A few ideas
Turn Checklistbefore you end your turn
Resets: Action, Bonus
1d4+2
3d10+5
3d8+5
Dexterity save DC 18; half damage on a successful save.
Cost: one of your Level 3 Slots.8d6+5
Constitution save DC 18.
Cost: one of your Level 3 Slots.Wisdom save DC 18.
Cost: one of your Level 4 Slots.| Pool | Left | Short Rest | Long Rest |
|---|---|---|---|
| Hit Points | 100/100 | — | all |
| Level 1 Slots | 4/4 | — | all |
| Level 2 Slots | 3/3 | — | all |
| Level 3 Slots | 3/3 | — | all |
| Level 4 Slots | 3/3 | — | all |
| Level 5 Slots | 2/2 | — | all |
| Level 6 Slots | 1/1 | — | all |
| Level 7 Slots | 1/1 | — | all |
| Hit Dice (14d6) | 14/14 | — | all |
What each rest refills by itself; — means no automatic refill.
Skills
Spells and abilities
No matching entries in this companion
Fire Bolt cantrip · Wizard · 2024
Casting time: ActionRange: 120 feetDuration: InstantaneousComponents: V, SOwner: WizardUsage: CantripCasting ability: IntelligenceLevel: CantripSpell attack: +10Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; cantrip; Intelligence.Source: SRD 5.2.1 p. 132Potent Cantrip: Potent Cantrip (SRD 5.2.1 p. 82): when you cast this cantrip at a creature and miss with the attack roll, or the creature succeeds on its save, it takes half the cantrip’s damage (if any), with no additional cantrip effect. Roll damage and resolve the outcome manually; this does not apply to object targets.
Fire Bolt Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Mage Hand cantrip · Wizard · 2024
Casting time: ActionRange: 30 feetDuration: 1 minuteComponents: V, SOwner: WizardUsage: CantripCasting ability: IntelligenceLevel: CantripSpell attack: +10Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; cantrip; Intelligence.Source: SRD 5.2.1 p. 145
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Minor Illusion cantrip · Wizard · 2024
Casting time: ActionRange: 30 feetDuration: 1 minuteComponents: S, M (a bit of fleece)Owner: WizardUsage: CantripCasting ability: IntelligenceLevel: CantripSave DC: 18Concentration: NoRitual: NoMaterial component: YesNotes: Wizard; cantrip; Intelligence.Source: SRD 5.2.1 p. 149
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study 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. Sound. 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. Image. 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, since things can pass through it.
Prestidigitation cantrip · Wizard · 2024
Casting time: ActionRange: 10 feetDuration: Up to 1 hourComponents: V, SOwner: WizardUsage: CantripCasting ability: IntelligenceLevel: CantripConcentration: NoRitual: NoMaterial component: NoNotes: Wizard; cantrip; Intelligence.Source: SRD 5.2.1 p. 154
Prestidigitation Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: V, S Duration: Up to 1 hour You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Shocking Grasp cantrip · Wizard · 2024
Casting time: ActionRange: TouchDuration: InstantaneousComponents: V, SOwner: WizardUsage: CantripCasting ability: IntelligenceLevel: CantripSpell attack: +10Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; cantrip; Intelligence.Source: SRD 5.2.1 p. 162Potent Cantrip: Potent Cantrip (SRD 5.2.1 p. 82): when you cast this cantrip at a creature and miss with the attack roll, or the creature succeeds on its save, it takes half the cantrip’s damage (if any), with no additional cantrip effect. Roll damage and resolve the outcome manually; this does not apply to object targets.
Shocking Grasp Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Message cantrip · Sage / Magic Initiate · 2024
Casting time: ActionRange: 120 feetDuration: 1 roundComponents: S, M (a copper wire)Owner: Sage / Magic InitiateUsage: CantripCasting ability: IntelligenceLevel: CantripConcentration: NoRitual: NoMaterial component: YesNotes: Sage / Magic Initiate; cantrip; Intelligence.Source: SRD 5.2.1 p. 148, 149
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a copper wire) Duration: 1 round You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Mending cantrip · Sage / Magic Initiate · 2024
Casting time: 1 minuteRange: TouchDuration: InstantaneousComponents: V, S, M (two lodestones)Owner: Sage / Magic InitiateUsage: CantripCasting ability: IntelligenceLevel: CantripConcentration: NoRitual: NoMaterial component: YesNotes: Sage / Magic Initiate; cantrip; Intelligence.Source: SRD 5.2.1 p. 148
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object.
Find Familiar always prepared · Sage / Magic Initiate · 2024
Casting time: 1 hour or RitualRange: 10 feetDuration: InstantaneousComponents: V, S, M (burning incense worth 10+ GP, which the spell consumes)Owner: Sage / Magic InitiateUsage: Always preparedCasting ability: IntelligenceLevel: 1Spell attack: +10Concentration: NoRitual: YesMaterial component: YesNotes: Sage / Magic Initiate; always prepared; Intelligence. One free casting/Long Rest, or an appropriate spell slot.Source: SRD 5.2.1 p. 130
The spell lists a material with a stated value. Check this casting route's notes for exceptions and confirm you have the required material before casting. Component ownership and consumption are handled at the table.Level 1 Slots: 4 remaining · Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell consumes) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see “Monsters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Mage Armor prepared · Wizard · 2024
Casting time: ActionRange: TouchDuration: 8 hoursComponents: V, S, M (a piece of cured leather)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 1Concentration: NoRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 145
Level 1 Slots: 4 remaining · Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Mage Armor Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Shield prepared · Wizard · 2024
Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell · SelfOwner: WizardUsage: PreparedComponents: V, SDuration: 1 roundCasting ability: IntelligenceNotes: Wizard; prepared; Intelligence.Casting time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spellRange: SelfDuration: 1 roundComponents: V, SOwner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 1Spell attack: +10Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 161, 162
Level 1 Slots: 4 remaining · Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Shield Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell Range: Self Components: V, S Duration: 1 round An imperceptible barrier of magical force 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 .
