Trin'Astra
Trin'Astra
INSPIRATION
STRENGTH
13 +7 30
10 +11 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+1 PERSONALITY TRAITS
14 +3 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS
+2 +3 Wisdom
●
+16 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 40x(1d8+3
+8 Animal Handling (Wis) FAILURES
)
●
+25 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+10 Athletics (Str)
16 ●
+16 Deception (Cha)
+8 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+3 ●
+14 Insight (Wis)
Dagger +13 1d4+2 piercing
Backpack
WISDOM
+10 Intimidation (Cha)
+8 Investigation (Int)
Dagger +2 +15 1d4+4 piercing
Bedroll
+8 Medicine (Wis) Candle x5
17 +8 Nature (Int)
Costume x2
●
+25 Perception (Wis) Number of
+3 ●
+27 Performance (Cha)
Attacks: 1 Disguise Kit
CHARISMA
●
+27 Persuasion (Cha)
+8 Religion (Int)
Drum
20 +7 Sleight of Hand (Dex) Leather
+5
+7 Stealth (Dex) Rations (1 day)
+14 Survival (Wis)
x5
●
SP
Tool Proficiencies: Dulcimer;
Horn; Lyre; Pan Flute
EP
Weapon Proficiencies:
Crossbow, hand; Longsword;
Rapier; Shortsword; Simple
GP
10
PP
Armor Proficiencies: Light
Language Proficiencies:
Abyssal; Common; Infernal
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
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35 5'10 125
AGE HEIGHT WEIGHT
Trin'astra Purple Dark Green with Vertical Blue Stripes
Mossy Green
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard, Tiefling, Warlock Charisma 24 +16
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 2
Booming Blade Counterspell Mass Suggestion (uses Mystic Arcanum)
Eldritch Blast Dispel Magic True Seeing
Fire Bolt Elemental Weapon
Green-Flame Blade Fireball
Light Fly
Mage Hand Major Image
Minor Illusion
Poison Spray
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7 2
EPAR
SPELL NAME Finger of Death (uses Mystic Arcanum)
ED
PR
2 3
Branding Smite
Darkness
Detect Thoughts
5 7
Enthrall
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard, Tiefling, Warlock
Charisma 24 +16
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 2
Prestidigitation
Produce Flame (uses Book of Shadows)
Ray of Frost (uses Book of Shadows)
Resistance (uses Book of Shadows)
Sacred Flame
Shocking Grasp
Thaumaturgy
Vicious Mockery
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7 2
EPAR
SPELL NAME
ED
PR
Wrathful Smite
4 3
SPELLS KNOWN
8 1
2 3
5 7
9 1
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d12 that it can, within the next 10 min., add to a d20 roll (use 5 times/long rest).
Hexblade's Curse . Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30
feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the
following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
---------------Actions--------------
Countercharm. Performance during your turn that gives you and friendly creatures within 30 ft. advantage on frightened or charmed saves.
-------------Reactions-------------
Cutting Words. Expend a use of Bardic Inspiration to subtract 1d12 from an attack, ability, or damage roll made by a creature within 60 ft.
-----------Other Traits------------
Accursed Specter. Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can
cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the
specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of
+0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
Armor of Hexes. At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your
reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
.
Eldrich Master. Regain all Pact Magic spell slots (use once/long rest).
Eldritch Invocation: Devil's Sight. See normally in magical and nonmagical darkness (range 120 fts).
Font of Inspiration. Regain all uses of Bardic Inspiration at the end of a rest.
Hex Warrior. At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial
weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one
weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of
Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit
extends to every pact weapon you conjure with that feature, no matter the weapon's
Infernal Constitution . Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
Infernal Legacy. You know thaumaturgy and can cast Hellish Rebuke and Darkness once per day. CHA is the spellcasting ability.
Jack of All Trades. +5 to ability checks that don't already include your proficiency bonus.
Master of Hexes. Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your
Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the
curse in this way, you don't regain hit points from the death of the previously cursed creature.
Mystic Arcanum. You gain a 6th level spell you can cast without expending a slot, more at higher levels (use 4 times/long rest).
