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Bashir Yasin Abn-Sallah

Bashir Yasin Abn-Sallah is a Level 5 Great Old One Warlock with a True-Neutral alignment, possessing various skills and spells. He has a maximum hit point of 41 and carries an array of equipment including a sickle, dagger, and books related to occultism and ancient history. His spellcasting abilities include a mix of cantrips and higher-level spells, with a focus on psychic and eldritch magic.

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0% found this document useful (0 votes)
21 views8 pages

Bashir Yasin Abn-Sallah

Bashir Yasin Abn-Sallah is a Level 5 Great Old One Warlock with a True-Neutral alignment, possessing various skills and spells. He has a maximum hit point of 41 and carries an array of equipment including a sickle, dagger, and books related to occultism and ancient history. His spellcasting abilities include a mix of cantrips and higher-level spells, with a focus on psychic and eldritch magic.

Uploaded by

joseaugusto7075
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Great Old One Warlock 5 Yellow Mage

CLASS & LEVEL BACKGROUND PLAYER NAME


Bashir Yasin Abn-Sallah
Human True-Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 11 0 30

-1 3 PROFICIENCY BONUS

8 PERSONALITY TRAITS
Hit Point Maximum 41
-1 Strength
DEXTERITY 0 Dexterity
CURRENT HIT POINTS

0
2 Constitution
2 Intelligence

10 5 Wisdom
6 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

2 0 Acrobatics (Dex)
5

14 2 Animal Handling (…
5 Arcana (Int) BONDS

INTELLIGENCE -1 Athletics (Str)

2
6 Deception (Cha) NAME ATK DAMAGE/TYPE

5 History (Int)
ATTACKS & SPELLCASTING
14 5 Insight (Wis)
6 Intimidation (Cha)
123
5 Investigation (Int) FLAWS
WISDOM CP SP EP GP PP
5 Medicine (Wis)

2 5
2
Nature (Int)
Perception (Wis)
1 Arcane Focus (Crystal - Pukhraj)
Magic Initiate (Cleric)
1 Robe
14 3 Performance (Cha) 1 --------------- BACKPACK --------------- Skilled
6 Persuasion (Cha) 1 Calligrapher's Supplies Skilled (Eldritch Invocation)
CHARISMA
5 Religion (Int) 1 Ink Pen Resourceful

3 0
3
Sleight of Hand (…
Stealth (Dex)
1 Lamp
1 Tinderbox
Skillful

----- Eldritch Invocations -----


16 2 Survival (Wis) EQUIPMENT
Pact of the Chain
SKILLS
Pact of the Tome

Devil's Sight
12 PASSIVE WISDOM (PERCEPTION)
Lessons of the First Ones (Skilled)

Ascendant Step

TOOL: Calligrapher's Supplies ------------------------------------------


LANGUAGE: Common, Deep Speech, Infernal Magical Cunning
ARMOR: Light
-------- Warlock Patron ---------
WEAPON: Simple
Great Old One Spells

OTHER PROFICIENCIES & LANGUAGES Awakened Mind

Psychic Spells

------------------------------------------

Fey-Touched

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: Total:
CP SP EP GP PP

1 --------------------------------------------------
1 --------------- WEAPONS ----------------
1 Sickle Total: Total:
2 Dagger
1 Quarterstaff
ATTACKS & SPELLCASTING
1 --------- BOOKS & SCROLLS----------
1 Book (Occultism)
Total: Total:
1 Book (Ancient History)
1 Book (Decoding)
1 --------- ARMOR & SHIELDS ----------
1 Leather Armor
1 ---------- CONSUMABLES -------------
1 Ink
18 Parchment (Sheets)
10 Flasks of Oil
1 Antitoxin
1 -------------------------------------------------
1 ----------------- EXTRAS ------------------
1 Flask of Wild Magic Blood (Shark)