Feather Fall prepared · Wizard · 2024
Casting time: Reaction, which you take when you or a creature you can see within 60 feet of you fallsRange: 60 feetDuration: 1 minuteComponents: V, M (a small feather or piece of down)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 1Concentration: NoRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 130
Level 1 Slots: 4 remaining · Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Web prepared · Wizard · 2024
Action · 60 feetConcentration: None recorded.Owner: WizardUsage: PreparedComponents: V, S, M (a bit of spiderweb)Duration: Concentration, up to 1 hourCasting ability: IntelligenceSave DC: 18Notes: Wizard; prepared; Intelligence.Anchor the webs between solid masses or lay them across a surface; unsupported webs collapse. Creatures make the spell's save before it restrains them.The webs are flammable. Fire burns them away, so consider whether a fire spell would undo the area you want to control.Check recorded concentration and a casting route before using Web. Record the cost and concentration only after resolving the cast.Casting time: ActionRange: 60 feetDuration: Concentration, up to 1 hourComponents: V, S, M (a bit of spiderweb)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 2Save DC: 18Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 174
Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the 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. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) 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.
Spider Climb prepared · Wizard · 2024
Action · TouchConcentration: None recorded.Owner: WizardUsage: PreparedComponents: V, S, M (a drop of bitumen and a spider)Duration: Concentration, up to 1 hourCasting ability: IntelligenceNotes: Wizard; prepared; Intelligence.Touch a willing creature; it can move along walls and ceilings with its hands free.Requires speech, gestures, and a drop of bitumen and a spider. Check your components and recorded concentration before resolving the cast.Casting time: ActionRange: TouchDuration: Concentration, up to 1 hourComponents: V, S, M (a drop of bitumen and a spider)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 2Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 164
Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Spider Climb Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Misty Step prepared · Wizard · 2024
Bonus Action · SelfOwner: WizardUsage: PreparedComponents: VDuration: InstantaneousCasting ability: IntelligenceNotes: Wizard; prepared; Intelligence.Casting time: Bonus ActionRange: SelfDuration: InstantaneousComponents: VOwner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 2Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 150
Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Misty Step Level 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Invisibility prepared · Wizard · 2024
Casting time: ActionRange: TouchDuration: Concentration, up to 1 hourComponents: V, S, M (an eyelash in gum arabic)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 2Spell attack: +10Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 143
Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Invisibility Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (an eyelash in gum arabic) Duration: Concentration, up to 1 hour A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Fireball prepared · Wizard · 2024
Action · 150 feetOwner: WizardUsage: PreparedComponents: V, S, M (a ball of bat guano and sulfur)Duration: InstantaneousCasting ability: IntelligenceSave DC: 18Notes: Wizard; prepared; Intelligence.Fireball affects every creature in its blast area and can ignite flammable objects that are not worn or carried. Check your allies and surroundings before casting.Sculpt Spells can protect selected other creatures you can see within your evocation. Check its limit for the chosen spell level.Empowered Evocation lets you add your Intelligence modifier to one damage roll of this Wizard evocation. A roll here that includes it says so in its result; otherwise add it yourself.Choose a recorded slot route, resolve the cast, and record the cost. Reading this reference casts nothing.Casting time: ActionRange: 150 feetDuration: InstantaneousComponents: V, S, M (a ball of bat guano and sulfur)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 3Save DC: 18Concentration: NoRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 131
Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Counterspell prepared · Wizard · 2024
Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components · 60 feetOwner: WizardUsage: PreparedComponents: SDuration: InstantaneousCasting ability: IntelligenceSave DC: 18Notes: Wizard; prepared; Intelligence.Casting time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material componentsRange: 60 feetDuration: InstantaneousComponents: SOwner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 3Save DC: 18Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 120
Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Counterspell Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Haste prepared · Wizard · 2024
Casting time: ActionRange: 30 feetDuration: Concentration, up to 1 minuteComponents: V, S, M (a shaving of licorice root)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 3Spell attack: +10Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 139
Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Haste Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Fly prepared · Wizard · 2024
Casting time: ActionRange: TouchDuration: Concentration, up to 10 minutesComponents: V, S, M (a feather)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 3Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 133
Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Fly Level 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a feather) Duration: Concentration, up to 10 minutes You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Black Tentacles prepared · Wizard · 2024
Casting time: ActionRange: 90 feetDuration: Concentration, up to 1 minuteComponents: V, S, M (a tentacle)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 4Save DC: 18Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 113
Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Black Tentacles Level 4 Conjuration (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a tentacle) Duration: Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.
Dimension Door prepared · Wizard · 2024
Casting time: ActionRange: 500 feetDuration: InstantaneousComponents: VOwner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 4Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 123, 124
Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 500 feet Components: V Duration: Instantaneous You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
Polymorph prepared · Wizard · 2024
Action · 60 feetConcentration: None recorded.Owner: WizardUsage: PreparedComponents: V, S, M (a caterpillar cocoon)Duration: Concentration, up to 1 hourCasting ability: IntelligenceSave DC: 18Notes: Wizard; prepared; Intelligence.Casting time: ActionRange: 60 feetDuration: Concentration, up to 1 hourComponents: V, S, M (a caterpillar cocoon)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 4Save DC: 18Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 153, 154
Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Polymorph Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See the “Animals” section of “Monsters” for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Wall of Force prepared · Wizard · 2024
Casting time: ActionRange: 120 feetDuration: Concentration, up to 10 minutesComponents: V, S, M (a shard of glass)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 5Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 172
Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Wall of Force Level 5 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a shard of glass) Duration: Concentration, up to 10 minutes An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Disintegrate prepared · Wizard · 2024
Casting time: ActionRange: 60 feetDuration: InstantaneousComponents: V, S, M (a lodestone and dust)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 6Save DC: 18Concentration: NoRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 124
Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Disintegrate Level 6 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a lodestone and dust) Duration: Instantaneous You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.
