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Dante

13 Level (0/140000 XP for level-up) Criminal Background Tiefling Race / Species / Heritage Lawful Evil Alignment
Illriger
Level 13
Hit Dice: 13/13
1d10+3 Class 1

STR 11

+0

DEX 19

+4

CON 16

+3

INT 12

+1

WIS 11

+0

CHA 24

+7

169
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+5
Prof. Bonus
30 ft
Speed (walk/run/fly)
10
Passive Perception
33 / 33, Quickened spell (as a bonus action can cast another spell for 2 points) / Twinned spell (doubles a spell projectile for 1 point)
Sorcery points
Spellcasting ...
+12 Attack mod
CHA Ability
+7 Abi Mod
20 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+4 Dexterity
+8 Constitution
+1 Intelligence
+0 Wisdom
+12 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+12 Deception CHA
+1 History INT
+0 Insight WIS
+12 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+17 Performance CHA
+12 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Gitár pofon +7 CHA 1d8 Slashing
 Knock back 10ft if fail Dc 18 con save
Gitár ranged +7 CHA 2d8+5 Force
 120ft range
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldrich Blast +12 1 Action 120ft Instatanious 2d10
 Notes:Shoots 2 blasts
Elemental hit +12 1 Action 15ft Instatanious 3d8
 Notes:Shoots in a cone with the chosen element at the last long rest

Level 1 Spells 9 slots

NAME AB CAST RNG DUR DMG CMP #
Helper of Rocko 1 Action 60ft instatanious
 Notes:The caster can give his concentration to soemone else so he cna cats another concentration type spell.

Level 6 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Sunbeam 1 minute of concentration 60ft concentration 6d8
 Notes:A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

Level 7 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Crown of Stars 1 action self 1 hour 4d12
 Notes:Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
Mass impale 1 Action 60ft radius instatanious 10d10
 Notes:If the damage kills the enemy or under 20% life the creature is executed and return as a demon on 25% health under the conroll of the user. The stakes can be dodged by a dexterity saving throw if they have their reaction Dc: spellcaster dc +5 . Anyone withnessing this makes a widom saving throw or gets deadly terrified and runs away as their reaction. Those who survived the impale has to make an athletics or scrobatics to get free or get 4d10 damage every turn.

fire resistance


Multiattack: 2


armor: light, medium


weapon:simple,martial



alert +5 init+ advantage



lvl 3 -choose instrument as your weapon -lesser elemental hit (lightning,fire,cold,necrotic,): 15 feet cone in front of the caster 1d8 lvl 1 lvl5 2d8 lvl11 3d8 lvl17 4d8 + spellcasting modifer


Lvl 6 -eldrich blast as cantrip -profience at performance with your chosen instrument


lvl 11 -profieny at every charisma check and experteese at the chosen instrument -Hellstorm: The illiger concentrates ont he spell creating a cloud above him 60 ft radius the storm attacks a target for 8d6 necrotic and 8d6 force damage dex save half the damage the illiger has 5 feet movement during the cast of this and along the one targeted and 3 random lightning on the battlefield if this lightning hits the illriger the next targeted lightning deal double the damage and doubles the movement for the next turn. 1/long rest


lvl 17 -hellstorm gets 20 ft radius and 2d6 plus damage -gets experteese at every charisma check -Symphony of demise: casting hellstrom grants another effect making the storm acid dealing 2d6 damage in the radius every turn eveyr dea dbody in this reagion wakes as a form of ghoul obeying the illiger if casted this way hellstom has double range (160ft radius). Lightnings deal d8 damage instead of d6. 1/ 2long rest



BALEFUL INTERDICT: seal can be used as a free bonus on hit or for bonus last 1 min can be used as is or placed on enemies for extra damage or spells


FORKED TONGUE: can speak 2 chosen languages+advantage on insight


COMBAT MASTERY: BRAVADO no armor 10+dex+char mod Interdiction can be used by burning unused seals


SUBCLASS:metalhead sorcerer spell list caster invoke hell


FEATS:WAR CASTER adv concentration react cast


BLOOD PRINCE:save fail can use hit die to add it to it


TERRORIZING FORCE:element:cold necro fire poison 1d8 can get changed at lon55g rest



BRAIN OF BAAL: Becomes lvl 20 Sorcerer (spell slots), gets +20 sorcery points,



Rippers Veil: -passivly: -every damage deals plus 1d8+cha fire damage,


-Crit: 19, 20


-active: Upon geting a lethal hit the charachter enters a frenzy mode (frenzy modes deals2d8 fire damage and adds 18 to the crit list and instantly casts a lvl 7 or lower lvl spell yes counts as spell slot)


The charachter cannot die for 2 turns of combat





Features & Traits

Le Gitár


Lantern of Knowlage: The wielder can choose from any spell





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

Common, Infernal, Silver tongue (just speak)





Languages & Proficiencies

Ascention: lvl 5 counts as a lesser demon. Eyes turn red


lvl 10 counts as demon can conroll lesser demon (only with charisma check). Eyes turn red and has horns.


lvl 15 counts as demon lord can conroll demon (only with charisma check) and lesser demon . Eyes turn red, has horns, has wings. relyable talent for cha


lvl 20 primordial sin can controll any demon lords (only wiht charisma check), demons, lesser demons. Eyes turn red, has horns, has wings, skin turns red and chooses a domain as a primordial sin.





