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Passione


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Class & Level:
Sorcerer - Wild Magic Bloodline, 9
Warlock - Celestial Patron, 2

Race: Fairy
Alignment: LG
Background: Urban Bounty Hunter

Proficiency Bonus: +4

INIT: +2
AC: 1412 Studded Leather Armor
2 Dexterity

HD: 2d8, 9d6
HP: 706 Sorcerer 1
32 Sorcerer 2-9
10 Warlock 1-2
22 Constitution

STR: 15 (+2)
DEX: 14 (+2)
CON: 14 (+2) .
INT: 10 (+0)
WIS: 14 (+2)
CHA: 22 (+6)
[+2]
[+2]
[+6]
[+0]
[+2]
[+10]

Speed: 30ft
Passive Perception: 12

Skills
+2 Acrobatics (Dex)
+2 Animal Handling (Wis)
+0 Arcana (Int)
+2 Athletics (Str)
+10 Deception (Cha)
+0 History (Int)
+2 Insight (Wis)
+6 Intimidation (Cha)
+0 Investigation (Int)
+2 Medicine (Wis)
+0 Nature (Int)
+2 Perception (Wis)
+6 Performance (Cha)
+10 Persuasion (Cha)
+0 Religion (Int)
+6 Sleight of Hand (Dex)
+6 Stealth (Dex)
+2 Survival (Wis)

Languages: Common, Sylvan

Armor: light armors
Tool: none
Weapon: simple weapons

 


 

Attacks
Mundane

 

Unarmed 5 ft Bludgeoning   +6 to-hit 3
Dagger 5 ft Piercing Finesse, Light +6 to-hit 1d4+2

 

Magical

 

Eldritch Blast 120 ft Force three beams +11 to-hit 1d10
Mind Sliver 60 ft Psychic -1d4 on next saving throw DC 18 Int 3d6
Sacred Flame 60 ft Radiant No benefit from cover DC 18 Dex 3d8
Toll the Dead 60 ft Necrotic   DC 18 Wis 3d8/3d10

 

 

 


 

Fairy Features: Fairy MagicYou know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
FlightBecause of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Urban Bounty Hunter: Ear to the GroundYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area., War CasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

~ You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
~ You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
~ When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Sorcerer Features: SpellcastingAn 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. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
, Wild Magic SurgeStarting 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. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 You cast fireball as a 3rd-level spell centered on yourself.
09-10 You cast magic missile as a 5th-level spell.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you must shout when you speak.
63-64 You cast fog cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast mirror image.
87-88 You cast fly on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-00 You regain all expended sorcery points.
, Tides of ChaosStarting 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.
, Font of MagicAt 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 one additional point every time you level up, to a maximum of 20 at level 20. 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.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. 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.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
, Metamagic (Heightened Spell, Twinned Spell)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.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

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.

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, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
, Sorcerous VersatilityWhenever 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's Spellcasting feature with another cantrip from the sorcerer spell list.
, Magical GuidanceYou can tap into your inner wellspring of magic to try to 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., Bend LuckStarting 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.

Warlock Features: .Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
, Expanded Spell List and Bonus CantripsExpanded Spell List
The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Celestial Expanded Spells
Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration

Bonus Cantrips
At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
, Healing Light (3d6)At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.
, Eldritch Invocations (Eldritch Sight, Eyes of the Rune Keeper)In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Eldritch Sight
You can cast detect magic at will, without expending a spell slot.

Eyes of the Rune Keeper
You can read all writing.

 


 

Magic Items:

  • Eyes of Minute SeeingWondrous item, uncommon

    These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
  • Goggles of NightWondrous 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.
  • Helm of Comprehending LanguagesWondrous item, uncommon

    While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
  • Lantern of RevealingWondrous item, uncommon

    While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
  • Pearl of PowerWondrous item, uncommon (requires attunement by a spellcaster)

    While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
  • Shard of XeluanWondrous item, rare (requires attunement)

    This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.

    Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls.

    Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22.

    Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan's petrified heart.

    The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.

    d6 Misfortune
    1 You accidentally cut yourself with the shard and are poisoned until the next dawn.
    2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn.
    3 For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity saving throw or be knocked prone.
    4 The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4 + 1) force damage to the target.
    5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.
    6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.
  • Spell Scroll (Summon Fey)Scroll, uncommon

    A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

    If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect.

    Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

    A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.