Delayed Blast Fireball prepared · Wizard · 2024
Casting time: ActionRange: 150 feetDuration: Concentration, up to 1 minuteComponents: V, S, M (a ball of bat guano and sulfur)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 7Save DC: 18Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 122
Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Globe of Invulnerability prepared · Wizard · 2024
Casting time: ActionRange: SelfDuration: Concentration, up to 1 minuteComponents: V, S, M (a glass bead)Owner: WizardUsage: PreparedCasting ability: IntelligenceLevel: 6Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; prepared; Intelligence.Source: SRD 5.2.1 p. 136
Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Globe of Invulnerability Level 6 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a glass bead) Duration: Concentration, up to 1 minute An immobile, shimmering barrier appears in a 10- foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
Detect Magic spellbook · Wizard · 2024
Casting time: Action or RitualRange: SelfDuration: Concentration, up to 10 minutesComponents: V, SOwner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 1Concentration: YesRitual: YesMaterial component: NoNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 123
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Magic Missile spellbook · Wizard · 2024
Casting time: ActionRange: 120 feetDuration: InstantaneousComponents: V, SOwner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 1Spell attack: +10Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 146
Magic Missile Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Comprehend Languages spellbook · Wizard · 2024
Casting time: Action or RitualRange: SelfDuration: 1 hourComponents: V, S, M (a pinch of soot and salt)Owner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 1Concentration: NoRitual: YesMaterial component: YesNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 117
Comprehend Languages Level 1 Divination (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any language that you hear or see signed. 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 symbols or secret messages.
Unseen Servant spellbook · Wizard · 2024
Casting time: Action or RitualRange: 60 feetDuration: 1 hourComponents: V, S, M (a bit of string and of wood)Owner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 1Spell attack: +10Concentration: NoRitual: YesMaterial component: YesNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 171
Unseen Servant Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Burning Hands spellbook · Wizard · 2024
Casting time: ActionRange: SelfDuration: InstantaneousComponents: V, SOwner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 1Save DC: 18Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 114
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Greater Invisibility spellbook · Wizard · 2024
Casting time: ActionRange: TouchDuration: Concentration, up to 1 minuteComponents: V, SOwner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 4Concentration: YesRitual: NoMaterial component: NoNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 137
Greater Invisibility Level 4 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch has the Invisible condition until the spell ends.
Hold Monster spellbook · Wizard · 2024
Casting time: ActionRange: 90 feetDuration: Concentration, up to 1 minuteComponents: V, S, M (a straight piece of iron)Owner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 5Save DC: 18Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 140, 141
Hold Monster Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Telekinesis spellbook · Wizard · 2024
Casting time: ActionRange: 60 feetDuration: Concentration, up to 10 minutesComponents: V, SOwner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 5Save DC: 18Concentration: YesRitual: NoMaterial component: NoNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 167, 168
Telekinesis Level 5 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range. If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell’s range. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool,
Scrying spellbook · Wizard · 2024
Casting time: 10 minutesRange: SelfDuration: Concentration, up to 10 minutesComponents: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)Owner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 5Save DC: 18Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 160
The spell lists a material with a stated value. Check this casting route's notes for exceptions and confirm you have the required material before casting. Component ownership and consumption are handled at the table.Scrying Level 5 Divination (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font) Duration: Concentration, up to 10 minutes You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy. Your Knowledge of the Target Is … Save Modifier Secondhand (heard of the target) +5 Firsthand (met the target) +0 Extensive (know the target well) −5 You Have the Target’s … Save Modifier Picture or other likeness −2 Garment or other possession −4 Body part, lock of hair, or bit of nail −10 On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.
True Seeing spellbook · Wizard · 2024
Casting time: ActionRange: TouchDuration: 1 hourComponents: V, S, M (mushroom powder worth 25+ GP, which the spell consumes)Owner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 6Concentration: NoRitual: NoMaterial component: YesNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 171
The spell lists a material with a stated value. Check this casting route's notes for exceptions and confirm you have the required material before casting. Component ownership and consumption are handled at the table.True Seeing Level 6 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (mushroom powder worth 25+ GP, which the spell consumes) Duration: 1 hour For the duration, the willing creature you touch has Truesight with a range of 120 feet.
Contingency spellbook · Wizard · 2024
Casting time: 10 minutesRange: SelfDuration: 10 daysComponents: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)Owner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 6Concentration: NoRitual: NoMaterial component: YesNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 119
The spell lists a material with a stated value. Check this casting route's notes for exceptions and confirm you have the required material before casting. Component ownership and consumption are handled at the table.Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP) Duration: 10 days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency , expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
Teleport spellbook · Wizard · 2024
Casting time: ActionRange: 10 feetDuration: InstantaneousComponents: VOwner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 7Concentration: NoRitual: NoMaterial component: NoNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 168
Teleport Level 7 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–00 Linked object — — — 01–00 Very familiar 01–05 06–13 14–24 25–00 Seen casually 01–33 34–43 44–53 54–00 Viewed once or described 01–43 44–53 54–73 74–00 False destination 01–50 51–00 — — Familiarity. Here are the meanings of the terms in the table’s Familiarity column: • “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. • “Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library. • “Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell. • “Seen casually” is a place you have seen more than once but with which you aren’t very familiar. • “Viewed once or described” is a place you have seen once, possibly using magic, or a place 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 location that no longer exists. Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in a different area that’s visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person’s laboratory in the same city. Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you intended.