Song of Rest. With a song, you and friendly creatures gain 1d12 additional healing at the end of a short rest.
Superior Inspiration. Regain 1 use of Bardic Inspiration if you have none remaining when rolling initiative.
War Caster . You 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.
Page 1
You brandish the weapon used in the spell’s You hurl a mote of fire at a creature or object You touch one object that is no larger than 10
casting and make a melee attack with it within range. Make a ranged spell attack feet in any dimension. Until the spell ends, the
against one creature within 5 feet of you. On a against the target. On a hit, the target takes object sheds bright light in a 20-foot radius
hit, the target suffers the weapon attack’s 1d10 fire damage. A flammable object hit by and dim light for an additional 20 feet. The
normal effects and then becomes sheathed in this spell ignites if it isn’t being worn or light can be colored as you like. Completely
booming energy until the start of your next carried. This spell’s damage increases by 1d10 covering the object with something opaque
turn. If the target willingly moves 5 feet or when you reach 5th level (2d10), 11th level blocks the light. The spell ends if you cast it
more before then, the target takes 1d8 thunder (3d10), and 17th level (4d10). again or dismiss it as an action. If you target
damage, and the spell ends. At Higher Levels. an object held or worn by a hostile creature,
At 5th level, the melee attack deals an extra that creature must succeed on a Dexterity
1d8 thunder damage to the target on a hit, and saving throw to avoid the spell.
the damage the target takes for moving
increases to 2d8. Both damage rolls increase
by 1d8 at 11th level (2d8 and 3d8) and again at
17th level (3d8 and 4d8).
You create a sound or an image of an object This spell is a minor magical trick that novice Flame-like radiance descends on a creature
within range that lasts for the duration. The spellcasters use for practice. You create one of that you can see within range. The target must
illusion also ends if you dismiss it as an action the following magical effects within range: • succeed on a Dexterity saving throw or take
or cast this spell again. If you create a sound, You create an instantaneous, harmless 1d8 radiant damage. The target gains no
its volume can range from a whisper to a sensory effect, such as a shower of sparks, a benefit from cover for this saving throw. The
scream. It can be your voice, someone else's puff of wind, faint musical notes, or an odd spell's damage increases by 1d8 when you
voice, a lion's roar, a beating of drums, or any odor. • You instantaneously light or snuff out a reach 5th level (2d8), 11th level (3d8), and 17th
other sound you choose. The sound continues candle, a torch, or a small campfire. • You level (4d8).
unabated throughout the duration, or you can instantaneously clean or soil an object no
make discrete sounds at different times before larger than 1 cubic foot. • You chill, warm, or
the spell ends. If you create an image of an flavor up to 1 cubic foot of nonliving material
object—such as a chair, muddy footprints, or a for 1 hour. • You make a color, a small mark, or
small chest—it must be no larger than a 5-foot a symbol appear on an object or a surface for 1
cube. The image can't create sound, light, hour. • You create a nonmagical trinket or an
smell, or any other sensory effect. Physical illusory image that can fit in your hand and
interaction with the image reveals it to be an that lasts until the end of your next turn. If
illusion, because things can pass through it. If you cast this spell multiple times, you can
a creature uses its action to examine the sound have up to three of its non-instantaneous
or image, the creature can determine that it is effects active at a time, and you can dismiss
Lightning springs from your hand to deliver a Choose a creature you can see. If it can hear You manifest a minor wonder, a sign of
shock to a creature you try to touch. Make a you, it must pass a Wisdom save or take 1d4 supernatural power, within range. You create
melee spell attack against the target. You have psychic damage and have disadvantage on its one of the following magical effects within
advantage on the attack roll if the target is next attack roll before the end of its next turn. range: • Your voice booms up to three times as
wearing armor made of metal. On a hit, the The damage increases by 1d4 when you loud as normal for 1 minute. • You cause
target takes 1d8 lightning damage, and it can't reach 5th, 11th, and 17th level. flames to flicker, brighten, dim, or change
take reactions until the start of its next turn. color for 1 minute. • You cause harmless
The spell's damage increases by 1d8 when you tremors in the ground for 1 minute. • You
reach 5th level (2d8), 11th level (3d8), and 17th create an instantaneous sound that originates
level (4d8). from a point of your choice within range, such
as a rumble of thunder, the cry of a raven, or
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.