    A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

    ~

    Summon Fey
    3rd-level conjuration
    Casting Time: 1 action
    Range: 90 feet
    Components: V, S, M (a gilded flower worth at least 300 gp)
    Duration: Concentration, up to 1 hour

    You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

    The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
    , x6

 


 

Gear

Currency: 20 pp, 7 gp

Worn:

  • Studded Leather Armor
  • Traveler's Clothes







 

Carried:

  • Backpack
  • Dagger, 2
  • Light Crossbow
  • Wand, 2





 

Inside Pack:

  • Crossbow Bolt, 20
  • Crowbar
  • Hammer
  • Oil (Flask), 5
  • Piton, 10
  • Rope (Hemp), 50 ft
  • Tinderbox
  • Wand, 3
  • Waterskin

Worn:

  • Bit and bridle
  • Riding Saddle



 

Carried:





 

Inside Pack:

  • Feed, 100
  • Oil (Flask), 5
  • Rations, 110
  • Torch, 10
  • Wand

Attunement: 2Pearl of Power
Shard of Xeluan
 / 3

 


 

Spell Save DC: 18
Spell Attack Bonus: +11

Spell Slots

1 .
2
3
4
5

[_] [_] [_] [_] [_] [_]
[_] [_] [_]
[_] [_] [_]
[_] [_] [_]
[_]

Cantrips

Druidcraft, Eldritch Blast, Light, Mending, Message, Mind Sliver, Minor Illusion, Prestidigitation, Sacred Flame, Toll the Dead

Spells Known *~ Fairy ~

Druidcraft
Faerie Fire
Enlarge/Reduce

~ Sorcerer ~

Mending
Message
Mind Sliver
Minor Illusion
Prestidigitation

Silvery Barbs

Hold Person
Mirror Image
Tasha's Mind Whip

Blink
Stinking Cloud

Greater Invisibility
Raulothim's Psychic Lance

Hold Monster
Synaptic Static

~ Warlock ~

Eldritch Blast
Light
Sacred Flame
Toll the Dead

Cure Wounds
Detect Magic
Guiding Bolt
Hex

  1. Cure Wounds, Detect Magic, Faerie Fire, Guiding Bolt, Hex, Silvery Barbs
  2. Enlarge/Reduce, Hold Person, Mirror Image, Tasha's Mind Whip
  3. Blink, Stinking Cloud
  4. Greater Invisibility, Raulothim's Psychic Lance
  5. Hold Monster, Synaptic Static

 

 

Passione

Passione


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Screw this world for confusing nice with good.

Class & Level:
Sorcerer - Wild Magic Bloodline, 9
Warlock - Celestial Patron, 2

Race: Fairy
Alignment: LG
Background: Urban Bounty Hunter

Proficiency Bonus: +4

INIT: +2
AC: 1412 Studded Leather Armor
2 Dexterity

HD: 2d8, 9d6
HP: 706 Sorcerer 1
32 Sorcerer 2-9
10 Warlock 1-2
22 Constitution

STR: 11 (+0)
DEX: 14 (+2)
CON: 14 (+2) .
INT: 10 (+0)
WIS: 14 (+2)
CHA: 20 (+5)
[+0]
[+2]
[+6]
[+0]
[+2]
[+9]

Speed: 30ft
Passive Perception: 11

Skills
+2 Acrobatics (Dex)
+2 Animal Handling (Wis)
+0 Arcana (Int)
+0 Athletics (Str)
+9 Deception (Cha)
+0 History (Int)
+2 Insight (Wis)
+5 Intimidation (Cha)
+0 Investigation (Int)
+2 Medicine (Wis)
+0 Nature (Int)
+2 Perception (Wis)
+5 Performance (Cha)
+9 Persuasion (Cha)
+0 Religion (Int)
+6 Sleight of Hand (Dex)
+6 Stealth (Dex)
+2 Survival (Wis)

Languages: Common, Sylvan

Armor: light armors
Tool: none
Weapon: simple weapons

 


 

Attacks
Mundane

Content

Unarmed

Dagger

Magical

Content

 

 

 

 

E Blast

Mind Sliver

Sacred Flame

Toll the Dead

 

 

 


 

Fairy Features: Fairy Magic, Flight

Urban Bounty Hunter: Ear to the Ground, Warcaster

Sorcerer Features: Spellcasting, Wild Magic Surge, Tides of Chaos, Font of Magic, Metamagic (Heightened, Twinned), Sorcerous Versatility, Magical Guidance, Bend Luck