Plane Shift spellbook · Wizard · 2024
Casting time: ActionRange: TouchDuration: InstantaneousComponents: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)Owner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 7Concentration: NoRitual: NoMaterial component: YesNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 153
The spell lists a material with a stated value. Check this casting route's notes for exceptions and confirm you have the required material before casting. Component ownership and consumption are handled at the table.Plane Shift Level 7 Conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence) Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
Reverse Gravity spellbook · Wizard · 2024
Casting time: ActionRange: 100 feetDuration: Concentration, up to 1 minuteComponents: V, S, M (a lodestone and iron filings)Owner: WizardUsage: In spellbookCasting ability: IntelligenceLevel: 7Save DC: 18Concentration: YesRitual: NoMaterial component: YesNotes: Wizard; spellbook; Intelligence.Source: SRD 5.2.1 p. 159
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity in a 50-foot-radius, 100- foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Scorching Ray spellbook · Evocation Savant · 2024
Casting time: ActionRange: 120 feetDuration: InstantaneousComponents: V, SOwner: Evocation SavantUsage: In spellbookCasting ability: IntelligenceLevel: 2Spell attack: +10Concentration: NoRitual: NoMaterial component: NoNotes: Evocation Savant; spellbook; Intelligence.Source: SRD 5.2.1 p. 159, 160
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Shatter spellbook · Evocation Savant · 2024
Casting time: ActionRange: 60 feetDuration: InstantaneousComponents: V, S, M (a chip of mica)Owner: Evocation SavantUsage: In spellbookCasting ability: IntelligenceLevel: 2Save DC: 18Concentration: NoRitual: NoMaterial component: YesNotes: Evocation Savant; spellbook; Intelligence.Source: SRD 5.2.1 p. 161
Shatter Level 2 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Lightning Bolt spellbook · Evocation Savant · 2024
Casting time: ActionRange: SelfDuration: InstantaneousComponents: V, S, M (a bit of fur and a crystal rod)Owner: Evocation SavantUsage: In spellbookCasting ability: IntelligenceLevel: 3Save DC: 18Concentration: NoRitual: NoMaterial component: YesNotes: Evocation Savant; spellbook; Intelligence.Source: SRD 5.2.1 p. 144
Lightning Bolt Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of fur and a crystal rod) Duration: Instantaneous A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Wall of Fire spellbook · Evocation Savant · 2024
Casting time: ActionRange: 120 feetDuration: Concentration, up to 1 minuteComponents: V, S, M (a piece of charcoal)Owner: Evocation SavantUsage: In spellbookCasting ability: IntelligenceLevel: 4Save DC: 18Concentration: YesRitual: NoMaterial component: YesNotes: Evocation Savant; spellbook; Intelligence.Source: SRD 5.2.1 p. 172
Wall of Fire Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Cone of Cold spellbook · Evocation Savant · 2024
Casting time: ActionRange: SelfDuration: InstantaneousComponents: V, S, M (a small crystal or glass cone)Owner: Evocation SavantUsage: In spellbookCasting ability: IntelligenceLevel: 5Save DC: 18Concentration: NoRitual: NoMaterial component: YesNotes: Evocation Savant; spellbook; Intelligence.Source: SRD 5.2.1 p. 117
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Chain Lightning spellbook · Evocation Savant · 2024
Casting time: ActionRange: 150 feetDuration: InstantaneousComponents: V, S, M (three silver pins)Owner: Evocation SavantUsage: In spellbookCasting ability: IntelligenceLevel: 6Save DC: 18Concentration: NoRitual: NoMaterial component: YesNotes: Evocation Savant; spellbook; Intelligence.Source: SRD 5.2.1 p. 114
Chain Lightning Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (three silver pins) Duration: Instantaneous You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.
Forcecage spellbook · Evocation Savant · 2024
Casting time: ActionRange: 100 feetDuration: Concentration, up to 1 hourComponents: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)Owner: Evocation SavantUsage: In spellbookCasting ability: IntelligenceLevel: 7Save DC: 18Concentration: YesRitual: NoMaterial component: YesNotes: Evocation Savant; spellbook; Intelligence.Source: SRD 5.2.1 p. 134
The spell lists a material with a stated value. Check this casting route's notes for exceptions and confirm you have the required material before casting. Component ownership and consumption are handled at the table.Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes) Duration: Concentration, up to 1 hour An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by Dispel Magic .
Dancing Lights cantrip · Drow lineage · 2024
Casting time: ActionRange: 120 feetDuration: Concentration, up to 1 minuteComponents: V, S, M (a bit of phosphorus)Owner: Drow lineageUsage: CantripCasting ability: IntelligenceLevel: CantripConcentration: YesRitual: NoMaterial component: YesNotes: Drow lineage; cantrip; Intelligence.Source: SRD 5.2.1 p. 121, 122
Dancing Lights Illusion Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1 minute You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10- foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
Faerie Fire always prepared · Drow lineage · 2024
Casting time: ActionRange: 60 feetDuration: Concentration, up to 1 minuteComponents: VOwner: Drow lineageUsage: Always preparedCasting ability: IntelligenceLevel: 1Spell attack: +10Save DC: 18Concentration: YesRitual: NoMaterial component: NoNotes: Drow lineage; always prepared; Intelligence. One free casting/Long Rest, or an appropriate spell slot.Source: SRD 5.2.1 p. 129
Level 1 Slots: 4 remaining · Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Faerie Fire Level 1 Evocation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Darkness always prepared · Drow lineage · 2024
Casting time: ActionRange: 60 feetDuration: Concentration, up to 10 minutesComponents: V, M (bat fur and a piece of coal)Owner: Drow lineageUsage: Always preparedCasting ability: IntelligenceLevel: 2Concentration: YesRitual: NoMaterial component: YesNotes: Drow lineage; always prepared; Intelligence. One free casting/Long Rest, or an appropriate spell slot.Source: SRD 5.2.1 p. 122
Level 2 Slots: 3 remaining · Level 3 Slots: 3 remaining · Level 4 Slots: 3 remaining · Level 5 Slots: 2 remaining · Level 6 Slots: 1 remaining · Level 7 Slots: 1 remaining · Record any use with the resource controls. Reading does not cast or spend.Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, M (bat fur and a piece of coal) Duration: Concentration, up to 10 minutes For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Wizard level 14 2024
Section: At this level · Source: SRD 5.2.1, p. 77 · Cantrips: 5 · Prepared spells: 18 · Level 1 slots: 4 · Level 2 slots: 3 · Level 3 slots: 3 · Level 4 slots: 3 · Level 5 slots: 2 · Level 6 slots: 1 · Level 7 slots: 1
Source summaryProgression values read from the SRD class table.