Page 1 (reverse)
A beam of crackling energy streak toward a You brandish the weapon used in the spell’s A spectral, floating hand appears at a point
creature within range. Make a ranged spell casting and make a melee attack with it you choose within range. The hand lasts for
attack against the target. On a hit, the target against one creature within 5 feet of you. On a the duration or until you dismiss it as an
takes 1d10 force damage. The spell creates hit, the target suffers the weapon attack’s action. The hand vanishes if it is ever more
more than one beam when you reach higher normal effects, and you can cause green fire to than 30 feet away from you or if you cast this
levels: two beams at 5th level, three beams at leap from the target to a different creature of spell again. You can use your action to control
11th level, and four beams at 17th level. You your choice that you can see within 5 feet of it. the hand. You can use the hand to manipulate
can direct the beams at the same target or at The second creature takes fire damage equal to an object, open an unlocked door or container,
different ones. Make a separate attack roll for your spellcasting ability modifier. At Higher stow or retrieve an item from an open
each beam. Levels. At 5th level, the melee attack deals an container, or pour the contents out of a vial.
extra 1d8 fire damage to the target on a hit, You can move the hand up to 30 feet each time
and the fire damage to the second creature you use it. The hand can't attack, activate
increases to 1d8 + your spellcasting ability magic items, or carry more than 10 pounds.
modifier. Both damage rolls increase by 1d8 at
11th level (2d8 and 2d8) and 17th level (3d8 and
3d8).
You extend your hand toward a creature you A flickering flame appears in your hand. The A frigid beam of blue-white light streaks
can see within range and project a puff of flame remains there for the duration and toward a creature within range. Make a
noxious gas from your palm. The creature harms neither you nor your equipment. The ranged spell attack against the target. On a hit,
must succeed on a Constitution saving throw flame sheds bright light in a 10-foot radius it takes 1d8 cold damage, and its speed is
or take 1d12 poison damage. This spell’s and dim light for an additional 10 feet. The reduced by 10 feet until the start of your next
damage increases by 1d12 when you reach 5th spell ends if you dismiss it as an action or if turn. The spell's damage increases by 1d8
level (2d12), 11th level (3d12), and 17th level you cast it again. You can also attack with the when you reach 5th level (2d8), 11th level (3d8),
(4d12). flame, although doing so ends the spell. When and 17th level (4d8).
you cast this spell, or as an action on a later
turn, you can hurl the flame at a creature
within 30 feet of you. Make a ranged spell
attack. On a hit, the target takes 1d8 fire
damage. This spell's damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8).
You touch one willing creature. Once before This spell instantly transports you and up to You send negative energy coursing through a
the spell ends, the target can roll a d4 and add eight willing creatures of your choice that you creature that you can see within range,
the number rolled to one saving throw of its can see within range, or a single object that causing it searing pain. The target must make
choice. It can roll the die before or after you can see within range, to a destination you a Constitution saving throw. It takes 7d8 + 30
making the saving throw. The spell then ends. select. If you target an object, it must be able to necrotic damage on a failed save, or half as
fit entirely inside a 10-foot cube, and it can't be much damage on a successful one. A
held or carried by an unwilling creature. The humanoid killed by this spell rises at the start
destination you choose must be known to you, of your next turn as a zombie that is
and it must be on the same plane of existence permanently under your command, following
as you. Your familiarity with the destination your verbal orders to the best of its ability.
determines whether you arrive there
successfully. The GM rolls d100 and consults
the table. Familiarity Mishap Similar Area Off
Target On Target Permanent circle — — —
01–100 Associated object — — — 01–100 Very
familiar 01–05 06–13 14–24 25–100 Seen
casually 01–33 34–43 44–53 54–100 Viewed
once 01–43 44–53 54–73 74–100 Description
01–43 44–53 54–73 74–100 False destination
Page 2 (reverse)
Teleport (reverse)
01–50 51–100 — — Familiarity. “Permanent
circle” means a permanent teleportation circle
whose sigil sequence you know. “Associated
object” means that you possess an object taken
from the desired destination within the last
six months, such as a book from a wizard's
library, bed linen from a royal suite, or a
chunk of marble from a lich's secret tomb.