Warlock Features: Pact Magic, Healing Light, Eldritch Invocations (Devil's Sight, Eldritch Sight)

 


 

Magic Items:

 


 

Spell Save DC: 17
Spell Attack Bonus: +9

Spell Slots

1 .
2
3
4
5

[_] [_] [_] [_] [_] [_]
[_] [_] [_]
[_] [_] [_]
[_] [_] [_]
[_]

Cantrips

Druidcraft, Eldritch Blast, Light, Mending, Message, Mind Sliver, Minor Illusion, Prestidigitation, Sacred Flame, Toll the Dead

Spells Known *~ Fairy ~

Druidcraft
Faerie Fire
Enlarge/Reduce

~ Sorcerer ~

Mending
Message
Mind Sliver
Minor Illusion
Prestidigitation

Silvery Barbs

Hold Person
Mirror Image
Tasha's Mind Whip

Blink
Stinking Cloud

Greater Invisibility
Raulothim's Psychic Lance

Hold Monster
Synaptic Static

~ Warlock ~

Eldritch Blast
Light
Sacred Flame
Toll the Dead

Cure Wounds
Detect Magic
Guiding Bolt
Hex

  1. Cure Wounds, Detect Magic, Faerie Fire, Guiding Bolt, Hex, Silvery Barbs
  2. Enlarge/Reduce, Hold Person, Mirror Image, Tasha's Mind Whip
  3. Blink, Stinking Cloud
  4. Greater Invisibility, Raulothim's Psychic Lance
  5. Hold Monster, Synaptic Static

 

 

Passione

Passione

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Class & Level:
Sorcerer - Wild Magic Bloodline, 9
Warlock - Celestial Patron, 2

Race: Fairy
Alignment: LG
Background: Faction Agent

Proficiency Bonus: +4

INIT: +2
AC: 14
HD: 2d8, 9d6
HP: 50

STR: 11 (+0)
DEX: 14 (+2)
CON: 14 (+2) .
INT: 10 (+0)
WIS: 14 (+2)
CHA: 20 (+5)
[+0]
[+2]
[+6]
[+0]
[+2]
[+9]

Speed: 30ft
Passive Perception: 11

Skills
+2 Acrobatics (Dex)
+1 Animal Handling (Wis)
+0 Arcana (Int)
+1 Athletics (Str)
+8 Deception (Cha)
+0 History (Int)
+4 Insight (Wis)
+8 Intimidation (Cha)
+0 Investigation (Int)
+1 Medicine (Wis)
+0 Nature (Int)
+1 Perception (Wis)
+5 Performance (Cha)
+8 Persuasion (Cha)
+0 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+1 Survival (Wis)

Languages: Common, Goblin, Celestial, Undercommon

Armor: light armors
Tool: None
Weapon: daggers, darts, slings, quarterstaffs, light crossbows

 


 

Attacks
Title

Content

Title

Content

 

 


 

Features

 


 

Magic Items:

 


 

Spell Save DC:
Spell Attack Bonus

Spell Slots

1
2
3
4
5

[_] [_] [_] [_] [_] [_]
[_] [_] [_]
[_] [_] [_]
[_] [_] [_]
[_]

Cantrips

s

w

Spells Known

Sor

1
2
3
4
5

W

 

 

Passione

Passione

Show this

a

a

s

s

d

d

 

Class & Level:
Sorcerer - Wild Magic Bloodline, 9
Warlock - Celestial Patron, 2

Race: Fairy
Alignment: LG
Background: Faction Agent

Proficiency Bonus: +3

INIT: +2
AC: 14
HD: 2d8, 9d6
HP: 50

STR: 13 (+1)
DEX: 14 (+2)
CON: 15 (+2)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 20 (+5)
[+1]
[+2]
[+5]
[+0]
[+1]
[+8]

Speed: 30ft
Passive Perception: 11

Skills
+2 Acrobatics (Dex)
+1 Animal Handling (Wis)
+0 Arcana (Int)
+1 Athletics (Str)
+8 Deception (Cha)
+0 History (Int)
+4 Insight (Wis)
+8 Intimidation (Cha)
+0 Investigation (Int)
+1 Medicine (Wis)
+0 Nature (Int)
+1 Perception (Wis)
+5 Performance (Cha)
+8 Persuasion (Cha)
+0 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+1 Survival (Wis)