Wizard proficiencies and equipment 2024
Section: Class features · Source: SRD 5.2.1, p. 77 · Selected option: Skills: Insight, Investigation
Source summaryCore Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None
Spellcasting 2024
Section: Class features · Source: SRD 5.2.1, p. 77, p. 78
Source summaryAs a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light , Mage Hand , and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. E xpandin G and r E placin G a s p E ll B ook The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll , for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. After - ward you can prepare the spell like the other spells in your spellbook. Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify . You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic , Feather Fall , Mage Armor , Magic Missile , Sleep , and Thunderwave are recommended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook. If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells. Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
Ritual Adept 2024
Section: Class features · Source: SRD 5.2.1, p. 78
Source summaryYou can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Arcane Recovery 2024
Section: Class features · Source: SRD 5.2.1, p. 78
Source summaryYou can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest.
Scholar 2024
Section: Class features · Source: SRD 5.2.1, p. 78 · Selected option: Arcana
Source summaryWhile studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
Wizard Subclass 2024
Section: Class features · Source: SRD 5.2.1, p. 78, p. 79
Source summaryYou gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.
Ability Score Improvement 2024
Section: Class features · Source: SRD 5.2.1, p. 79
Source summaryYou gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
Memorize Spell 2024
Section: Class features · Source: SRD 5.2.1, p. 79
Source summaryWhenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
Evocation Savant 2024
Section: Class features · Source: SRD 5.2.1, p. 82
Source summaryChoose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Potent Cantrip 2024
Section: Class features · Source: SRD 5.2.1, p. 82
Source summaryYour damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Sculpt Spells 2024
Section: Class features · Source: SRD 5.2.1, p. 82
Source summaryYou can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Empowered Evocation 2024
Section: Class features · Source: SRD 5.2.1, p. 82
Source summaryWhenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.
Overchannel 2024
Section: Class features · Source: SRD 5.2.1, p. 82
Source summaryYou can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.
Elf traits 2024
Section: Species traits · Source: SRD 5.2.1, p. 84, p. 85 · Selected option: Drow · Selected option: Intelligence · Selected option: Perception
Source summaryCreature Type: Humanoid Size: Medium (about 5–6 feet tall) Speed: 30 feet As an Elf, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Elven Lineage. You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage). Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition. Keen Senses. You have proficiency in the Insight, Perception, or Survival skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Elven Lineages Lineage Level 1 Level 3 Level 5 Drow The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Detect Magic Misty Step Wood Elf Your Speed increases to 35 feet. You also know the Druidcraft cantrip. Longstrider Pass without Trace
Sage background 2024
Section: Background · Source: SRD 5.2.1, p. 83
Source summaryAbility Scores: Constitution, Intelligence, Wisdom Feat: Magic Initiate (Wizard) (see “Feats”) Skill Proficiencies: Arcana and History Tool Proficiency: Calligrapher’s Supplies
Magic Initiate 2024
Section: Feats · Source: SRD 5.2.1, p. 87 · Selected option: Intelligence · Acquired instance: feat:magic-initiate from background:sage · Choice for feat:magic-initiate: Intelligence · Spell list and ability for feat:magic-initiate: Wizard; Intelligence
Source summaryOrigin Feat You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Ability Score Improvement 2024
Section: Feats · Source: SRD 5.2.1, p. 87 · Acquired instance: feat:ability-score-improvement:advancement-wizard-4 from class:wizard:level-4 · Acquired instance: feat:ability-score-improvement:advancement-wizard-8 from class:wizard:level-8 · Acquired instance: feat:ability-score-improvement:advancement-wizard-12 from class:wizard:level-12
Source summaryGeneral Feat (Prerequisite: Level 4+) Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20. Repeatable. You can take this feat more than once.
Dagger 2024
Section: Weapons · Source: SRD 5.2.1, p. 91 · Dexterity modifier: +2 · Training: Proficient · Attack: +7 · Base damage: 1d4 Piercing +2
Source summaryDagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) 1 lb. 2 GP
Quarterstaff 2024
Section: Weapons · Source: SRD 5.2.1, p. 91 · Strength modifier: -1 · Training: Proficient · Attack: +4 · Base damage: 1d6 Bludgeoning -1
Source summaryQuarterstaff 1d6 Bludgeoning Versatile (1d8) 4 lb. 2 SP
Class equipment — package A 2024
Section: Equipment · Source: SRD 5.2.1, p. 77
Source summary2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP
Background equipment — package A 2024
Section: Equipment · Source: SRD 5.2.1, p. 83
Source summaryQuarterstaff, Calligrapher’s Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP
Remaining coins 2024
Section: Equipment · Source: SRD 5.2.1, p. 77, p. 83
Source summary13 GP remaining. No purchases beyond the chosen packages.
Languages (suggested) 2024
Section: Proficiencies · Source: SRD 5.2.1, p. 20
Source summaryCommon, Elvish, Dwarvish.
SRD 5.2.1 2024
Section: Rules source and checks · Adaptation: Indexed source text, repaired PDF line wrapping, selected entries and code-derived core math. · Checks: Source identity, class progression, common arithmetic, spell counts/levels, background spell list, and Wild Shape form limits. · Review still needed: Intent fidelity, option prerequisites, complete higher-level selections, spell interactions and conditional combat effects. This is a draft, not a complete compilation certificate. · Source PDF SHA-256: 8974902d109d6e63672d7c490bde9ccf052410503d9cfa768237154fbc5e3d87 · Imported text SHA-256: ee6e631607dbd8e9220cf8664e62a62642bb67800ea6807c65750ea9cc83f36a
Source summaryThis work includes material from the System Reference Document 5.2.1 (SRD 5.2.1) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Class equipment — package A
Inventory source: Typed sheet equipment
Source summary2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack
Background equipment — package A
Inventory source: Typed sheet equipment
Source summaryQuarterstaff, Calligrapher’s Supplies, Book (history), Parchment (8 sheets), Robe
Starting equipment assumption
Source: Player request / SRD starting equipment
Source summaryNo higher-level wealth or magic items were supplied. This character uses its class/background starting equipment and gold; arrange campaign gear with the GM.
Arcane Recovery
Source: SRD 5.2.1 p. 78
Source summaryOnce per Long Rest after a Short Rest, recover slots totaling at most 7 levels; no recovered slot can be level 6 or higher.