“Very familiar” is a place you have been very
often, a place you have carefully studied, or a
place you can see when you cast the spell.
“Seen casually” is someplace you have seen
more than once but with which you aren't very
familiar. “Viewed once” is a place you have
seen once, possibly using magic. “Description”
is a place whose location and appearance you
know through someone else's description,
perhaps from a map. “False destination” is a
place that doesn't exist. Perhaps you tried to
scry an enemy's sanctum but instead viewed
an illusion, or you are attempting to teleport
to a familiar location that no longer exists. On
Target. You and your group (or the target
object) appear where you want to. Off Target.
You and your group (or the target object)
appear a random distance away from the
Page 3
Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is A flash of light streaks toward a creature of
ground in a 20-foot square starting from a outlined in blue, green, or violet light (your your choice within range. Make a ranged spell
point within range. For the duration, these choice). Any creature in the area when the attack against the target. On a hit, the target
plants turn the ground in the area into spell is cast is also outlined in light if it fails a takes 4d6 radiant damage, and the next attack
difficult terrain. A creature in the area when Dexterity saving throw. For the duration, roll made against this target before the end of
you cast the spell must succeed on a Strength objects and affected creatures shed dim light your next turn has advantage, thanks to the
saving throw or be restrained by the in a 10-foot radius. Any attack roll against an mystical dim light glittering on the target until
entangling plants until the spell ends. A affected creature or object has advantage if the then. At Higher Levels. When you cast this
creature restrained by the plants can use its attacker can see it, and the affected creature or spell using a spell slot of 2nd level or higher,
action to make a Strength check against your object can't benefit from being invisible. the damage increases by 1d6 for each slot level
spell save DC. On a success, it frees itself. above 1st.
When the spell ends, the conjured plants wilt
away.
A creature of your choice that you can see You create three glowing darts of magical You point your finger, and the creature that
within range perceives everything as force. Each dart hits a creature of your choice damaged you is momentarily surrounded by
hilariously funny and falls into fits of laughter that you can see within range. A dart deals 1d4 hellish flames. The creature must make a
if this spell affects it. The target must succeed + 1 force damage to its target. The darts all Dexterity saving throw. It takes 2d10 fire
on a Wisdom saving throw or fall prone, strike simultaneously, and you can direct damage on a failed save, or half as much
becoming incapacitated and unable to stand them to hit one creature or several. At Higher damage on a successful one. At Higher Levels.
up for the duration. A creature with an Levels. When you cast this spell using a spell When you cast this spell using a spell slot of
Intelligence score of 4 or less isn't affected. At slot of 2nd level or higher, the spell creates 2nd level or higher, the damage increase by
the end of each of its turns, and each time it one more dart for each slot level above 1st. 1d10 for each slot level above 1st.
takes damage, the target can make another
Wisdom saving throw. The target has
advantage on the saving throw if it's triggered
by damage. On a success, the spell ends.
For the duration, you sense the presence of Bolstering yourself with a necromantic You write on parchment, paper, or some other
magic within 30 feet of you. If you sense magic facsimile of life, you gain 1d4 + 4 temporary suitable writing material and imbue it with a
in this way, you can use your action to see a hit points for the duration. At Higher Levels. potent illusion that lasts for the duration. To
faint aura around any visible creature or When you cast this spell using a spell slot of you and any creatures you designate when you
object in the area that bears magic, and you 2nd level or higher, you gain 5 additional cast the spell, the writing appears normal,
learn its school of magic, if any. The spell can temporary hit points for each slot level above written in your hand, and conveys whatever
penetrate most barriers, but it is blocked by 1 1st. meaning you intended when you wrote the
foot of stone, 1 inch of common metal, a thin text. To all others, the writing appears as if it
sheet of lead, or 3 feet of wood or dirt. were written in an unknown or magical script
that is unintelligible. Alternatively, you can
cause the writing to appear to be an entirely
different message, written in a different hand
and language, though the language must be
one you know. Should the spell be dispelled,
the original script and the illusion both
disappear. A creature with truesight can read
the hidden message.