Bonds


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

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

PHB

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 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. 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

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: Verbal, Somatic
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Basic Rules, pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120 ft
Duration 1 Round
Components V, S

Damage Type: Necrotic   Attack/Saving Throw: Ranged   Description: 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).

Class(es): Sorcerer, Warlock, Wizard

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can’t attack, activate magical items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: Verbal, Somatic, Material
Materials: The petrified eye of a newt
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A Remove Curse spell cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Warlock

XGE

Catapult

1-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: Somatic
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8 , for each slot level above 1st.
Available for: Sorcerer, Wizard, Artificer

PHB

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 10 minutes
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.

PHB

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10 feet
Components: Verbal, Somatic, Material
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass 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. As an action, you can temporarily dismiss your familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.   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.   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.
Available for: Wizard

Level 2 Spells

PHB

Blur

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Available for: Artificer, Sorcerer, Wizard

PHB

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
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

EGW

Immovable Object

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Gold dust worth at least 25 gp, which the spell consumes
Duration: 1 hour
You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.   If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At higher levels: If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
Available for: Wizard

Levitate

2-level Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic, Material
Materials: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.   The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.   When the spell ends, the target floats gently to the ground if it is still aloft.
Available for: Artificer, Sorcerer, Wizard

PHB

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Material
Materials: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.   If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

PHB

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60 feet
Components: Somatic
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

PHB

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: Verbal, Somatic, Material
Materials: A tiny ball of bat guano and sulfur
Duration: Instantaneous
Attack/Save: Saving Throw
Damage/Effect: Fire
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Wizard

PHB

Haste

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: A shaving of licorice root
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Available for: Artificer, Sorcerer, Wizard

PHB

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic
Duration: Instantaneous
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Basic Rules

Revivify

3-level Evocation

Range/Area: touch
Components: Verbal, Somatic, Material
Materials: diamonds worth 300 gp, which the spell consumes
Duration: Instantaneous
Attack/Save: Dexterity save
Damage/Effect: bludgeoning / cold

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Available for: Cleric, Paladin, Artificer, Druid, Warlock

Basic Rules (2014) - Modified

Vampiric Syphon

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a melee weapon that deals piercing or slashing damage
Duration: 1 minute (concentration)

You imbue the weapon used in the casting of this spell with the power to syphon the life force of others. As part of your action, make a melee weapon attack against a creature. On a hit, the target suffers the weapon attack’s normal effects, and takes an additional 3d6 necrotic damage. You regain hit points equal to half the amount of the necrotic damage dealt. Until the spell ends, you can use your action to make the attack again, targeting the same creature or a different one.

At higher levels:

When you cast this spell using a spell slot of 4th-level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd.

Available for: Warlock, Wizard, Death Domain, Grave Domain

Level 4 Spells

Unearthed Arcana

Ego Whip

4-level Enchantment

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V

Damage Type: Control   Saving Throws: Intelligence   Description: You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

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

PHB'14 p.266

Polymorph

4-level Transmutation

Casting Time: Action
Range/Area: 60 feet
Components: Verbal, Somatic, Material
Materials: a caterpillar cocoon
Duration: Concentration, up to 1 hour
Attack/Save: Wisdom Save

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Available for: Bard, Druid, Sorcerer, Wizard

Level 5 Spells

Creation

5-level Illusion

Casting Time 1 minute
Range 30 feet
Duration Special
Components V, S, M
Materials A tiny piece of matter of the same type of the item you plan to create

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.   The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Class(es): Artificer, Sorcerer, Wizard, Cleric (Forge)

MaterialDuration
Vegetable Matter1 day
Stone or Crystal12 hours
Precious Minerals1 hour
Gems10 minutes
Adamantine or Mithral1 minute

Player's Handbook

Hold Monster

5-level Enchantment

Casting Time 1 action
Range 90 feet
Duration Concentration, 1 minute
Components V,S,M (a small, straight piece of iron)

Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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

Player's Handbook

Wall of Force

5-level Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 10 minutes
Components V, S, M
Materials A pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).   Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Class(es): Wizard, Artificer (Artillerist), Paladin (Redemption)

Player's Handbook

Wall of Stone

5-level Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 10 minutes
Components V, S, M
Materials A small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.   If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.   If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.   The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.   If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Class(es): Artificer, Druid, Sorcerer, Wizard, Monk (Four Elements)

Level 6 Spells

PHB

Disintegrate

6-level Transmutation

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V, S, M
Materials (a lodestone and a pinch of dust)

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

Class(es): Sorcerer, Wizard

Player's Handbook

Globe of Invulnerability

6-level Abjuration

Casting Time 1 action
Range Self (10-foot radius)
Duration Concentration, 1 minute
Components V,S,M (a glass or crystal bead that shatters when the spell ends)

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Class(es): Sorcerer, Wizard

Xanathar's Guide to Everything, pg. 161

Mental Prison

6-level Illusion

Casting Time 1 action
Range 60 ft.
Duration Concentration, up to 1 minute
Components Somatic

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

Class(es): Sorcerer, Warlock, Wizard

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