Mage Armor is not active initially
Source: SRD 5.2.1 Mage Armor
Source summaryRecorded AC is 12 with current equipment and defenses; Mage Armor is not active initially. If cast on a willing creature not wearing armor, its base AC becomes 13 + Dexterity modifier for 8 hours, and the spell ends if it dons armor. Apply other eligible AC modifiers separately; use the recorded casting route and costs.
Fireball / Evoker
Source: SRD 5.2.1 p. 82, Fireball
Source summaryA level-3 Fireball deals 8d6+5 Fire with Empowered Evocation (Intelligence added to one damage roll), save DC 18. Sculpt Spells can protect four visible affected creatures at spell level 3. Overchannel at slot level 3 gives 53 damage before saves; first use per Long Rest is free, later uses cause escalating Necrotic damage. It applies only to slots of levels 1-5.
Drow lineage
Source: SRD 5.2.1 p. 84-85
Source summaryDarkvision 120 ft; Dancing Lights; Faerie Fire and Darkness always prepared from level 3/5, respectively, each with one free casting per Long Rest. No 2014 Sunlight Sensitivity.
level 4: Ability Score Improvement
Source: SRD 5.2.1 p. 87-88
Source summaryIntelligence +2
level 8: Ability Score Improvement
Source: SRD 5.2.1 p. 87-88
Source summaryConstitution +1, Intelligence +1
level 12: Ability Score Improvement
Source: SRD 5.2.1 p. 87-88
Source summaryDexterity +1, Constitution +1
Wizard Intelligence casting
Record kind: Casting source · Ability: Intelligence · Modifier: 5 · Spell attack: +10 · Save DC: 18
Rules text is not recorded here. Check your sheet.
Sage / Magic Initiate Intelligence casting
Record kind: Casting source · Ability: Intelligence · Modifier: 5 · Spell attack: +10 · Save DC: 18
Rules text is not recorded here. Check your sheet.
Evocation Savant Intelligence casting
Record kind: Casting source · Ability: Intelligence · Modifier: 5 · Spell attack: +10 · Save DC: 18
Rules text is not recorded here. Check your sheet.
Drow lineage Intelligence casting
Record kind: Casting source · Ability: Intelligence · Modifier: 5 · Spell attack: +10 · Save DC: 18
Rules text is not recorded here. Check your sheet.
Dagger
Record kind: Typed attack · To hit: +7 · Damage: 1d4 Piercing +2
Source summaryDagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) 1 lb. 2 GP
Quarterstaff
Record kind: Typed attack · To hit: +4 · Damage: 1d6 Bludgeoning -1
Source summaryQuarterstaff 1d6 Bludgeoning Versatile (1d8) 4 lb. 2 SP
Fire Bolt
Record kind: Typed attack · To hit: +10 · Damage: 3d10 Fire +5
Source summaryWizard; cantrip; Intelligence. 120 feet; Action. Empowered Evocation included. See spell reference for full timing and effects.
Shocking Grasp
Record kind: Typed attack · To hit: +10 · Damage: 3d8 Lightning +5
Source summaryWizard; cantrip; Intelligence. Touch; Action. Empowered Evocation included. See spell reference for full timing and effects.
Accepted character
Name: Vexrin Zauthel · Species: Elf · Mechanics species: Elf · Lineage: Drow · Background: Sage · Classes: Wizard 14 (Evoker) · Total level: 14 · Size: Medium · Appearance: Tall, with white hair. · Rules: SRD 5.2.1 · 2024 · Hit dice: 14d6 · Shield: false · Heroic Inspiration: false · Passive Perception: 16 · Languages: Common, Elvish, Dwarvish · Weapon training: Simple weapons · Tool training: Calligrapher’s Supplies
Source summaryYour idea: I want to play a drow wizard at level 14 who specializes in spider magic. He is tall woth white hair and really good at fireball. He should be an optimal caster but not very strong.
Carried coins
CP: 0 · SP: 0 · EP: 0 · GP: 13 · PP: 0
Rules text is not recorded here. Check your sheet.
Strength saving throw
Bonus: -1 · Proficient: false
Rules text is not recorded here. Check your sheet.
Dexterity saving throw
Bonus: +2 · Proficient: false
Rules text is not recorded here. Check your sheet.
Constitution saving throw
Bonus: +3 · Proficient: false
Rules text is not recorded here. Check your sheet.
Intelligence saving throw
Bonus: +10 · Proficient: true
Rules text is not recorded here. Check your sheet.
Wisdom saving throw
Bonus: +6 · Proficient: true
Rules text is not recorded here. Check your sheet.
Charisma saving throw
Bonus: +0 · Proficient: false
Rules text is not recorded here. Check your sheet.
Classes
Value: Wizard 14 · Basis: suggested
Source summaryStarting class: Wizard.
Subclass mechanics
Value: Wizard: Evoker · Basis: suggested
Source summaryEvoker supplies Wizard subclass rules through Wizard level 14 (SRD 5.2.1 p. 78, 79). Story themes are separate from these rule selections and do not grant features from a different or unearned subclass.
Species
Value: Elf · Basis: suggested
Source summaryUses Elf traits; SRD 5.2.1 p. 84, 85.
Background
Value: Sage · Basis: suggested
Source summaryUses Sage background; SRD 5.2.1 p. 83.
Ability scores
Value: Strength 8, Dexterity 14, Constitution 13, Intelligence 15, Wisdom 12, Charisma 10 · Basis: suggested
Source summaryStandard array. Base scores before background and advancement increases.
Background ability increases
Value: Constitution +1, Intelligence +2 · Basis: suggested
Source summaryApplied to the base scores from Sage; SRD 5.2.1 p. 83.
Wizard 4 advancement
Value: Ability Score Improvement: Intelligence +2 · Basis: suggested
Source summaryCharacter level 4. Intelligence 17 → 19 (modifier +3 → +4). SRD 5.2.1 p. 87.
Wizard 8 advancement
Value: Ability Score Improvement: Constitution +1, Intelligence +1 · Basis: suggested
Source summaryCharacter level 8. Constitution 14 → 15 (modifier +2 → +2); Intelligence 19 → 20 (modifier +4 → +5). SRD 5.2.1 p. 87.