Page 3 (reverse)
Page 4
You touch a willing creature who isn't wearing Until the spell ends, one willing creature you You create the image of an object, a creature,
armor, and a protective magical force touch is protected against certain types of or some other visible phenomenon that is no
surrounds it until the spell ends. The target's creatures: aberrations, celestials, elementals, larger than a 15-foot cube. The image appears
base AC becomes 13 + its Dexterity modifier. fey, fiends, and undead. The protection grants at a spot within range and lasts for the
The spell ends if the target dons armor or if several benefits. Creatures of those types have duration. The image is purely visual; it isn't
you dismiss the spell as an action. disadvantage on attack rolls against the target. accompanied by sound, smell, or other
The target also can't be charmed, frightened, sensory effects. You can use your action to
or possessed by them. If the target is already cause the image to move to any spot within
charmed, frightened, or possessed by such a range. As the image changes location, you can
creature, the target has advantage on any new alter its appearance so that its movements
saving throw against the relevant effect. appear natural for the image. For example, if
you create an image of a creature and move it,
you can alter the image so that it appears to be
walking. Physical interaction with the image
reveals it to be an illusion, because things can
pass through it. A creature that uses its action
to examine the image can determine that it is
an illusion with a successful Intelligence
(Investigation) check against your spell save
The next time you hit with a melee weapon You teleport yourself from your current You touch a willing creature. For the duration,
attack during this spell’s duration, your attack location to any other spot within range. You the target's movement is unaffected by
deals an extra 1d6 psychic damage. arrive at exactly the spot desired. It can be a difficult terrain, and spells and other magical
Additionally, if the target is a creature, it must place you can see, one you can visualize, or effects can neither reduce the target's speed
make a Wisdom saving throw or be frightened one you can describe by stating distance and nor cause the target to be paralyzed or
of you until the spell ends. As an action, the direction, such as “200 feet straight restrained. The target can also spend 5 feet of
creature can make a Wisdom check against downward” or “upward to the northwest at a movement to automatically escape from
your spell save DC to steel its resolve and end 45-degree angle, 300 feet.” You can bring nonmagical restraints, such as manacles or a
this spell. along objects as long as their weight doesn't creature that has it grappled. Finally, being
exceed what you can carry. You can also bring underwater imposes no penalties on the
one willing creature of your size or smaller target's movement or attacks.
who is carrying gear up to its carrying
capacity. The creature must be within 5 feet of
you when you cast this spell. If you would
arrive in a place already occupied by an object
or a creature, you and any creature traveling
with you each take 4d6 force damage, and the
spell fails to teleport you.
You or a creature you touch becomes invisible This spell transforms a creature that you can You create an invisible, magical eye within
until the spell ends. Anything the target is see within range into a new form. An range that hovers in the air for the duration.
wearing or carrying is invisible as long as it is unwilling creature must make a Wisdom You mentally receive visual information from
on the target's person. saving throw to avoid the effect. The spell has the eye, which has normal vision and
no effect on a shapechanger or a creature with darkvision out to 30 feet. The eye can look in
0 hit points. The transformation lasts for the every direction. As an action, you can move
duration, or until the target drops to 0 hit the eye up to 30 feet in any direction. There is
points or dies. The new form can be any beast no limit to how far away from you the eye can
whose challenge rating is equal to or less than move, but it can't enter another plane of
the target's (or the target's level, if it doesn't existence. A solid barrier blocks the eye's
have a challenge rating). The target's game movement, but the eye can pass through an
statistics, including mental ability scores, are opening as small as 1 inch in diameter.
replaced by the statistics of the chosen beast.