Languages: Common, Goblin, Celestial, Undercommon

Armor Proficiencies
Tool Proficiencies
Weapon Proficiencies

 


 

Attacks
Title

Content

Title

Content

 

 


 

Features

 


 

Magic Items:

 


 

Spell Save DC:
Spell Attack Bonus

Spell Slots

1
2
3
4
5

Cantrips

s

w

Spells Known
Sor

1
2
3
4
5

W

 


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Mechanics

Current HP: 57/57
Hit Dice left: 2d8, 5d6
Condition: None
AC: 14
PP: 11
Initiative: +2
 

Attacks
Regular
Unarmed 5 ft Bludgeoning : +1 to-hit 1
Dagger 5 ft Piercing Finesse, Light +5 to-hit 1d4+2
Magical
Chill Touch 120 ft Necrotic Can't regain hitpoints til end of Po's next turn +8 to-hit 2d8
Eldritch Blast 120 ft Force   +8 to-hit 1d10, two beams
Mind Sliver 60 ft Psychic -1d4 on next saving throw before end of Po's next turn DC 18 INT save 2d6
Sacred Flame 60 ft Radiant No benefit from cover DC 16 DEX save 2d8
Sword Burst Self (5 ft radius) Force   DC 16 DEX save 2d6
Toll the Dead 60 ft Necrotic   DC 16 WIS save 2d8/2d10




Goblin Features: Ability Score IncreaseYour Dexterity score increases by 1, and your Charisma score increases by 2. , DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. , Fury of the SmallWhen you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. , Nimble EscapeYou can take the Disengage or Hide action as a bonus action on each of your turns. , Feat: Magic Initiate (Warlock)Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. (Warlock, Chill Touch, Sword Burst)

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. (Cure Wounds)

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.


Sorcerer Features: Spellcasting Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
, Wild Magic SurgeStarting 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. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
, Tides of ChaosStarting 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.
, Font of MagicAt 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 one additional point every time you level up, to a maximum of 20 at level 20. 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.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. 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.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
, Metamagic (Subtle, Twinned)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.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

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

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, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
, ASIIncrease one ability score of your choice by 2 (Charisma) , Magical GuidanceYou can tap into your inner wellspring of magic to try to 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.

Warlock Features: Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
, Expanded Spell List and Bonus CantripsThe Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Celestial Expanded Spells
Spell Level
1st
2nd
3rd
4th
5th
Spells
cure wounds, guiding bolt
flaming sphere, lesser restoration
daylight, revivify
guardian of faith, wall of fire
flame strike, greater restoration

Bonus Cantrips
At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
, Healing LightAt 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.
, Armor of ShadowsYou can cast mage armor on yourself at will, without expending a spell slot or material components. , Eldritch MindYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
 


Magic Items:

  • +2 Bloodwell VialTo attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

    In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.




Spell Save DC: 16/18
Spell Attack Bonus: +8/+10

Spell Slots:
1st
2nd
3rd
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Cantrips:
Sorcerer:
Mind Sliver
Mind Sliver
Cantrip level Enchantment
Casting Time 1 action
Duration 1 round
Range 60 ft
Components V
 
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
, Minor Illusion
Minor Illusion
Cantrip level Illusion
Casting Time 1 action
Duration 1 minute
Range 30 ft
Components S, M (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.
, Mold Earth
Mold Earth
Cantrip level Transmutation
Casting Time 1 action
Duration Instantaneous or 1 hour
Range 30 ft
Components S
 
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.


If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
, Prestidigitation
Prestidigitation
Cantrip level Transmutation
Casting Time 1 action
Duration Up to 1 hour
Range 10 ft
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.
, Shape Water
Shape Water
Cantrip level Transmutation
Casting Time 1 action
Duration Instantaneous or 1 hour
Range 30 ft
Components S
 
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.