EQUIPMENT
CHARISMA 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6 0

Guidance - Magic Initiate Hunger of Hadar - Great Old One

Toll the Dead - Magic Initiate Clairvoyance - Great Old One

Sorcerous Burst - BoS Tongues


7 0

Starry Wisp - BoS

Druidcraft - BoS
4 0
Eldritch Blast 8 0

Minor Illusion

Mind Sliver
5 0
9 0

1 0

Find Familiar - Pact of the Chain

Protection from Evil and Good - Magic Initiate

Comprehend Languages - BoS

Detect Magic - BoS

Bane - Fey Touched

Misty Step - Fey Touched

Dissonant Whispers - Great Old One

Tasha's Hideous Laughter - Great Old One

Hex

Witch Bolt

2 0

Detect Thoughts - Great Old One

Phantasmal Force - Great Old One

Cloud of Daggers

Suggestion

Mirror Image
FEATURES & TRAITS
Magic Initiate (Cleric) Great Old One Spells
You gain the following benefits. Two Cantrips. You Pact of the Tome The magic of your patron ensures you always have
learn two cantrips of your choice from the Cleric, Stitching together strands of shadow, you conjure certain spells ready; when you reach a Warlock
Druid, or Wizard spell list. Charisma is your forth a book in your hand at the end of a Short or level specified in the Great Old One Spells table,
spellcasting ability for this feat's spells (choose Long Rest. This Book of Shadows (you determine you thereafter always have the listed spells
when you select this feat). Level 1 Spell. Choose a its appearance) contains eldritch magic that only prepared. Great Old One Spells Warlock Level 3
level 1 spell from the same list you selected for this you can access, granting you the benefits below. Spells - Detect Thoughts, Dissonant Whispers,
feat's cantrips. You always have that spell prepared. The book disappears if you conjure another book Phantasmal Force, Tasha's Hideous Laughter
You can cast it once without a spell slot, and you with this feature or if you die. Cantrips and Rituals. Warlock Level 5 Spells - Clairvoyance, Hunger of
regain the ability to cast it in that way when you When the book appears, choose three cantrips, and Hadar Warlock Level 7 Spells - Confusion,
finish a Long Rest. You can also cast the spell using choose two level 1 spells that have the Ritual tag. Summon Aberration Warlock Level 9 Spells -
any spell slots you have. Spell Change. Whenever The spells can be from any class's spell list, and Modify Memory, Telekinesis
you gain a new level, you can replace one of the they must be spells you don't already have
spells you chose for this feat with a different spell prepared. While the book is on your person, you Awakened Mind
of the same level from the chosen spell list. have the chosen spells prepared, and they function You can form a telepathic connection between your
Repeatable. You can take this feat more than once, as Warlock spells for you. Spellcasting Focus. You mind and the mind of another. As a Bonus Action,
but you must choose a different spell list each time. can use the book as a Spellcasting Focus. choose one creature you can see within 30 feet of
yourself. You and the chosen creature can
Skilled Devil's Sight communicate telepathically with each other while
Origin Feat You gain proficiency in any You can see normally in Dim Light and Darkness— the two of you are within a number of miles of each
combination of three skills or tools of your choice. both magical and nonmagical—within 120 feet of other equal to your Charisma modifier (minimum
(Nature, Stealth and Insight) Repeatable. You can yourself. of 1 mile). To understand each other, you each must
take this feat more than once. mentally use a language the other knows. The
Lessons of the First Ones (Skilled)
telepathic connection lasts for a number of minutes
Skilled (Eldritch Invocation) You have received knowledge from an elder entity
equal to your Warlock level. It ends early if you use
You gain proficiency in any combination of three of the multiverse, allowing you to gain one Origin
this feature to connect with a different creature.
skills or tools of your choice. (Deception, feat of your choice. Repeatable. You can gain this

Persuasion and Medicine) Repeatable. You can take invocation more than once. Each time you do so, Psychic Spells
this feat more than once. choose a different Origin feat. When you cast a Warlock spell that deals damage,
you can change its damage type to Psychic. In
Resourceful Ascendant Step
addition, when you cast a Warlock spell that is an
You gain Heroic Inspiration whenever you finish a You can cast Levitate on yourself without
Enchantment or Illusion, you can do so without
Long Rest. expending a spell slot.
Verbal or Somatic components.