It retains its alignment and personality. The
target assumes the hit points of its new form.
When it reverts to its normal form, the
creature returns to the number of hit points it
had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess
Page 4 (reverse)
Polymorph (reverse)
damage carries over to its normal form. As
long as the excess damage doesn't reduce the
creature's normal form to 0 hit points, it isn't
knocked unconscious. The creature is limited
in the actions it can perform by the nature of
its new form, and it can't speak, cast spells, or
take any other action that requires hands or
speech. The target's gear melds into the new
form. The creature can't activate, use, wield, or
otherwise benefit from any of its equipment.
Page 5
You attempt to send one creature that you can Necromantic energy washes over a creature of You make natural terrain in a 150-foot cube in
see within range to another plane of existence. your choice that you can see within range, range look, sound, and smell like some other
The target must succeed on a Charisma saving draining moisture and vitality from it. The sort of natural terrain. Thus, open fields or a
throw or be banished. If the target is native to target must make a Constitution saving throw. road can be made to resemble a swamp, hill,
the plane of existence you're on, you banish The target takes 8d8 necrotic damage on a crevasse, or some other difficult or impassable
the target to a harmless demiplane. While failed save, or half as much damage on a terrain. A pond can be made to seem like a
there, the target is incapacitated. The target successful one. This spell has no effect on grassy meadow, a precipice like a gentle slope,
remains there until the spell ends, at which undead or constructs. If you target a plant or a rock-strewn gully like a wide and smooth
point the target reappears in the space it left creature or a magical plant, it makes the road. Manufactured structures, equipment,
or in the nearest unoccupied space if that saving throw with disadvantage, and the spell and creatures within the area aren't changed
space is occupied. If the target is native to a deals maximum damage to it. If you target a in appearance. The tactile characteristics of
different plane of existence than the one nonmagical plant that isn't a creature, such as the terrain are unchanged, so creatures
you're on, the target is banished with a faint a tree or shrub, it doesn't make a saving throw; entering the area are likely to see through the
popping noise, returning to its home plane. If it simply withers and dies. At Higher Levels. illusion. If the difference isn't obvious by
the spell ends before 1 minute has passed, the When you cast this spell using a spell slot of touch, a creature carefully examining the
target reappears in the space it left or in the 5th level or higher, the damage increases by illusion can attempt an Intelligence
nearest unoccupied space if that space is 1d8 for each slot level above 4th. (Investigation) check against your spell save
occupied. Otherwise, the target doesn't return. DC to disbelieve it. A creature who discerns
At Higher Levels. When you cast this spell the illusion for what it is, sees it as a vague
You tap into the nightmares of a creature you The next time you hit a creature with a melee This spell gives the willing creature you touch
can see within range and create an illusory weapon attack during this spell’s duration, the ability to see things as they actually are.
manifestation of its deepest fears, visible only your weapon pierces both body and mind, and For the duration, the creature has truesight,
to that creature. The target must make a the attack deals an extra 4d6 psychic damage notices secret doors hidden by magic, and can
Wisdom saving throw. On a failed save, the to the target. The target must make a Wisdom see into the Ethereal Plane, all out to a range of
target becomes frightened for the duration. At saving throw. On a failed save, it has 120 feet.
the end of each of the target's turns before the disadvantage on attack rolls and ability
spell ends, the target must succeed on a checks, and can’t take reactions, until the end
Wisdom saving throw or take 4d10 psychic of its next turn.
damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, the
damage increases by 1d10 for each slot level
above 4th.