Wizard 12 advancement
Value: Ability Score Improvement: Dexterity +1, Constitution +1 · Basis: suggested
Source summaryCharacter level 12. Dexterity 14 → 15 (modifier +2 → +2); Constitution 15 → 16 (modifier +2 → +3). SRD 5.2.1 p. 87.
Sage feat
Value: Magic Initiate · Basis: suggested
Source summaryAcquired through Sage background; SRD 5.2.1 p. 83.
Equipment
Value: Wizard package A; Sage package A · Basis: suggested
Source summaryRecorded armor: None. Shield: not equipped. Inventory and remaining coins are recorded separately.
Wizard proficiencies and equipment
Value: Skills: Insight, Investigation · Basis: suggested
Source summarySelected source option; SRD 5.2.1 p. 77.
Scholar (Wizard)
Value: Arcana · Basis: suggested
Source summarySelected source option; SRD 5.2.1 p. 78.
Elf traits
Value: Drow · Basis: suggested
Source summarySelected source option; SRD 5.2.1 p. 84, 85.
Elf traits
Value: Intelligence · Basis: suggested
Source summarySelected source option; SRD 5.2.1 p. 84, 85.
Elf traits
Value: Perception · Basis: suggested
Source summarySelected source option; SRD 5.2.1 p. 84, 85.
Magic Initiate (Sage)
Value: Intelligence · Basis: suggested
Source summarySelected source option; SRD 5.2.1 p. 87.
A first turn
Sculpt Spells. You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
When things get difficult
Overchannel. You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.
While exploring
Ritual Adept. You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
Notes
Reference
- Your usual turn: Move up to 30 feet. Action: Fire Bolt (+10 to hit, 3d10+5 Fire). Bonus Action options: Misty Step (spell). One Bonus Action per turn. Reaction options: Shield (spell), Feather Fall (spell) and Counterspell (spell) (plus an Opportunity Attack). One Reaction per round.
- Concentration discipline: 13 of the spells you can cast need concentration: Web, Spider Climb, Invisibility, Haste, Fly, Black Tentacles, Polymorph, Wall of Force, Delayed Blast Fireball, Globe of Invulnerability, Dancing Lights, Faerie Fire and Darkness. You can hold only one at a time: casting another concentration spell ends the first, and so does being Incapacitated, and so does dying. Taking damage forces a Constitution save with a DC of 10 or half the damage (round down), whichever is higher, up to a maximum of 30; your Constitution save is +3. Decide which concentration effect matters most before casting, since the next one replaces it.
- Accepted intent: Your idea: I want to play a drow wizard at level 14 who specializes in spider magic. He is tall woth white hair and really good at fireball. He should be an optimal caster but not very strong.
- Identity and equipment: Drow; Sage; Medium; Tall, with white hair. Shield: no. Hit dice: 14d6. Heroic Inspiration: not recorded.
- Training and languages: Armor: none recorded. Weapons: Simple weapons. Tools: Calligrapher’s Supplies. Languages: Common, Elvish, Dwarvish. Passive Perception: 16.
- Coins: 0 CP, 0 SP, 0 EP, 13 GP, 0 PP
- Class equipment — package A: 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack
- Background equipment — package A: Quarterstaff, Calligrapher’s Supplies, Book (history), Parchment (8 sheets), Robe
- Starting equipment assumption: No higher-level wealth or magic items were supplied. This character uses its class/background starting equipment and gold; arrange campaign gear with the GM.
- Arcane Recovery: Once per Long Rest after a Short Rest, recover slots totaling at most 7 levels; no recovered slot can be level 6 or higher.
- Mage Armor is not active initially: Recorded AC is 12 with current equipment and defenses; Mage Armor is not active initially. If cast on a willing creature not wearing armor, its base AC becomes 13 + Dexterity modifier for 8 hours, and the spell ends if it dons armor. Apply other eligible AC modifiers separately; use the recorded casting route and costs.
- Fireball / Evoker: A level-3 Fireball deals 8d6+5 Fire with Empowered Evocation (Intelligence added to one damage roll), save DC 18. Sculpt Spells can protect four visible affected creatures at spell level 3. Overchannel at slot level 3 gives 53 damage before saves; first use per Long Rest is free, later uses cause escalating Necrotic damage. It applies only to slots of levels 1-5.
- Drow lineage: Darkvision 120 ft; Dancing Lights; Faerie Fire and Darkness always prepared from level 3/5, respectively, each with one free casting per Long Rest. No 2014 Sunlight Sensitivity.
- level 4: Ability Score Improvement: Intelligence +2
- level 8: Ability Score Improvement: Constitution +1, Intelligence +1
- level 12: Ability Score Improvement: Dexterity +1, Constitution +1
- Dagger — source notes: Recorded damage: 1d4 Piercing +2. Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) 1 lb. 2 GP. Damage and conditional bonuses require manual resolution.
- Quarterstaff — source notes: Recorded damage: 1d6 Bludgeoning -1. Quarterstaff 1d6 Bludgeoning Versatile (1d8) 4 lb. 2 SP. Damage and conditional bonuses require manual resolution.
- Fire Bolt — source notes: Recorded damage: 3d10 Fire +5. Wizard; cantrip; Intelligence. 120 feet; Action. Empowered Evocation included. See spell reference for full timing and effects. Damage and conditional bonuses require manual resolution.
- Shocking Grasp — source notes: Recorded damage: 3d8 Lightning +5. Wizard; cantrip; Intelligence. Touch; Action. Empowered Evocation included. See spell reference for full timing and effects. Damage and conditional bonuses require manual resolution.
- Wizard proficiencies and equipment: Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None
- Spellcasting: As a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light , Mage Hand , and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. E xpandin G and r E placin G a s p E ll B ook The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll , for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. After - ward you can prepare the spell like the other spells in your spellbook. Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone…
- Ritual Adept: You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
- Arcane Recovery: You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest.
- Scholar: While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
- Wizard Subclass: You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.
- Ability Score Improvement: You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.
- Memorize Spell: Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.
- Evocation Savant: Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
- Potent Cantrip: Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
- Sculpt Spells: You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
- Empowered Evocation: Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.