Skillful ------------------------------------------
------------------------------------------
You gain proficiency in one skill of your choice
Magical Cunning
(Investigation). Fey-Touched
You can perform an esoteric rite for 1 minute. At
Ability Score Increase. Increase your Charisma by
----- Eldritch Invocations ----- the end of it, you regain expended Pact Magic spell
1, to a maximum of 20. Choose one level 1 spell
slots but no more than a number equal to half your
from the Enchantment (Bane) school of magic. You
Pact of the Chain maximum (round up). Once you use this feature,
always have that spell and the Misty Step spell
You learn the Find Familiar spell and can cast it as you can't do so again until you finish a Long Rest.
prepared. You can cast each of these spells without
a Magic action without expending a spell slot.
-------- Warlock Patron --------- expending a spell slot. Once you cast either spell in
When you cast the spell, you choose one of the
this way, you can't cast that spell in this way again
normal forms for your familiar or one of the
until you finish a Long Rest. You can also cast
following special forms: Imp, Pseudodragon,
these spells using spell slots you have of the
Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder,
appropriate level. The spells' spellcasting ability is
Sprite, or Venomous Snake (see appendix B for the
the ability increased by this feat.
familiar's stat block). Additionally, when you take
the Attack action, you can forgo one of your own
attacks to allow your familiar to make one attack of
its own with its Reaction.
SPELLS
Guidance - Magic Initiate Starry Wisp - BoS Minor Illusion
Divination cantrip Evocation cantrip Illusion cantrip
Casting Time: Action Casting Time: Action Casting Time: Action
Range: Touch Range: 60 feet Range: 30 feet
Target: Target: Target:
Components: V S Components: V S Components: M
Duration: Concentrationup to 1 minute Duration: Instantaneous Duration: 1 minute
Description: Description: Description:
You touch a willing creature and choose a skill. You launch a mote of light at one creature or object You create a sound or an image of an object within
Until the spell ends, the creature adds 1d4 to any within range. Make a ranged spell attack against the range that lasts for the duration. See the
ability check using the chosen skill. target. On a hit, the target takes 1d8 Radiant descriptions below for the effects of each. The
damage, and until the end of your next turn, it emits illusion ends if you cast this spell again. If a
Toll the Dead - Magic Initiate Dim Light in a 10-foot radius and can't benefit creature takes a Study action to examine the sound
Necromancy cantrip from the Invisible condition. or image, the creature can determine that it is an
Casting Time: Action At Higher Levels: The damage increases by 1d8 illusion with a successful Intelligence
Range: 60 feet when you reach levels 5 (2d8), 11 (3d8), and 17 (Investigation) check against your spell save DC. If
Target: (4d8). a creature discerns the illusion for what it is, the
Components: V S illusion becomes faint to the creature. Sound. If you
Duration: Instantaneous Druidcraft - BoS create a sound, its volume can range from a
Description: Transmutation cantrip whisper to a scream. It can be your voice, someone
You point at one creature you can see within range, Casting Time: Action else's voice, a lion's roar, a beating of drums, or any
and the single chime of a dolorous bell is audible Range: 30 feet other sound you choose. The sound continues
within 10 feet of the target. The target must succeed Target: unabated throughout the duration, or you can make
on a Wisdom saving throw or take 1d8 Necrotic Components: V S discrete sounds at different times before the spell
damage. If the target is missing any of its Hit Duration: Instantaneous ends. Image. If you create an image of an object—
Points, it instead takes 1d12 Necrotic damage. Description: such as a chair, muddy footprints, or a small chest
At Higher Levels: The damage increases by one die Whispering to the spirits of nature, you create one —it must be no larger than a 5-foot Cube. The
when you reach levels 5 (2d8 or 2d12), 11 (3d8 or of the following effects within range. Weather image can't create sound, light, smell, or any other
3d12), and 17 (4d8 or 4d12). Sensor. You create a Tiny, harmless sensory effect sensory effect. Physical interaction with the image
that predicts what the weather will be at your reveals it to be an illusion, since things can pass
Sorcerous Burst - BoS location for the next 24 hours. The effect might through it.
Evocation cantrip manifest as a golden orb for clear skies, a cloud for
Casting Time: Action rain, falling snowflakes for snow, and so on. This Mind Sliver
Range: 120 feet effect persists for 1 round. Bloom. You instantly Enchantment cantrip
Target: make a flower blossom, a seed pod open, or a leaf Casting Time: Action
Components: V S bud bloom. Sensory Effect. You create a harmless Range: 60 feet
Duration: Instantaneous sensory effect, such as falling leaves, spectral Target:
Description: dancing fairies, a gentle breeze, the sound of an Components:
You cast sorcerous energy at one creature or object animal, or the faint odor of skunk. The effect must Duration: Instantaneous
within range. Make a ranged attack roll against the fit in a 5-foot Cube. Fire Play. You light or snuff out Description:
target. On a hit, the target takes 1d8 damage of a a candle, a torch, or a campfire. You try to temporarily sliver the mind of one
type you choose: Acid, Cold, Fire, Lightning, creature you can see within range. The target must
Poison, Psychic, or Thunder. If you roll an 8 on a Eldritch Blast succeed on an Intelligence saving throw or take 1d6
d8 for this spell, you can roll another d8, and add it Evocation cantrip Psychic damage and subtract 1d4 from the next
to the damage. When you cast this spell, the Casting Time: Action saving throw it makes before the end of your next
maximum number of these d8s you can add to the Range: 120 feet turn.
spell's damage equals your spellcasting ability Target: At Higher Levels: The damage increases by 1d6
modifier. Components: V S when you reach levels 5 (2d6), 11 (3d6), and 17
At Higher Levels: The damage increases by 1d8 Duration: Instantaneous (4d6).
when you reach levels 5 (2d8), 11 (3d8), and 17 Description:
(4d8). You hurl a beam of crackling energy. Make a
ranged spell attack against one creature or object in
range. On a hit, the target takes 1d10 Force
damage.
At Higher Levels: The spell creates two beams at
level 5, three beams at level 11, and four beams at
level 17. You can direct the beams at the same
target or at different ones. Make a separate attack
roll for each beam.
Find Familiar - Pact of the Chain Comprehend Languages - BoS Dissonant Whispers - Great Old One
Conjuration 1 (ritual) Divination 1 (ritual) Enchantment 1
Casting Time: 1 hour or Ritual Casting Time: Action or Ritual Casting Time: Action
Range: 10 feet Range: Self Range: 60 feet
Target: Target: Target:
Components: V S M Components: V S M Components:
Duration: Instantaneous Duration: 1 hour Duration: Instantaneous
Description: Description: Description:
Telepathic Connection. While your familiar is For the duration, you understand the literal One creature of your choice that you can see within
within 100 feet of you, you can communicate with meaning of any language that you hear or see range hears a discordant melody in its mind. The
it telepathically. Additionally, as a Bonus Action, signed. You also understand any written language target makes a Wisdom saving throw. On a failed
you can see through the familiar's eyes and hear that you see, but you must be touching the surface save, it takes 3d6 Psychic damage and must
what it hears until the start of your next turn, on which the words are written. It takes about 1 immediately use its Reaction, if available, to move
gaining the benefits of any special senses it has. minute to read one page of text. This spell doesn't as far away from you as it can, using the safest
Finally, when you cast a spell with a range of decode symbols or secret messages. route. On a successful save, the target takes half as
touch, your familiar can deliver the touch. Your much damage only.
familiar must be within 100 feet of you, and it must Detect Magic - BoS At Higher Levels: The damage increases by 1d6 for
take a Reaction to deliver the touch when you cast Divination 1 each spell slot level above 1.
the spell. Combat. The familiar is an ally to you Casting Time: Action or Ritual

