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Lucifer / Shaco

6 Level (9983/23000 XP for level-up) Astral Drifter Background Changeling Race / Species / Heritage ADVANTAGE ON CHA THROW Alignment
Sorerer
Level 6
Hit Dice: 5/6
1d6+3 Class 1

STR
12
+1
DEX
19
+4
CON
17
+3
INT
18
+4
WIS
14
+2
CHA
24
+7
54
Hit Points
+4
Initiative (DEX)
23
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
6 / 6 / Gyorsvarázslás , ikervarázs
Metamagic
Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. /
Psionic Sorcery
At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened /
Psychic Defenses
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. /
Magical Guidance
Spellcasting ...
+10 Attack mod
CHA Ability
+7 Abi Mod
18 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+7 Dexterity
+11 Constitution
+7 Intelligence
+5 Wisdom
+13 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+7 Arcana INT
+1 Athletics STR
+11 Deception CHA
+4 History INT
+5 Insight WIS
+8 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+3 Perception WIS
+8 Performance CHA
+14 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Reaper´s Eclipse +4 STR 1d10+1d8+3+1 Slashing
 Thrown (0/50)
Reaper´s Eclipse Thrown +4 STR 5d8+1 Necrotic
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mind Sliver +10 1 Action 60 ft 1 Round 2d6 V
 Notes:Upon hit it takes off 1d4 from the next saving throw of the enemy ((Int save))
Blood Bridge +10 1 Action 5 ft 1 Round 2d6 VSM
 Notes:The damage you dealt heals you ((Dex save))
Prestidigitation +10 1 Action 10 ft 1 hour VS
 Notes:Szemfényvesztés
Minor illusion +10 1 Action 30 ft 1 minute SM
 Notes:((Int save))
Chill Touch +10 1 Action 120 ft 1 Round 2d8 VS
 Notes:Prevents regeneration for 1 turn
Flame Arrow +10 1 Action 120 ft 1 Round 2d10+7 VS

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Mind Sliver +10 1 Action 60 ft 1 Round 2d6 + V
 Notes:Upon hit it takes off 1d4 from the next saving throw of the enemy ((Int save))
Blood Bridge +10 1 Action 5 ft 1 Round 2d6 + VSM
 Notes:The damage you dealt heals you ((Dex save))
Chill Touch +10 1 Action 120 ft 1 Round 2d8 + VS
 Notes:Prevents regeneration for 1 turn
Flame Arrow +10 1 Action 120 ft 1 Round 2d10+7 + VS
Catapult +10 1 Action 5ft Instantaneous 3d8 S
 Notes:if the objects would hit someone then ((Dex save)) max 5 pounds If upcasted plus 1d8 damage and 5 pounds
Dissonant Whispers +10 1 Action 60 ft Instantaneous 3d6 V
 Notes:((Wisdom save))

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Mind Sliver +10 1 Action 60 ft 1 Round 2d6 + V
 Notes:Upon hit it takes off 1d4 from the next saving throw of the enemy ((Int save))
Blood Bridge +10 1 Action 5 ft 1 Round 2d6 + VSM
 Notes:The damage you dealt heals you ((Dex save))
Chill Touch +10 1 Action 120 ft 1 Round 2d8 + VS
 Notes:Prevents regeneration for 1 turn
Flame Arrow +10 1 Action 120 ft 1 Round 2d10+7 + VS
Catapult +10 1 Action 5ft Instantaneous 3d8 + S
 Notes:if the objects would hit someone then ((Dex save)) max 5 pounds If upcasted plus 1d8 damage and 5 pounds
Immovable object +10 1 Action 60 ft Duration up to 1 hour VSM
 Notes:10 pounds or less in air holds 4000pounds strenght check moves object 10 feet--------4th or 5th slot Dc+5 and 8pounds held in air and 24 hours-----6th or above Dc+10 permanant up to 20 000 pounds
Dissonant Whispers +10 1 Action 60 ft Instantaneous 3d6 + V
 Notes:((Wisdom save))
Calm Emotions +10 1 Action 20 ft Concentration up to 1 minute VS
 Notes:((Chr save))
Detect Throughts +10 1 Action Self Concentration up to 1 minute VSM
 Notes:((Wisdom save))
Levitate +10 1 Action 60ft Concentration up to 1 minutes 2d8 VSM
 Notes:Contact does 2d8 damage bonus action to activate damage again
Heat metal +10 1 Action 60ft VSM
Suggestion +10 1 Action 30 ft Concentration up to 8 hours VM
 Notes:((Wisdom save))

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Mind Sliver +10 1 Action 60 ft 1 Round 2d6 + V
 Notes:Upon hit it takes off 1d4 from the next saving throw of the enemy ((Int save))
Blood Bridge +10 1 Action 5 ft 1 Round 2d6 + VSM
 Notes:The damage you dealt heals you ((Dex save))
Chill Touch +10 1 Action 120 ft 1 Round 2d8 + VS
 Notes:Prevents regeneration for 1 turn
Flame Arrow +10 1 Action 120 ft 1 Round 2d10+7 + VS
Catapult +10 1 Action 5ft Instantaneous 3d8 + S
 Notes:if the objects would hit someone then ((Dex save)) max 5 pounds If upcasted plus 1d8 damage and 5 pounds
Dissonant Whispers +10 1 Action 60 ft Instantaneous 3d6 + V
 Notes:((Wisdom save))
Levitate +10 1 Action 60ft Concentration up to 1 minutes 2d8 + VSM
 Notes:Contact does 2d8 damage bonus action to activate damage again
Hunger of Hadar +10 1 Action 150ft Concentration up to 1 minute 2d6+2d6 VSM
 Notes:On a 20 ft radius pitch black becomes blind and hard terrain (half movement) if you start your turn here 2d6 cold dmg and if you end your turn here then 2d6 acid dmg ((Dex save half damage))
Sending +10 1 Action infinite 1 Round VSM
 Notes:Max 25 words across map or dimensions
Dispel Magic +10 1 Action 120ft Instantaneous VS
Fireball +10 1 Action 150ft Instantaneous 8d6 VSM
 Notes:at a 20 feet radius dex save half damage