- Control coverage: Attack controls roll to hit and show the recorded damage; roll damage and apply conditional modifiers manually. Read each attack's source notes before use. Concentration is a manual record for prepared spells. Selecting a spell does not cast it, spend a slot, apply its effects, or establish that its requirements are met. Long Rest restores hit points, all spell slots and the full Hit Dice (14d6) pool and clears concentration. Recorded resources without a rest clock stay manual; feature triggers, payment, duration, and effects remain manual. Spells, feature uses, conditional defenses, healing and free casting routes remain reference/manual unless a matching control is explicitly shown. A spell's listed casting stats do not authorize an attack roll. Saving throws use the recorded base totals. Conditional bonuses in the source notes require manual adjustment. Hit Dice (14d6): spend only during a Short Rest; each die regains its roll +3 (your Constitution modifier), at least 1 Hit Point. Apply the healing yourself and mark the die spent here; a Long Rest restores every spent die.
Advice Reference
- Killed outright: that damage equalled or exceeded your Hit Point maximum. — The damage left after reaching 0 HP was 100 or more, so you die instead of making Death Saving Throws. Confirm the damage with your DM. Others might find a magical way to revive you, such as the Raise Dead spell, or talk with your DM about a new character.
- At zero HP and not Stable: roll a Death Saving Throw. — Roll a d20 at the start of each of your turns: 10 or higher is a success, 9 or lower a failure. Three successes make you Stable; three failures and you die. A 20 regains 1 Hit Point; a 1 counts as two failures. Any damage while at 0 HP is a failure (two from a Critical Hit) and ends Stable; damage of 100 or more, your Hit Point maximum, kills you. Successes and failures reset to zero when you regain any Hit Points or become Stable. While Stable you make no Death Saving Throws.
- Catch the cluster in Fireball (level 3+ slot). — Creatures in the area make a DC 18 Dexterity save: 8d6+5 Fire damage, half on a success.
- Escape their reach with Misty Step (level 2+ slot). — Teleport out of reach; confirm the landing space with your DM.
- When hit, cast Shield (level 1+ slot). — Cast it as the hit lands, before damage: your recorded AC 12 becomes 17 until the start of your next turn.
- When hit, cast Shield (level 1+ slot). — Cast it as the hit lands, before damage: your recorded AC 12 becomes 17 until the start of your next turn.
- Counter the caster with Counterspell (level 3+ slot). — The caster makes a DC 18 Constitution save.
- Lock down the big threat with Polymorph (level 4+ slot). — The target makes a DC 18 Wisdom save. Ends other concentration.
- Attack with Fire Bolt. — Choose a target and confirm the situation with your DM. This control rolls to hit; resolve damage and conditional effects separately.
- Choose a place for your Fireball. — If enemies cluster together, check the blast area and everyone in it before choosing Fireball. Resolve their saves and the spell's damage with your DM.
- Shape the approach with Web. — Look for a place to anchor the webs or spread them across a surface. Web can hinder movement, but its saves, concentration and flammability matter.
- Need to reach a ledge? — Describe the route you want to take. Spider Climb can help a willing creature move along walls and ceilings with its hands free.
- Describe what you inspect. — Point out the detail you want to examine and explain how you inspect it. If the DM calls for Investigation, use its recorded bonus; the roll does not decide the outcome.
- Ask about an unfamiliar magical detail. — Describe what you want to understand about the magic; Arcana does not automatically replace Investigation. If the DM calls for Arcana, use its recorded bonus; the roll does not decide the outcome.
- Listen to what matters to them. — Ask an open question and describe which part of their response you want to understand. If the DM calls for Insight, use its recorded bonus; the roll does not decide the outcome.
- Find a safe moment to regroup. — Ask your companions what help they need and discuss whether a rest is possible. Check recorded resources before resolving recovery; viewing them restores nothing.
- Should you rest? — Short Rest now: nothing comes back automatically; if hurt and Hit Dice remain, spend them to heal (14 left); Long Rest only: nothing beyond a Short Rest.
- Your usual turn, from the sheet. — Move up to 30 feet. Action: Fire Bolt (+10 to hit, 3d10+5 Fire). Bonus Action options: Misty Step (spell). One Bonus Action per turn. Reaction options: Shield (spell), Feather Fall (spell) and Counterspell (spell) (plus an Opportunity Attack). One Reaction per round.
- Concentration: one effect at a time. — 13 of the spells you can cast need concentration: Web, Spider Climb, Invisibility, Haste, Fly, Black Tentacles, Polymorph, Wall of Force, Delayed Blast Fireball, Globe of Invulnerability, Dancing Lights, Faerie Fire and Darkness. You can hold only one at a time: casting another concentration spell ends the first, and so does being Incapacitated, and so does dying. Taking damage forces a Constitution save with a DC of 10 or half the damage (round down), whichever is higher, up to a maximum of 30; your Constitution save is +3. Decide which concentration effect matters most before casting, since the next one replaces it.
Check with your DM
- Attack controls roll to hit and show the recorded damage; roll damage and apply conditional modifiers manually. Read each attack's source notes before use.
- Concentration is a manual record for prepared spells. Selecting a spell does not cast it, spend a slot, apply its effects, or establish that its requirements are met.
- Long Rest restores hit points, all spell slots and the full Hit Dice (14d6) pool and clears concentration. Recorded resources without a rest clock stay manual; feature triggers, payment, duration, and effects remain manual.
- Spells, feature uses, conditional defenses, healing and free casting routes remain reference/manual unless a matching control is explicitly shown. A spell's listed casting stats do not authorize an attack roll.
- Saving throws use the recorded base totals. Conditional bonuses in the source notes require manual adjustment.
- Hit Dice (14d6): spend only during a Short Rest; each die regains its roll +3 (your Constitution modifier), at least 1 Hit Point. Apply the healing yourself and mark the die spent here; a Long Rest restores every spent die.
- Quarterstaff has no roll control here: the Full Kit holds eight action cards and the circumstance spells took this one. Its attack record keeps the recorded numbers; roll it at the table.