You suggest a course of activity (limited to a A bright streak flashes from your pointing You attempt to interrupt a creature that you
sentence or two) and magically influence up to finger to a point you choose within range and can see casting a spell. If the creature is casting
twelve creatures of your choice that you can then blossoms with a low roar into an a spell of 3rd level or lower, its spell fails and
see within range and that can hear and explosion of flame. Each creature in a has no effect. If it's a spell of 4th level or
understand you. Creatures that can't be 20-foot-radius sphere centered on that point higher, make a check using your spellcasting
charmed are immune to this effect. The must make a Dexterity saving throw. A target ability. The DC is 10 + the spell's level. On a
suggestion must be worded in such a manner takes 8d6 fire damage on a failed save, or half success, the spell is interrupted. At Higher
as to make the course of action sound as much damage on a successful one. The fire Levels: The interrupted spell has no effect if its
reasonable. Asking the creature to stab itself, spreads around corners. It ignites flammable level is less than or equal to the level of the
throw itself onto a spear, immolate itself, or objects in the area that aren't being worn or spell slot you used.
do some other obviously harmful act carried. At Higher Levels. When you cast this
automatically negates the effect of the spell. spell using a spell slot of 4th level or higher,
Each target must make a Wisdom saving the damage increases by 1d6 for each slot level
throw. On a failed save, it pursues the course above 3rd.
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
Page 5 (reverse)
Choose one creature, object, or magical effect A nonmagical weapon you touch becomes a You touch a willing creature. The target gains
within range. Any spell of 3rd level or lower magic weapon. Choose one of the following a flying speed of 60 feet for the duration.
on the target ends. For each spell of 4th level damage types: acid, cold, fire, lightning, or When the spell ends, the target falls if it is still
or higher on the target, make an ability check thunder. For the duration, the weapon has a +1 aloft, unless it can stop the fall. At Higher
using your spellcasting ability. The DC equals bonus to attack rolls and deals an extra 1d4 Levels. When you cast this spell using a spell
10 + the spell's level. On a successful check, the damage of the chosen type when it hits. At slot of 4th level or higher, you can target one
spell ends. At Higher Levels. When you cast Higher Levels. When you cast this spell using a additional creature for each slot level above
this spell using a spell slot of 4th level or spell slot of 5th or 6th level, the bonus to 3rd.
higher, you automatically end the effects of a attack rolls increases to +2 and the extra
spell on the target if the spell's level is equal to damage increases to 2d4. When you use a spell
or less than the level of the spell slot you used. slot of 7th level or higher, the bonus increases
to +3 and the extra damage increases to 3d4.
You create the image of an object, a creature, For the duration, you can read the thoughts of You weave a distracting string of words,
or some other visible phenomenon that is no certain creatures. When you cast the spell and causing creatures of your choice that you can
larger than a 20-foot cube. The image appears as your action on each turn until the spell see within range and that can hear you to
at a spot that you can see within range and ends, you can focus your mind on any one make a Wisdom saving throw. Any creature
lasts for the duration. It seems completely creature that you can see within 30 feet of you. that can't be charmed succeeds on this saving
real, including sounds, smells, and If the creature you choose has an Intelligence throw automatically, and if you or your
temperature appropriate to the thing depicted. of 3 or lower or doesn't speak any language, companions are fighting a creature, it has
You can't create sufficient heat or cold to cause the creature is unaffected. You initially learn advantage on the save. On a failed save, the
damage, a sound loud enough to deal thunder the surface thoughts of the creature—what is target has disadvantage on Wisdom
damage or deafen a creature, or a smell that most on its mind in that moment. As an (Perception) checks made to perceive any
might sicken a creature (like a troglodyte's action, you can either shift your attention to creature other than you until the spell ends or
stench). As long as you are within range of the another creature's thoughts or attempt to until the target can no longer hear you. The
illusion, you can use your action to cause the probe deeper into the same creature's mind. If spell ends if you are incapacitated or can no
image to move to any other spot within range. you probe deeper, the target must make a longer speak.
As the image changes location, you can alter Wisdom saving throw. If it fails, you gain
its appearance so that its movements appear insight into its reasoning (if any), its
natural for the image. For example, if you emotional state, and something that looms
create an image of a creature and move it, you large in its mind (such as something it worries
can alter the image so that it appears to be over, loves, or hates). If it succeeds, the spell
Choose a humanoid that you can see within Magical darkness spreads from a point you The next time you hit with a melee weapon
range. The target must succeed on a Wisdom choose within range to fill a 15-foot-radius attack during this spell’s duration, your attack
saving throw or be paralyzed for the duration. sphere for the duration. The darkness spreads deals an extra 1d6 psychic damage.