Features & Traits

2 dragako 100/db,


1 fadag vulkani salak,


Chrnono great axe (Discord)


-a legendák kincsei konyv


Kozos pénz: ((5020))




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 21321, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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

Alchemical Eclipse Medál

Wondrous Item

Common

Hatások

  • Alkimiai immunitás: A viselő teljesen immunis Lyra robbanásos elixírjeinek hatásaira (pl. Vad Tűz Gáz, Alkimista Tűz Felhő stb.).
  • Robbanás elleni védelem: A viselő Advantage-et kap minden Dexterity robbanás mentődobásra, ha a robbanás nem Lyra alkímiájából származik (pl. tűzcsapda, Fireball, más alkimista támadása).

Különleges: Ha Lyra meghal, a medálok elveszitik erejüket 1d4 nap után

Készítő: Csak Lyra készítheti el, titkos recept...


Ragyogó holdformájú medál, finom vöröses fényben pulzál.


Alapanyag: Ezüst, alkimista pecsét



„A hold fénye nem csak világít – védelmez is.” — Edrik Blackthorn, alkimista mester



Cost: 75 gp
Weight: 0,2 font (~90 gramm)

Eclipsing Scythe of Power (Legendary Weapon)

Weapon

Legendary Egy próbatétel által lehet vele egyesülni Requires Attunement

Reaper's Eclipse (Legendary Weapon)

  • Leírás: A kasza pengéje továbbra is holdfényből és csillagok ragyogásából született, de most az éjszaka sötét energiája is átjárja, amely minden lendítéssel elszabadítja a halál szelét. Az ősi rúnák a penge mentén ragyogó és baljós necrotikus aurát árasztanak, amelyet úgy mondanak, hogy a világokon túli hatalmak alkottak.
  • Támadás és Sebzés:
  • Melee:
  • Sebzés: 1d10 (vágó) + 1d8 necrotikus sebzés (támadásdobás sikeres esetén).
  • Bónusz: +3 a támadás- és sebzésdobásokhoz.
  • Távolsági:
  • Necrotic Wave: A kasza meglendítésekor egy necrotikus hullámot küld előre, amely V alakban terjed.
  • Hatótáv: 50 láb hosszú, 20 láb széles a V-alak legszélesebb pontján. 25 fok
  • Sebzés: 5d8 necrotikus sebzés minden lény számára a területen belül (Constitution mentődobás fele sebzés).
  • Extra Hatás: Sikertelen mentődobás esetén az érintettek szétszóródnak 10 lábnyira, és hátrányt kapnak minden támadásdobásra a következő körükben.
  • Aktiválás: Naponta háromszor lehet használni.
  • Varázslatos Hatások:
  • Silencing Strike: Melee találatnál a célpont elnémul a következő körig.
  • Empowered Arcana: A kasza megőrzi a Staff of Power képességeit:
  • Charged Spells: Naponta 10 töltés használható (Fireball, Lightning Bolt, Cone of Cold).
  • Retributive Strike: A kasza végső erejét használva pusztítást okoz, majd megsemmisül.
  • Védelmi Tulajdonságok:
  • Lunar Shielding: A viselő +2 AC-t kap.
  • Evasion Aura: Szövetségesek 30 láb sugarú körben Advantage-et kapnak Dexterity mentődobásokra.

A kasza pengéje továbbra is holdfényből és csillagok ragyogásából született, de most az éjszaka sötét energiája is átjárja, amely minden lendítéssel elszabadítja a halál szelét. Az ősi rúnák a penge mentén ragyogó és baljós necrotikus aurát árasztanak, amelyet úgy mondanak, hogy a világokon túli hatalmak alkottak.




Type Damage Damage Range
Martial Melee 1d10 + 3 / 5d8 Necrotic 50/20

Cost: 110 000 gp
Weight: 8-12 font (kb. 3,6-5,4 kg).

Chameleon Weave Garment

Wondrous Item (Light)

Very Rare A karakternek legalább egyszer: Megváltoztatta a viselkedését vagy megjelenését, hogy beilleszkedjen vagy elkerülje a konfliktust Diplomáciai vagy lopakodó helyzetben sikeresen alkalmazkodott a környezethez Képviselt többféle szerepet (pl. kém, követ, színész, kettős ügynök) Requires Attunement

Szegecselt bőrpáncél (Studded Leather)

Hatások & Képességek

  1. Shapechange Adaptability: A ruha bármilyen más ruha, páncél vagy viselet külsejét képes felvenni, miközben statisztikailag könnyű páncélnak számít. Használat: Napi korlátlan alkalommal aktiválható.
  2. Charisma Guard: A viselő hozzáadja Karizma módosítóját az Armor Class-hoz (AC). Példa: Ha a viselő Karizma módosítója +3, az AC értékhez ezt hozzá kell adni.
  3. Silent Shift: A ruha átalakulása teljesen hangtalan, így használata nem veszélyezteti a rejtőzködést. Ideális olyan helyzetekben, ahol a lopakodás kritikus.