and your allies. It rolls its own Initiative and acts on Range: Self Tasha's Hideous Laughter - Great Old One

its own turn. A familiar can't attack, but it can take Target: Enchantment 1

other actions as normal. Disappearance of the Components: V S Casting Time: Action

Familiar. When the familiar drops to 0 Hit Points, it Duration: Concentrationup to 10 minutes Range: 30 feet

disappears. It reappears after you cast this spell Description: Target:

again. As a Magic action, you can temporarily For the duration, you sense the presence of magical Components: M

dismiss the familiar to a pocket dimension. effects within 30 feet of yourself. If you sense such Duration: Concentrationup to 1 minute

Alternatively, you can dismiss it forever. As a effects, you can take the Magic action to see a faint Description:

Magic action while it is temporarily dismissed, you aura around any visible creature or object in the One creature of your choice that you can see within

can cause it to reappear in an unoccupied space area that bears the magic, and if an effect was range makes a Wisdom saving throw. On a failed

within 30 feet of you. Whenever the familiar drops created by a spell, you learn the spell's school of save, it has the Prone and Incapacitated conditions

to 0 Hit Points or disappears into the pocket magic. The spell is blocked by 1 foot of stone, dirt, for the duration. During that time, it laughs

dimension, it leaves behind in its space anything it or wood; 1 inch of metal; or a thin sheet of lead. uncontrollably if it's capable of laughter, and it can't