At the end of each of its turns, the target can around corners. A creature with darkvision Additionally, if the target is a creature, it must
make another Wisdom saving throw. On a can't see through this darkness, and make a Wisdom saving throw or be frightened
success, the spell ends on the target. At Higher nonmagical light can't illuminate it. If the of you until the spell ends. As an action, the
Levels. When you cast this spell using a spell point you choose is on an object you are creature can make a Wisdom check against
slot of 3rd level or higher, you can target one holding or one that isn't being worn or carried, your spell save DC to steel its resolve and end
additional humanoid for each slot level above the darkness emanates from the object and this spell.
2nd. The humanoids must be within 30 feet of moves with it. Completely covering the source
each other when you target them. of the darkness with an opaque object, such as
a bowl or a helm, blocks the darkness. If any of
this spell's area overlaps with an area of light
created by a spell of 2nd level or lower, the
spell that created the light is dispelled.
Page 6 (reverse)
You attempt to beguile a humanoid that you You imbue a creature you touch with positive A wave of healing energy washes out from a
can see within range. It must succeed on a energy to undo a debilitating effect. You can point of your choice within range. Choose up
Wisdom saving throw or be charmed by you reduce the target's exhaustion level by one, or to six creatures in a 30-foot-radius sphere
for the duration. If you or creatures that are end one of the following effects on the target: • centered on that point. Each target regains hit
friendly to you are fighting it, it has advantage One effect that charmed or petrified the target points equal to 3d8 + your spellcasting ability
on the saving throw. While the target is • One curse, including the target's attunement modifier. This spell has no effect on undead or
charmed, you have a telepathic link with it as to a cursed magic item • Any reduction to one constructs. At Higher Levels. When you cast
long as the two of you are on the same plane of of the target's ability scores • One effect this spell using a spell slot of 6th level or
existence. You can use this telepathic link to reducing the target's hit point maximum higher, the healing increases by 1d8 for each
issue commands to the creature while you are slot level above 5th.
conscious (no action required), which it does
its best to obey. You can specify a simple and
general course of action, such as “Attack that
creature,” “Run over there,” or “Fetch that
object.” If the creature completes the order
and doesn't receive further direction from
you, it defends and preserves itself to the best
of its ability. You can use your action to take
total and precise control of the target. Until
The next time you hit a creature with a A blast of cold air erupts from your hands. You attempt to beguile a creature that you can
weapon attack before this spell ends, your Each creature in a 60-foot cone must make a see within range. It must succeed on a Wisdom
weapon crackles with force, and the attack Constitution saving throw. A creature takes saving throw or be charmed by you for the
deals an extra 5d10 force damage to the target. 8d8 cold damage on a failed save, or half as duration. If you or creatures that are friendly
Additionally, if this attack reduces the target much damage on a successful one. A creature to you are fighting it, it has advantage on the
to 50 hit points of fewer, you banish it. If the killed by this spell becomes a frozen statue saving throw. While the creature is charmed,
target is native to a different plane of existence until it thaws. At Higher Levels. When you you have a telepathic link with it as long as the
than the on you’re on, the target disappears, cast this spell using a spell slot of 6th level or two of you are on the same plane of existence.
returning to its home plane. If the target is higher, the damage increases by 1d8 for each You can use this telepathic link to issue
native to the plane you’re on, the creature slot level above 5th. commands to the creature while you are
vanishes into a harmless demiplane. While conscious (no action required), which it does
there, the target is incapacitated. It remains its best to obey. You can specify a simple and
there until the spell ends, at which point the general course of action, such as “Attack that
target reappears in the space it left or in the creature,” “Run over there,” or “Fetch that
nearest unoccupied space if that space is object.” If the creature completes the order
occupied. and doesn't receive further direction from
you, it defends and preserves itself to the best
of its ability. You can use your action to take
total and precise control of the target. Until
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