A Chameleon Weave Garment első ránézésre egyszerű, hétköznapi ruhának tűnik, amely semmilyen különleges figyelmet nem von magára. Azonban a ruha rejtett mágikus tulajdonságai lehetővé teszik, hogy bármilyen ruházat vagy páncél megjelenését, stílusát és színét utánozza. Ezáltal tökéletes választás lehet azok számára, akik inkognitóban szeretnének maradni, vagy lenyűgöző eleganciát kívánnak árasztani. A textília anyaga könnyű és puha, mintha saját élettel bírna.




Cost: 12000 gp
Weight: 3 font (~1.4 kg)

Homebrew

Vérhold Medál

Wondrous Item

Common A medálhoz történő behangolódáshoz a karakternek legalább 1 órát kell töltenie vele, meditálva vagy tanulmányozva a rúnáit. Csak azok tudnak behangolódni a medálhoz, akik valóban az átok hatása alatt állnak. ( Így nem használható általános mágikus eszközként.

"Késlelteti az átok hatását, csökkenti a tüneteket (-5DC az átok mentődobásaihoz)

"A medál a vérfarkasok erejét hordozza magában ezért óránként 1d10-1d10 sebzést vagy életerőt nyersz vissza. A sebzés az átok hatása, nem a medálé."

+2 Állóképesség mentődobásokhoz +1 bónusz az Észlelés (Perception) dobásokhoz.

Rejtett kapcsolat Edrik Blackthorn: A medál képes kapcsolatot teremteni, ha a viselő hangosan kimondja az alkimista nevét. Ez nem harci képesség, hanem narratív eszköz, amely segítséget nyújthat a karaktereknek, ha bizonyos helyzetekben tanácsra vagy információra van szükségük.

"Ez a sötét, ezüstös fémmedál egy vörös drágakövet tartalmaz, amely halványan vibrál. Farkasmotívumai és ősi rúnái a Farkas Birodalom örökségét hordozzák."


Ráhangolódás:


"Ahogy kezedben tartod a Vérhold Medált, a vörös drágakő finoman vibrál, mintha a szívverésedet követné. Az energiája lassan összhangba kerül veled, és különös, bizsergő érzés fut végig rajtad."


A medálhoz történő behangolódáshoz a karakternek legalább 1 órát kell töltenie vele, meditálva vagy tanulmányozva a rúnáit. Csak azok tudnak behangolódni a medálhoz, akik valóban az átok hatása alatt állnak. ( Így nem használható általános mágikus eszközként.



Cost: 50gp
Weight: 1 font

Suttogó Gyűrű ( Lucifer )

Wondrous Item

Legendary Nem tartozik a világ tárgyai közé

Leírás A Suttogó Gyűrű

Aktív Statok:

AC +0 ( max3 )

Támadás +0 ( max 3 )

Sebzés +0 ( max 3 )

Mentődobás +0 ( max 2 egyválaszott stathoz )

Képességpróba +0 ( max 2 egy választott skillhez )

Egyedi képesség / spall slot: 0 ( DM adja , minimum 3 képeségpontal rendelkezők választhatják )

A gyűrű a világban nem létező tárgy... csak is kizárólag a játékosok belső fejlődését tükrözi. Ezért a tárgyat eladni, felhasználni bármilyen játékbeli célra, nem lehetséges. A gyűrű az inspirációt hivatott kiváltani.




Cost: értéktelen
Weight: súlytalan

Homebrew

Árnyfátyol Fiola (Veilshade Vial)

Wondrous Item

Uncommon

Hatás

  • A használó láthatatlanná válik 10 percre, mintha Invisibility varázslat hatása alatt állna.
  • Ez idő alatt +5 bónuszt kap Stealth próbákra.
  • A hatás nem szűnik meg támadás vagy varázslás esetén, kivéve ha a DM másképp dönt.
  • Több adag is elfogyasztható egymás után, de a hatás nem halmozódik időben vagy bónuszban.

Használat

  • Action: Megivása egy akciót igényel.
  • Adagok száma: Egy fiola egy adagot tartalmaz.
  • Long Rest után nem regenerálódik, új fiolát kell szerezni.

Ez a sötétlila, enyhén füstölgő folyadék egy apró, ezüstkupakos fiolában található. Megivása után a használó teste és mozgása elhalványul, mintha az árnyak maguk rejtenék el.




Cost: 600 gp
Weight: 0,5 font (~0,2 kg)

DMG

Periapt of Proof against Poison

Wondrous Item

Rare

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Cost: 501 gp - 5,000 gp

DMG

Periapt of Health

Wondrous Item

Uncommon

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

Cost: 101 gp - 500 gp

Dungeon Master's Guide

Bag of Holding

Wondrous Item

Uncommon

Ez a különleges zsák sokkal nagyobb belső térrel rendelkezik, mint amit a külső mérete sugall. A szája körülbelül 2 láb átmérőjű, és 4 láb mély, de akár 500 fontnyi tárgyat is képes tárolni, 64 köbméteres térfogaton belül.