was wearing or carrying. end the Prone condition on itself. At the end of each
Bane - Fey Touched of its turns and each time it takes damage, it makes
Protection from Evil and Good - Magic Initiate Enchantment 1 another Wisdom saving throw. The target has
Abjuration 1 Casting Time: Action Advantage on the save if the save is triggered by
Casting Time: Action Range: 30 feet damage. On a successful save, the spell ends.
Range: Touch Target: At Higher Levels: You can target one additional
Target: Components: M creature for each spell slot level about 1.
Components: V S M Duration: Concentrationup to 1 minute
Duration: up to 10 minutes Description: Hex
Description: Up to three creatures of your choice that you can Enchantment 1
Until the spell ends, one willing creature you touch see within range must each make a Charisma Casting Time: Bonus action
is protected against creatures that are Aberrations, saving throw. Whenever a target that fails this save Range: 90 feet
Celestials, Elementals, Fey, Fiends, or Undead. The makes an attack roll or a saving throw before the Target:
protection grants several benefits. Creatures of spell ends, the target must subtract 1d4 from the Components: M
those types have Disadvantage on attack rolls attack roll or save. Duration: Concentrationup to 1 hour
against the target. The target also can't be possessed At Higher Levels: You can target one additional Description:
by or gain the Charmed or Frightened conditions creature for each spell slot level above 1. You place a curse on a creature that you can see
from them. If the target is already possessed, within range. Until the spell ends, you deal an extra
Misty Step - Fey Touched 1d6 Necrotic damage to the target whenever you hit
Charmed, or Frightened by such a creature, the
Conjuration 1 it with an attack roll. Also, choose one ability when
target has Advantage on any new saving throw
Casting Time: you cast the spell. The target has Disadvantage on
against the relevant effect.
Range: ability checks made with the chosen ability. If the
Target: target drops to 0 Hit Points before this spell ends,
Components: V S M you can take a Bonus Action on a later turn to curse
Duration: a new creature.
Description: At Higher Levels: Your Concentration can last
longer with a spell slot of level 2 (up to 4 hours), 3-
4 (up to 8 hours), or 5+ (24 hours).
Witch Bolt Phantasmal Force - Great Old One Suggestion
Evocation 1 Illusion 2 Enchantment 2
Casting Time: Action Casting Time: Action Casting Time: Action
Range: 60 feet Range: 60 feet Range: 30 feet
Target: Target: Target:
Components: V S M Components: M Components: M
Duration: Concentrationup to 1 minute Duration: Concentrationup to 1 minute Duration: Concentrationup to 8 hours
Description: Description: Description:
A beam of crackling energy lances toward a You attempt to craft an illusion in the mind of a You suggest a course of activity—described in no
creature within range, forming a sustained arc of creature you can see within range. The target makes more than 25 words—to one creature you can see
lightning between you and the target. Make a an Intelligence saving throw. On a failed save, you within range that can hear and understand you. The
ranged spell attack against it. On a hit, the target create a phantasmal object, creature, or other suggestion must sound achievable and not involve
takes 2d12 Lightning damage. On each of your phenomenon that is no larger than a 10-foot Cube anything that would obviously deal damage to the
subsequent turns, you can take a Bonus Action to and that is perceivable only to the target for the target or it allies. For example, you could say,
deal 1d12 Lightning damage to the target duration. The phantasm includes sound, "Fetch the key to the cult's treasure vault, and give
automatically, even if the first attack missed. The temperature, and other stimuli. The target can take the key to me." Or you could say, "Stop fighting,
spell ends if the target is ever outside the spell's a Study action to examine the phantasm with an leave this library peacefully, and don't return." The
range or if it has Total Cover from you. Intelligence (Investigation) check against your spell target must succeed on a Wisdom saving throw or
At Higher Levels: The initial damage increases by save DC. If the check succeeds, the target realizes have the Charmed condition for the duration or
1d12 for each spell slot level above 1. that the phantasm is an illusion, and the spell ends. until you or your allies deal damage to the target.
While affected by the spell, the target treats the The Charmed target pursues the suggestion to the
Detect Thoughts - Great Old One phantasm as if it were real and rationalizes any best of its ability. The suggested activity can
Divination 2 illogical outcomes from interacting with it. For continue for the entire duration, but if the suggested
Casting Time: Action example, if the target steps through a phantasmal activity can be completed in a shorter time, the
Range: Self bridge and survives the fall, it believes the bridge spell ends for the target upon completing it.
Target: exists and something else caused it to fall. An
Components: V S M affected target can even take damage from the Mirror Image
