope, Tinderbox, Torch, Waterskin, Caltrops, Crowbar

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 36, Platinum: 0 Money
Common, Celestial

Languages & Proficiencies


™ & © 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

SRD

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: Ranged spell attack
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.   At Higher Levels. 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

Player's Handbook (5.5e) 2024

Light

0-level (Cantrip) Evocation

Casting Time: Action
Range/Area: Touch
Components: VM
Materials: a firefly or phosphorescent moss
Duration: 1 hour

You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius & Dim Light for an additional 20 feet. The light can be colored as you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

Player's Handbook

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: Action
Range/Area: 10 Feet
Components: Verbal, Somatic
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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

Player's Handbook (5.5e) 2024

Sacred Flame

0-level (Cantrip) Evocation

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

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.

At higher levels:

The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Available for: Cleric

Player's Handbook (5.5e) 2024

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: Action
Range/Area: 15'
Components: VS
Duration: Instantaneous

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Available for: Artificer, Cleric, Druid

Level 1 Spells

SRD

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90 ft
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 50 gp
Duration: Instantaneous
Attack/Save: Ranged spell attack
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Sorcerer, Wizard

SRD

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft
Components: Verbal
Duration: 1 round
Attack/Save: Wisdom save
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.   Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.   Drop. The target drops whatever it is holding and then ends its turn.   Flee. The target spends its turn moving away from you by the fastest available means.   Grovel. The target falls prone and then ends its turn.   Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Paladin

Player's Handbook (5.5e) 2024

Purify Food & Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: Action
Range/Area: 10'
Components: VS
Duration: Instantaneous

You remove poison & rot from nonmagical food & drink in a 5' radius Sphere centered on a point within range.

Available for: Artificer, Cleric, Druid, Paladin

Player's Handbook

Ray of Sickness

1-level Necromancy

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

This spell is classified as a Biomancy spell.

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Available for: Sorcerer, Wizard

Level 2 Spells

Player's Handbook

Alter Self

2-level Transmutation

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

This spell is classified as a Biomancy spell.

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Available for: Artificer, Sorcerer, Tamer, Wizard

Xanatar's Guide to Everything

Dragon's Breath

2-level Transmutation

Casting Time: Bonus Action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: A hot pepper
Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Available for: Sorcerer, Wizard

Player's Handbook

Lesser Restoration

2-level Abjuration

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

This spell is classified as a Biomancy spell.

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralysed or poisoned.

Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Tamer

Level 3 Spells

Basic Rules (2014) - Modified

Daylight

3-level Evocation

Casting Time: 1 action
Range/Area: 60 ft. (60 ft. sphere)
Components: V, S
Duration: 1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. This light is sunlight.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Available for: Cleric, Druid, Paladin, Ranger, Sorcerer, Light Domain, Celestial Patron, Lantern Patron

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

Player's Handbook (2024)

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a feather
Duration: 10 minutes (concentration)

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.

At higher levels:

You can target one additional creature for each spell slot level above 3.

Available for: Artificer, Sorcerer, Warlock, Wizard, Circle of the Hive, Draconic Sorcery, Horned King Patron

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