A zsák súlya mindig 15 font, függetlenül attól, hogy mennyi tárgy van benne. Egy tárgy kivétele a zsákból egy akciót igényel.

Ha a zsákot túlterhelik, kilyukasztják vagy elszakítják, akkor megsemmisül, és a benne lévő tárgyak az Asztrális Síkon szétszóródnak.

Ha a zsákot kifordítják, a tartalma érintetlenül kihullik, de a zsákot vissza kell fordítani, mielőtt újra használható lenne.

Fontos figyelmeztetés: ha egy Bag of Holding-ot egy másik extra dimenziós térbe helyeznek (például egy Portable Hole-ba), akkor mindkét tárgy megsemmisül, és egy kapu nyílik az Asztrális Síkra, amelyen keresztül a közeli lények beszippanthatók.

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in theAstral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Cost: 475 gp
Weight: 15 font (~6,8 kg)

WDMM

Chest of Preserving

Wondrous Item

Common

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.

Cost: 50 gp - 100 gp

DMG

Alchemy Jug

Wondrous Item

Uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

LiquidMax Amount
Acid8 ounces
Basic poison1/2 ounce
Beer4 gallons
Honey1 gallon
Mayonnaise2 gallons
Oil1 quart
Vinegar2 gallons
Water, fresh8 gallons
Water, salt12 gallons
Wine1 gallon

Cost: 101 gp - 500 gp

EGW

Amulet of the Drunkard

Wondrous Item

Uncommon

This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.

Cost: 101 gp - 500 gp

EGW

Amulet of the Drunkard

Wondrous Item

Uncommon

This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.

Cost: 101 gp - 500 gp

EGW

Amulet of the Drunkard

Wondrous Item

Uncommon

This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.

Cost: 101 gp - 500 gp

WGTE

Bag Of Bounty

Wondrous Item

Uncommon

This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast Create Food and Water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal.

Food QualityDifficulty
PoorNo roll required
Modest10
Comfortable13
Wealthy15
Aristocratic18

A bag of bounty can be used up to three times over the course of a day. After that, the bag can’t be used again until the next dawn.

Cost: 101 gp - 500 gp

DMG

Goggles of Night

Wondrous Item

Uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Cost: 101 gp - 500 gp

Tükröző Pálca

Wondrous Item

Rare Requires Attunement

Típus: Wand

Aktiválás: Reakció

Használat: Naponta 3x

időtartam: 1 perc / aktíválás

Különleges képességek

  • Visszatükrözés (reakció, max 3x/nap): Ha a pálcahasználó célpontja egy mágikus hatásnak (pl. varázslat, mágikus képesség), a pálca aktiválható reakcióként. → A mágikus hatás visszatükröződik az eredeti létrehozóra, és mindkét célponton azonos hatással jön létre (ugyanaz a DC, sebzés, stb.). → Ez nem semlegesíti az eredeti hatást, hanem duplikálja azt a létrehozóra is.
  • Védelmi Bónusz: Amíg a pálca aktív (1 percig), a használó +1 AC-t kap.

A pálca karcsú, ezüstös testét finom, üvegszerű erezetek futják végig, amelyek halványan pulzálnak, amikor mágikus energiát érzékelnek. A végén egy apró, csiszolt kristálygömb ül, amelybe mintha egy örvénylő tükröződés lenne zárva — a világ egy másik, torzított képe.


A legenda szerint ezt a pálcát Elyra Vey, egy elfeledett mágus készítette, aki a varázslatok természetét kutatta, nem azért, hogy uralja őket, hanem hogy visszafordítsa. Elyra nem hitt a pusztításban — inkább abban, hogy a mágia súlya visszahullik arra, aki elindította. A pálca az ő öröksége: egy eszköz, amely nem támad, hanem tükröt tart a támadónak.


Amikor aktiválják, a pálca halk, csengő hangot hallat, mintha egy kristály cseppenne a mélybe. A levegő vibrálni kezd, és a varázslat, amely a használót célozta, hirtelen visszafordul — mintha a világ maga mondaná: „Amit adsz, azt kapod.”




Cost: 2500 gp
Weight: 1 font (~0,5kg)

Homebrew

Primal Fang Pendant (Ősi Agyar Medál)

Wondrous Item

Legendary Csak olyan karakter attunálhatja teljes mértékben, aki természetes fegyverekkel harcol (karma, harapás, ököl), és testét ösztönből használja támadásra. Ilyen karakterek: druida (Wild Shape), szerzetes (unarmed strikes), barbár (Path of the Beast), vérfarkas, shifter, vagy más természetes fegyverhasználó. Más karakterek is attunálhatják, de csak a Aura of Instinct és Primal Resilience képességek aktiválódnak számukra... A medál nem reagál pusztán érintésre vagy varázslatra. Ahhoz, hogy egyesüljön a viselővel, a karakternek harcban kell ösztönből támadnia, természetes fegyverrel (karma, harapás, ököl), és legalább egyszer el kell érnie a célját. Requires Attunement

Hatások:

  1. True Strikes : A viselő minden természetes fegyverrel (karma, harapás vagy ököl) végzett támadásnál teljes sebzést okoz, függetlenül az ellenség immunitásától vagy ellenállásától.
  2. Enhanced Damage : Minden természetes fegyverrel végzett támadás extra + 2d6 sebzést okoz. A sebzéstípus választható: bludgeoning, piercing vagy slashing.
  3. Primal Precision :A viselő Advantage-et kap minden támadásdobásra természetes fegyverekkel. Extra Hatás: Minden támadásdobásnál a viselő automatikusan hozzáadja Wisdom módosítóját a támadás eredményéhez.
  4. Elemental Fury :Naponta egyszer, mint bónusz akció, a viselő aktiválhatja a Primal Fury állapotot, amely 1 percig tart: Minden támadás további +2d8 választható "elemental" sebzést okoz (tűz, villám, vagy hideg). Extra Hatás: Az elemental sebzés minden kör elején egy 5 láb sugarú körben az ellenségek körül is károkat okoz, 1d8 választott "elemental" sebzést.
  5. Aura of Instinct : A viselő körül 30 láb sugarú körben minden szövetséges: +3-at kap minden mentődobásra. Primal Resilience : A viselő minden kör elején 2d8 gyógyulást kap 3 körig, ha a HP-ja 50% alá csökken, amíg a nyakláncot hordja. Ez a képesség naponta egyszer aktiválódik automatikusan.

Ezt a nyakláncot ősi druidák és szerzetesek alkották, hogy egyesítsék a vadon nyers erejét a harcművészetek kecsességével. A drágakőből kifaragott farkasfogból áradó mágikus aura éteri kapcsolatot biztosít a természet ősi hatalmával. A viselő támadásai mintha magától a vadontól kapnának erőt, és szinte ösztönösen találják meg céljukat.




Cost: 125 000 gp
Weight: 1 font (kb. 0,45 kg)

Homebrew

Sörtebőr Köpeny

Wondrous Item

Rare Csak olyan karakter attunálhatja, aki már harcolt közelről, és megtanulta ösztönösen érzékelni a veszélyt. Requires Attunement

Típus: Cloak

Bónusz: +1 AC

Különleges képességek

  • Tüskés Visszacsapás: Ha a viselőjét közvetlen közelharci támadás éri (melee weapon attack), a támadó 1d6 piercing sebzést szenved el automatikusan. → Ez nem igényel reakciót, és minden ilyen támadásra érvényes.
  • Kitérési Képesség (1x/nap): A viselő reakcióként egy egyszerű közelharci támadás elől kitérhet, és a támadó hátrányt kap arra a támadásra. → Használható naponta egyszer, és long rest után visszatér.

Attunement & Lore



  • A köpeny durva, sörteszerű szálakból készült, amelyek mozgás közben enyhén zizegnek — mintha figyelnék a környezetet.
  • Egyes legendák szerint a köpeny egy ősi vadász szőréből készült, aki sosem hagyta, hogy bárki hátba támadja.
  • A köpeny viselése nem akadályozza a lopakodást, de közelharcban érezhetően „visszaharap”.



Cost: 2000 gp
Weight: 2 font (~0,9 kg)

Homebrew

Életírás Tekercs (Scroll of Vital Script)

Wondrous Item

Common

Hatás

  • Egyszer használatos: Felolvasás után a tekercs megsemmisül.
  • A használó véglegesen megnöveli maximum HP-ját 1d4 ponttal.
  • A hatás nem gyógyít, csak a maximum értéket növeli.
  • Felolvasása egy akciót igényel, és nem szükséges hozzá attunement.

Ez a finom, vöröses tintával írt pergamenlap enyhén pulzál, mintha a szavak maguk is élő szövetből születtek volna. Felolvasáskor a tinta elhalványul, a lap szétporlad, és a használó teste egy pillanatra beleremeg az élet erejébe.




Cost: 80 gp
Weight: 0,1 font (~45 gramm)

Homebrew

Wrestle Hide Mantle (Díszes Védelmi Nyaklánc)

Wondrous Item

Rare Csak olyan karakter attunálhatja teljes mértékben, aki természetes fegyverekkel harcol (karma, harapás, ököl), és testét ösztönből használja támadásra. Ilyen karakterek: druida (Wild Shape), szerzetes (unarmed strikes), barbár (Path of the Beast), vérfarkas, shifter, vagy más természetes fegyverhasználó. Más karakterek is attunálhatják, de csak a Aura of Instinct és Primal Resilience képességek aktiválódnak számukra... A medál nem reagál pusztán érintésre vagy varázslatra. Ahhoz, hogy egyesüljön a viselővel, a karakternek harcban kell ösztönből támadnia, természetes fegyverrel (karma, harapás, ököl), és legalább egyszer el kell érnie a célját. Requires Attunement

Hatásai

  • +1 AC: A viselő természetes ösztönei felerősödnek, növelve védelmét.
  • Tüskés Visszacsapás: Ha a viselőt közelharci támadás éri (melee weapon attack), a támadó automatikusan 1d6 piercing sebzést szenved el. Ez nem igényel reakciót.
  • Kitérési Képesség (1x/nap): A viselő reakcióként kitérhet egy közelharci támadás elől, és a támadó hátrányt kap arra a támadásra. Ez a képesség naponta egyszer használható, és long rest után tér vissza.

Ez a nyaklánc finoman megmunkált, tüskés mintázatú medált visel, amelyet sötétbőr szálak fognak össze. Viselésekor a bőr enyhén megfeszül, mintha a nyaklánc figyelné a közelgő támadásokat.