If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Warlock:
Chill Touch
Chill Touch
Cantrip level Necromancy
Casting Time 1 action
Duration 1 round
Range 120 ft
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.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
, Eldritch Blast
Eldritch Blast
Cantrip level Evocation
Casting Time 1 action
Duration Instantaneous
Range 120 ft
Components V, S
 
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
, Light
Light
Cantrip level Evocation
Casting Time 1 action
Duration 1 hour
Range Touch
Components V, M (a firefly or phosphorescent moss)
 
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
, Sacred Flame
Sacred Flame
Cantrip level Evocation
Casting Time 1 action
Duration Instantaneous
Range 60 ft
Components V, S
 
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
, Sword Burst
Sword Burst
Cantrip level Conjuration
Casting Time 1 action
Duration Instantaneous
Range Self (5-foot radius)
Components V
 
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
, Toll the Dead
Toll the Dead
Cantrip level Necromancy
Casting Time 1 action
Duration Instantaneous
Range 60 ft
Components V, S
 
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).


Spells Known:
Sorcerer:
1st Level Spells: Shield
Shield
1st level Abjuration
Casting Time 1 reaction
Duration 1 round
Range Self
Components V, S
 
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

2nd Level Spells: Suggestion
Suggestion
2nd level Enchantment
Casting Time 1 action
Duration Concentration, up to 8 hours
Range 30 ft
Components V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
 
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.
, Tasha's Mind Whip
Tasha's Mind Whip
2nd level Enchantment
Casting Time 1 action
Duration 1 round
Range 90 ft
Components V
 
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
, Web
Web
2nd level Conjuration
Casting Time 1 action
Duration Concentration, up to 1 hour
Range 60 ft
Components V, S, M (a bit of spiderweb)
 
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

3rd Level Spells: Haste
Haste
3rd level Transmutation
Casting Time 1 action
Duration Concentration, up to 1 minute
Range 30 ft
Components V, S, M (a shaving of licorice root)
 
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.
, Intellect Fortress
Intellect Fortress
3rd level Abjuration
Casting Time 1 action
Duration Concentration, up to 1 hour
Range 30 ft
Components V
 
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Warlock:
1st Level Spells: Cause Fear
Cause Fear
1st level Necromancy
Casting Time 1 action
Duration Concentration, up to 1 minute
Range 60 ft
Components V
 
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
, Comprehend Languages
Comprehend Languages
1st level Divination
Casting Time 1 action
Duration 1 hour
Range Self
Components V, S, M (a pinch of soot and salt)
 
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
, Cure Wounds
Cure Wounds
1st level Evocation
Casting Time 1 action
Duration Instantaneous
Range Touch
Components V, S
 
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
, Guiding Bolt
Guiding Bolt
1st level Evocation
Casting Time 1 action
Duration 1 round
Range 120 ft
Components V, S
 
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

Proficiencies
Armor: light armors
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: None

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Mechanics

Current HP: 57/57
Hit Dice left: 2d8, 5d6
Condition: None
AC: 14
PP: 11
Initiative: +2
 

Attacks
Regular
Unarmed 5 ft Bludgeoning : +1 to-hit 1
Dagger 5 ft Piercing Finesse, Light +5 to-hit 1d4+2
Magical
Chill Touch 120 ft Necrotic Can't regain hitpoints til end of Po's next turn +8 to-hit 2d8
Eldritch Blast 120 ft Force   +8 to-hit 1d10, two beams
Mind Sliver 60 ft Psychic -1d4 on next saving throw before end of Po's next turn DC 18 INT save 2d6
Sacred Flame 60 ft Radiant No benefit from cover DC 16 DEX save 2d8
Sword Burst Self (5 ft radius) Force   DC 16 DEX save 2d6
Toll the Dead 60 ft Necrotic   DC 16 WIS save 2d8/2d10




Goblin Features: Ability Score IncreaseYour Dexterity score increases by 1, and your Charisma score increases by 2. , DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. , Fury of the SmallWhen you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. , Nimble EscapeYou can take the Disengage or Hide action as a bonus action on each of your turns. , Feat: Magic Initiate (Warlock)Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. (Warlock, Chill Touch, Sword Burst)

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. (Cure Wounds)

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.


Sorcerer Features: Spellcasting Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
, Wild Magic SurgeStarting 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. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
, Tides of ChaosStarting 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.
, Font of MagicAt 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 one additional point every time you level up, to a maximum of 20 at level 20. 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.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. 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.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
, Metamagic (Subtle, Twinned)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.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

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

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, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
, ASIIncrease one ability score of your choice by 2 (Charisma) , Magical GuidanceYou can tap into your inner wellspring of magic to try to 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.