Duration: Concentrationup to 1 minute illusion if the phantasm represents a dangerous Illusion 2
Description: creature or hazard. On each of your turns, such a Casting Time: Action
You activate one of the effects below. Until the phantasm can deal 2d8 Psychic damage to the Range: Self
spell ends, you can activate either effect as a Magic target if it is in the phantasm's area or within 5 feet Target:
action on your later turns. Sense Thoughts. You of the phantasm. The target perceives the damage Components:
sense the presence of thoughts within 30 feet of as a type appropriate to the illusion. Duration: 1 minute
yourself that belong to creatures that know Description:
languages or are telepathic. You don't read the Cloud of Daggers Three illusory duplicates of yourself appear in your
thoughts, but you know that a thinking creature is Conjuration 2 space. Until the spell ends, the duplicates move
present. The spell is blocked by 1 foot of stone, Casting Time: Action with you and mimic your actions, shifting position
dirt, or wood; 1 inch of metal; or a thin sheet of Range: 60 feet so it's impossible to track which image is real. Each
lead. Read Thoughts. Target one creature you can Target: time a creature hits you with an attack roll during
see within 30 feet of yourself or one creature within Components: V S M the spell's duration, roll a d6 for each of your
30 feet of yourself that you detected with the Sense Duration: Concentrationup to 1 minute remaining duplicates. If any of the d6s rolls a 3 or
Thoughts option. You learn what is most on the Description: higher, one of the duplicates is hit instead of you,
target's mind right now. If the target doesn't know You conjure spinning daggers in a 5-foot Cube and the duplicate is destroyed. The duplicates
any languages and isn't telepathic, you learn centered on a point within range. Each creature in otherwise ignore all other damage and effects. The
nothing. As a Magic action on your next turn, you that area takes 4d4 Slashing damage. A creature spell ends when all three duplicates are destroyed.
can try to probe deeper into the target's mind. If you also takes this damage if it enters the Cube or ends A creature is unaffected by this spell if it has the
probe deeper, the target makes a Wisdom saving its turn there or if the Cube moves into its space. A Blinded condition, Blindsight, or Truesight.
throw. On a failed save, you discern the target's creature takes this damage only once per turn. On
reasoning, emotions, and something that looms your later turns, you can take a Magic action to
large in its mind (such as a worry, love, or hate). On teleport the Cube up to 30 feet.
a successful save, the spell ends. Either way, the At Higher Levels: The damage increases by 2d4 for
target knows that you are probing into its mind, and each spell slot level above 2.
until you shift your attention away from the target's
mind, the target can take an action on its turn to
make an Intelligence (Arcana) check against your
spell save DC, ending the spell on a success.
Hunger of Hadar - Great Old One Tongues
Conjuration 3 Clairvoyance - Great Old One Divination 3
Casting Time: Action Divination 3 Casting Time: Action
Range: 150 feet Casting Time: 10 minutes Range:
Target: Range: 1 mile Target:
Components: V S M Target: Components: V M
Duration: Concentrationup to 1 minute Components: V S M Duration: 1 hour
Description: Duration: up to 10 minutes Description:
You open a gateway to the Far Realm, a region Description: This spell grants the creature you touch the ability
infested with unspeakable horrors. A 20-foot-radius You create an Invisible sensor within range in a to understand any spoken or signed language that it
Sphere of Darkness appears, centered on a point location familiar to you (a place you have visited or hears or sees. Moreover, when the target
with range and lasting for the duration. The Sphere seen before) or in an obvious location that is communicates by speaking or signing, any creature
is Difficult Terrain, and it is filled with strange unfamiliar to you (such as behind a door, around a that knows at least one language can understand it
whispers and slurping noises, which can be heard corner, or in a grove of trees). The intangible, if that creature can hear the speech or see the
up to 30 feet away. No light, magical or otherwise, invulnerable sensor remains in place for the signing.
can illuminate the area, and creatures fully within it duration. When you cast the spell, choose seeing or

have the Blinded condition. Any creature that starts hearing. You can use the chosen sense through the

its turn in the area takes 2d6 Cold damage. Any sensor as if you were in its space. As a Bonus

creature that ends its turn there must succeed on a Action, you can switch between seeing and hearing.

Dexterity saving throw or take 2d6 Acid damage A creature that sees the sensor (such as a creature

from otherworldly tentacles. benefiting from See Invisibility or Truesight) sees a

At Higher Levels: The Cold or Acid damage (your luminous orb about the size of your fist.

choice) increases by 1d6 for each spell slot level


above 3.

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