Cost: 600 gp
Weight: 0,2 font (~90 gramm)

Homebrew

Healing Shadow Fiola (Fiola az Árnyak Gyógyítására)

Potion

Common Csak olyan karakter attunálhatja teljes mértékben, aki természetes fegyverekkel harcol (karma, harapás, ököl), és testét ösztönből használja támadásra. Ilyen karakterek: druida (Wild Shape), szerzetes (unarmed strikes), barbár (Path of the Beast), vérfarkas, shifter, vagy más természetes fegyverhasználó. Más karakterek is attunálhatják, de csak a Aura of Instinct és Primal Resilience képességek aktiválódnak számukra... A medál nem reagál pusztán érintésre vagy varázslatra. Ahhoz, hogy egyesüljön a viselővel, a karakternek harcban kell ösztönből támadnia, természetes fegyverrel (karma, harapás, ököl), és legalább egyszer el kell érnie a célját.

Hatás

  • A használó azonnal visszanyer 1d6 + 2 HP-t.
  • A gyógyulás során a test enyhén elsötétedik, mintha az árnyak óvnák.
  • A fiola egyszer használatos, és megivása egy akciót igényel.
  • Nem igényel attunementet.

Ez a mélybordó, selymesen sötét folyadék egy vékony, feketeüveg fiolában található. Felbontáskor az árnyak mintha megmozdulnának körülötte, és a gyógyító hatás nem fényből, hanem csendből fakad.




Cost: 60 gp
Weight: 0.1 lb (kb. 50 g)

Homebrew

Természet Áldása Fiola (Nature’s Blessing Vial)

Potion

Uncommon

Hatás

  • A használó azonnal visszanyer 1d4 HP-t.
  • A következő 1 órában +2 AC-t kap, mintha természetes védelem óvná.
  • Ez idő alatt képes kommunikálni növényekkel és driádokkal, mintha Speak with Plants varázslat hatása alatt állna.
  • A hatás nem igényel koncentrációt, és nem szűnik meg támadás vagy varázslás esetén.
  • A fiola egyszer használatos, és megivása egy akciót igényel.

Ez a halványzöld, enyhén foszforeszkáló folyadék egy vékony, borostyánba zárt üvegcsében található. Felbontáskor a levegő megtelik erdei illatokkal, és a természet mintha egy pillanatra megnyitná kapuit.




Cost: 140 gp
Weight: 0.1 lb (kb. 50 g)

Homebrew

Széljáró Vándorbot (Wind-Walk Staff)

Weapon

Rare természetközeli harci vagy varázslói tapasztalat Requires Attunement

Quarterstaff (melee weapon)

+1 támadásra és sebzésre

Hatásai

  • Minimum Strength 10: Csak olyan karakter tudja használni, aki rendelkezik legalább 10-es Erő értékkel.
  • Széljárás: A viselő mozgása könnyedebb, és +10 ft mozgási sebességet kap természetes terepen (erdő, mező, hegyvidék).
  • Léglökés (1x/nap): A botból kiáradó szél egy akcióval hátralöki az előtte álló célpontot (DC 13 Strength save vagy 10 ft hátralökés és prone).

Ez a könnyű, hajlékony bot fehér nyírfából készült, és finom szélmotívumok futnak végig rajta. Mozgás közben halk susogást hallat, mintha a levegő maga segítené a viselőt. A botot csak azok tudják teljesen uralni, akik elég erősek ahhoz, hogy ne sodródjanak el vele.




Type Damage Damage Range
None 1d6+1 / 1d8+1 Bludgeoning

Cost: 650 gp
Weight: 2 font (~0,9 kg)

The statblocks of your class features

Sorcerer

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

For the Sorcerer Spell list, press this link
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (or 4) + Constitution Modifier
armor proficiencies: none
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: none
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
you start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a component pouch or (b) an arcane focus

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • Two daggers


spellcasting:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifer = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.
class features:
The Sorcerer Spell Slots Per Level
Levels Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 1 Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
2 +2 2 Font of Magic 4 3 3 - - - - - - - -
3 +2 3 Metamagic 4 4 4 2 - - - - - - -
4 +2 4 Ability Score Improvement, Sorcerous Versatility (Optional) 5 5 4 3 - - - - - - -
5 +3 5 Magical Guidance (Optional) 5 6 4 3 2 - - - - - -
6 +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
7 +3 7 - 5 8 4 3 3 1 - - - - -
8 +3 8 Ability Score Improvement, Sorcerous Versatility (Optional) 5 9 4 3 3 2 - - - - -
9 +4 9 - 5 10 4 3 3 3 1 - - - -
10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11 +4 11 - 6 12 4 3 3 3 2 1 - - -
12 +4 12 Ability Score Improvement, Sorcerous Versatility (Optional) 6 12 4 3 3 3 2 1 - - -
13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
14 +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16 +5 16 Ability Score Improvement, Sorcerous Versatility (Optional) 6 14 4 3 3 3 2 1 1 1 -
17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18 +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19 +6 19 Ability Score Improvement, Sorcerous Versatility (Optional) 6 15 4 3 3 3 3 2 1 1 1
20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Sorcerous Origin

  Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
  • Sorcery Points:You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels

    1)Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
    2)Creating Spell Slots:You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
Creating Spell Slots Chart
Spell Slot per Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
  • Careful Spell : When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  • Distant Spell : When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch,

    you can spend 1 sorcery point to make the range of the spell 30 feet.