Warlock Features: Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
, Expanded Spell List and Bonus CantripsThe Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Celestial Expanded Spells
Spell Level
1st
2nd
3rd
4th
5th
Spells
cure wounds, guiding bolt
flaming sphere, lesser restoration
daylight, revivify
guardian of faith, wall of fire
flame strike, greater restoration

Bonus Cantrips
At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
, Healing LightAt 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.
, Armor of ShadowsYou can cast mage armor on yourself at will, without expending a spell slot or material components. , Eldritch MindYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
 


Magic Items:

  • +2 Bloodwell VialTo attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

    In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.




Spell Save DC: 16/18
Spell Attack Bonus: +8/+10

Spell Slots:
1st
2nd
3rd
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Cantrips:
Sorcerer:
Mind Sliver
Mind Sliver
Cantrip level Enchantment
Casting Time 1 action
Duration 1 round
Range 60 ft
Components V
 
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
, Minor Illusion
Minor Illusion
Cantrip level Illusion
Casting Time 1 action
Duration 1 minute
Range 30 ft
Components S, M (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.
, Mold Earth
Mold Earth
Cantrip level Transmutation
Casting Time 1 action
Duration Instantaneous or 1 hour
Range 30 ft
Components S
 
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.


If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
, Prestidigitation
Prestidigitation
Cantrip level Transmutation
Casting Time 1 action
Duration Up to 1 hour
Range 10 ft
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.
, Shape Water
Shape Water
Cantrip level Transmutation
Casting Time 1 action
Duration Instantaneous or 1 hour
Range 30 ft
Components S
 
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.


If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Warlock:
Chill Touch
Chill Touch
Cantrip level Necromancy
Casting Time 1 action
Duration 1 round
Range 120 ft
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.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
, Eldritch Blast
Eldritch Blast
Cantrip level Evocation
Casting Time 1 action
Duration Instantaneous
Range 120 ft
Components V, S
 
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
, Light
Light
Cantrip level Evocation
Casting Time 1 action
Duration 1 hour
Range Touch
Components V, M (a firefly or phosphorescent moss)
 
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
, Sacred Flame
Sacred Flame
Cantrip level Evocation
Casting Time 1 action
Duration Instantaneous
Range 60 ft
Components V, S
 
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
, Sword Burst
Sword Burst
Cantrip level Conjuration
Casting Time 1 action
Duration Instantaneous
Range Self (5-foot radius)
Components V
 
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
, Toll the Dead
Toll the Dead
Cantrip level Necromancy
Casting Time 1 action
Duration Instantaneous
Range 60 ft
Components V, S
 
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).


Spells Known:
Sorcerer:
1st Level Spells: Shield
Shield
1st level Abjuration
Casting Time 1 reaction
Duration 1 round
Range Self
Components V, S
 
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

2nd Level Spells: Suggestion
Suggestion
2nd level Enchantment
Casting Time 1 action
Duration Concentration, up to 8 hours
Range 30 ft
Components V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
 
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.
, Tasha's Mind Whip
Tasha's Mind Whip
2nd level Enchantment
Casting Time 1 action
Duration 1 round
Range 90 ft
Components V
 
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
, Web
Web
2nd level Conjuration
Casting Time 1 action
Duration Concentration, up to 1 hour
Range 60 ft
Components V, S, M (a bit of spiderweb)
 
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

3rd Level Spells: Haste
Haste
3rd level Transmutation
Casting Time 1 action
Duration Concentration, up to 1 minute
Range 30 ft
Components V, S, M (a shaving of licorice root)
 
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.
, Intellect Fortress
Intellect Fortress
3rd level Abjuration
Casting Time 1 action
Duration Concentration, up to 1 hour
Range 30 ft
Components V
 
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Warlock:
1st Level Spells: Cause Fear
Cause Fear
1st level Necromancy
Casting Time 1 action
Duration Concentration, up to 1 minute
Range 60 ft
Components V
 
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
, Comprehend Languages
Comprehend Languages
1st level Divination
Casting Time 1 action
Duration 1 hour
Range Self
Components V, S, M (a pinch of soot and salt)
 
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
, Cure Wounds
Cure Wounds
1st level Evocation
Casting Time 1 action
Duration Instantaneous
Range Touch
Components V, S
 
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
, Guiding Bolt
Guiding Bolt
1st level Evocation
Casting Time 1 action
Duration 1 round
Range 120 ft
Components V, S
 
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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.

Proficiencies
Armor: light armors
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: None

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