  • Empowered Spell : When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

    You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Extended Spell : When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

  • Heightened Spell : When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell : When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

  • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
    ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell

  • Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

  • Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

  • Twinned Spell : When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sorcerous Versatility (Optional)

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance (Optional)

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
subclass options:

Sorcerous Origin

Abberant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

Psionic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Psionic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Revelation in Flesh

  • Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
  • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.


Warping Implosion

At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Clockwork Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bastion of Law

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Clockwork Cavalcade

  • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.
Shadow Magic
ou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

Shadow Sorcerer Quirks

At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of III Omen

  • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Storm Sorcery
our innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Wild Magic
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn
.
Pyromancer
Your innate magic manifests in fire. You are your fire, and your fire is you.

Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.

HB You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.

Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Pyromancer's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Rune Child (Matthew Mercer, Unofficial Homebrew
The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.

The talents of a rune child are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Essence Runes

At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

Glyphs of Aegis

Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

Sigilic Augmentation

Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

Manifest Inscriptions

At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

Runic Torrent

Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

Arcane Exemplar Form

Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
  • You have a flying speed of 40 feet.
  • Your spell save DC is increased by 2.
  • You have resistance to damage from spells.
  • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Homebrew

Changeling Sorcerer Személyiségszétválás Fejlődési Rendszer

Egy különleges changeling vérvonal, amely lehetővé teszi a tudat fragmentálását és több testbe való szétválását. A donor test varázsol, míg a bábok fizikai képességekkel és korlátozott felszereléssel támogatják. A rendszer taktikai rugalmasságot, halál elleni védelmet és egyedi fejlődési lehetőségeket biztosít.

ability score increase: +2 Charisma, +1 Intelligence ( szülőfajból örökölt )
age: A changelingek gyorsan érnek, de hosszú életűek. A személyiségek mindig 18 évesként jönnek létre, függetlenül a donor test korától. ( Ettől eltérhetünk nincs kőbe vésve )
alignment: Usually neutral or chaotic neutral (a belső konfliktus és szétválás miatt gyakran nehezen kategorizálhatók)
Size: Medium
speed: 30ft
Languages: Common, Elvish, telepathic link
parent race: Changeling
sub races:

race features:

Changeling Sorcerer
Személyiségszétválás Fejlődési Rendszer

Alapkoncepció: Személyiségek Szétválása

A changeling sorcerer képes saját tudatát különálló testekbe osztani, amelyek önállóan léteznek, de csak a donor test képes varázsolni. A bábok fizikai képességekkel rendelkeznek, és korlátozott felszerelést használhatnak.

1. szint – Kettős Személyiség Aktiválása

  • Képesség: A karakter képes szétválni 24 óránként egyszer, maximum 8 órára.
  • Kommunikáció: Folyamatos, telepatikus kapcsolat a testek között.
  • Alakváltás: Mindegyik test képes használni a changeling racial shapeshiftet.
  • Varázslat: Csak a donor test tud varázsolni.
  • Halál esetén: A donor test halála után a tudat automatikusan átszáll egy bábba, amely teljes HP-val rendelkezik, függetlenül attól, mennyi HP-ja volt korábban.
  • Fáradás: A szétválás után a következő hosszú pihenőig –1 minden varázslatdobásra.
  • Cooldown: 24 óra

HP-kezelés – Dinamikus Osztódás

  • Donor test: Teljes HP-val rendelkezik.
  • Bábok: HP-juk a szétválás számától függ:
Bábok számaHP csökkentésBáb HP
10%100%
210%90%
320%80%
430%70%
540%60%
6+50% (max)50%

  • Megjegyzés: A báb kezdő HP-ja sosem lehet kevesebb, mint 50%. Független a donor HP-jától.
  • Szétválás végeztével: A bábok HP-ja automatikusan regenerálódik, és 1 órán belül visszatér a maximumra.
  • Donor test HP-ja nem regenerálódik automatikusan.
  • Ha egy donor test meghal: A Kelen Vor Blessing – Halálmechanika képesség 7 hosszú pihenő után használható újra.

Helycsere Mechanika

  • Képesség: A donor test és bábok között helycsere lehetséges.
  • Használat: Bonusz akcióként aktiválható.
  • Cooldown: 12 óránként egyszer használható.
  • Hatás: A két test pozíciót és HP-t is cserél, a tudat a donor testtel együtt mozog.
  • A helycserélés történhet báb és báb között, valamint tudatos / donor test között.
  • Amikor helycserélés végbemegy akkor a tárgyak nem cserélnek helyet csak a 2 személyiség és a changeling alakváltó képesség által felvett alak.
  • A helycserélés maximum távolsága (Changeling lvl*100 feet).
  • Amikor a tudatos / donor test helyet cserél 1 bábbal akkor a képesség a varázslásra vele utazik.

Kelen Vor Blessing – Halálmechanika

  • Összeolvadt állapotban:
  • Ha a donor test meghal, egy másik személyiség lép a helyébe.
  • Ha ő is meghal, a changeling végleg meghal.
  • Szétválás esetén:
  • A donor halála után a tudat átszáll egy bábba ( changeling lvl × 200 ft távolságra).
  • Ha az új donor is meghal, minden báb is meghal.
  • Ha egy báb hal meg, az adott személyiség 2 hosszú pihenőig nem elérhető.

6. szint – Osztódási Rituálé (Personal Division)

  • Maximális személyiségszám: Changeling szint / 2 (lefelé kerekítve).
  • Rituálé feltétele: A changeling egyedül sebzi és öli meg egy ellenfelet(az ellenfél megközelítőleg vele egyen értékű, vagy magasabb szintű, majd megeszi annak szívét és agyát.
  • Dobás: Ha a személyiségszám nem egész, csak natural 20 dobással sikeres. Natural 1 esetén a rituálé ezen a szinten nem ismételhető.
  • Siker esetén: A karakter új bábot kap, amely saját tudattal rendelkezik.
  • Megjegyzés: A bábok száma nem nő automatikusan szintlépéskor – csak rituáléval.
  • A rituálé sikerességét egy 50%os dobás dönti el.
  • Minden egyes új személyiség a 18 évesen jön létre függetlenül a többi személyiség korától
  • Amennyiben a rituálé sikeres a changeling 1 személyiséggel gazdagodik ez az új személyiség ugyanúgy saját tudattal rendelkezik
  • A bábok csak 1 nem mágikus fegyvert és 1 nem mágikus tárgyat tarthatnak maguknál.

 

 Szétválás Rugalmassága

  • Időtartam:  (Changeling lvl * maximális meglévő személyiség) / aktív bábok számával
  • Cooldown: 20 óra
  • Ha egy személyiség nem ér vissza a donor / tudatos testhez időben akkor helyben megfagy és nem tud mozogni
  • A báb 2 féle módon szabadulhat ki a fagyott állapotból
  • A tudatos / donor test fizikailag megérinti
  • Kelen Vor blessing képesség aktíválódik és a tudatos / donor ezt a bábot választja új testnek

15. szint – Személyiségek Szinergiája

  • Halálvédelem: Ha az első donor test meghal, minden báb 2 körig immunis a halálos támadásokra.
  • Saving throw szabályok:
  • Ha egy báb HP-ja 0-ra csökken → automatikusan eltűnik, nincs death saving throw.
  • Ha az első donor meghal → nincs saving throw.
  • Ha a második donor HP-ja 0-ra csökken → háromszoros death saving throw aktiválódik.
  • Kommunikáció: Instant taktikai kapcsolat

20. szint – Kettős Személyiség Mesterfoka

  • Cantrip használat: Minden báb rendelkezhet 1 előre kiválasztott cantrippel.
  • A cantrip hosszú pihenőnként megváltoztatható.

A changelingek ezen ága képes saját tudatukat több testbe osztani, melyek önállóan léteznek, de csak a donor test képes varázsolni. A szétválás taktikai előnyt és halál elleni védelmet biztosít, miközben a személyiségek közti kapcsolat és konfliktus mély narratív lehetőségeket nyit meg. A rendszer központi eleme a Kelen Vor Blessing, amely a tudat túlélését biztosítja, de csak korlátozott alkalommal.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60ft
Duration 1 round
Components V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a 1d4 and subtract the number rolled from the save.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .

Class(es): Sorcerer, Warlock, Wizard

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 120 ft.
Duration 1 round
Components V, S

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

Prestidigitation

0-level (Cantrip) Abjuration

Casting Time 1 action
Range 10 feet
Duration Up to 1 hour
Components V, S

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.

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

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

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.

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

Level 1 Spells

PHB

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous
Attack/Save: Saving Throw
Damage/Effect: Psychic
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard

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

Level 2 Spells

Basic Rules (2014) - Modified

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft. (20 ft. sphere)
Components: V, S
Duration: 1 minute (concentration)

Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

  • The creature has immunity to the charmed and frightened conditions until the spell ends. If the creature was already charmed or frightened, those conditions are suppressed for the duration.
  • The creature becomes indifferent about creatures of your choice that it’s hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.

Available for: Bard, Cleric, Keeper Domain, Oath of Redemption, Aberrant Sorcery, The Archfey

Basic Rules (2014) - Modified

Detect Thoughts

2-level Divination

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

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

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

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

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

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

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

Player's Handbook (2024)

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 ft.
Components: V, S, M
Materials: a piece of iron and a flame
Duration: 1 minute (concentration)

Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.

At higher levels:

The damage increases by 1d8 for each spell slot level above 2.

Available for: Artificer, Bard, Druid, Forge Domain, Oath of the Spelldrinker

PHB 2014

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
Attack/Save: Wisdom Save
Damage/Effect: Control

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 pursues 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

Explorer's Guide to Wildemount

Immovable Object

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M*
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

Level 3 Spells

PHB

Hunger Of Hadar

3-level Conjuration

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

Basic Rules , pg. 274

Sending

3-level Evocation

Casting Time 1 action
Range Unlimited
Duration 1 Round
Components V, S, M
Materials A short piece of fine copper wire.

Damage Type: Communication   Saving Throws: None   Description: You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

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

Player's Handbook

Fireball

3-level Evocation

Casting Time 1 action
Range 150 feet
Duration Instantaneous
Components V,S,M (ball of bat guano and sulfur)

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.

Class(es): Sorcerer, Wizard

Basic Rules , pg. 234

Dispel Magic

3-level Abjuration

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

Damage Type: Control   Saving Throws: None   Description: Choose one 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.

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

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


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Sqweegel.

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Character Sheet (2020)

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