__________________ "We are sons of Durin, and Durin's folk do not flee from a fight. I have no right to ask this of any of you, but will you follow me one last time?"
Name:Pallurd Wann Race: Rock Gnome Class: Wizard (Diviner) Background:Have you every wished you could see into the future? Wish you had the farsight to prevent tragedy, death, and regrets?
Take from me, you don't want it.
I possess the gift of Far Sight, the Third Eye, whatever you want to call it. I can see into the near future and watch events unfold as dictated by the present. I have seen the actions of foolish soldiers, reckless revolutionaries, cunning businessmen, and charismatic women. I've grown to fear and respect this power but also hate it. I hate that my present barely effects the future, that I can see nearly the result of every action taken by anyone I pass in a city or town, and can do nothing to help them. I've long since stopped trying to warn those people; They never believe me. Even after I told my ex-Cavalry lieutenant about an upcoming ambush as we traveled inside a vast valley he brushed off such warnings and pressed on, more determined to get supplies back to the main force.
I'm all that's left of the 7th Lighthoof Unit.
He takes a long drought from his tankard, grunting and wiping his mouth with the back of his sleeve. His slate grey eyes glazed over thanks to the alcohol. "So, still want to know your future?"
Personality: Wann comes off as a typical Wizard. Cryptic, verbose, a strict teacher, and having an air of superiority. He has a sharp wit and sharper tongue, as well as a keen eye for studying people and their actions. He seems worn down and generally angry at the world at large when he has a few drinks in him because of his many instances of sharing his visions with ungrateful people who ignored his warnings/predictions.
But, despite this rough exterior, the Gnome is a good person at heart. He's inquisitive, thoughtful (for the most part), and is still willing to help even after how many times his warnings fell on deaf ears. Wann wants to believe that his gift has done more good than harm, continuing to study and do research even as he approaches 200 years old. He still sees himself as a student in many ways, and is willing to learn from those who are experts in their fields.
Events that introduced you to Syndra Sylvane: Syndra had contacted Wann with the intent of utilizing his gifts of future prediction to attempt to locate an answer to the recent movements of a recently-moving cult. It was a rare moment in the wizened Gnome's live where someone in a position of authority and skill actually wanted his talents. Upon their meeting he could recall not asking for money and instead asked for... something. Anytime since his meeting with Syndra he simply couldn't recall what he had asked for in exchange for his services but he had to imagine it was something very necessary if he asked for it instead of gold.[/fieldset]
Character Name: Maël Pierrick
Character Race: Human
Character Class and Career: Wizard Bladesinger
Maël’s early days are hardly worth noting down; born of the womb, nursed, and was a mewling useless burden on his family like so many ninth sons of peasant households are. However, when he started constructing full sentences before he was twenty months old his parents recognized the opportunity in the boy and promptly sold him off. The study of magic is difficult, and the recruiter paid well for starved street rats with any potential, so a perfectly (or, moderately) healthy infant that didn’t already have a street-gang murderous streak to break him of was a rare gem. His parents used the money to buy some new clothes, and a bottle of fine wine. They made merry for a night, the booze blinding them to their poverty for one night; a night in which they conceived a younger sibling Maël will never meet because some people are smart and some people are stupid and never learn.
The academies paid well for brilliant pupils, not just the magic one either. The army was always looking to conscript strong lads, the thieves’ guilds never stopped vetting the urchins for cunning, and the priesthood would take anyone susceptible to their sermons. The children themselves knew the danger of being recruited though. Children always went into the temples, and the academies, and the barracks… but most never came out again, as children or as trained adults. Street gangs warred with each other as well as against the institutions. The crimps and the recruiters and the desperate parents looking for coin didn’t care or could live with the guilt. Maël was one of the few who came out again, but never went home. He didn’t consider the hovel he could barely remember with breeders who were strangers to him home. The academy, a brutal and unrelenting place of learning that brought success or death, was no home either.
Maël was only at home with himself, and decided now that he had the power and freedom to choose his own path he would do so. As he walked out of the academy for the first time with no curfew, he looked down at the three references he was provided by his school, the three jobs he was expected to choose between. He was told it was a luxury that he had a choice, and many graduate with only one career offered to them. They told him they’d watch his career closely, as he may no longer be a student, the academy always needs new instructors, and no one’s progress in the city goes unnoticed… or unevaluated.
So Maël tore up the paper, lit it afire in defiance with the magic they taught him, and left the city not content to have his life manipulated as an adult in the way it was as a child. Maël wanted to be free, and he decided to get as far from the wretched locale of his birth as he could get on two feet.
Maël is only partially naïve, as he did grow up in a rigid boarding school environment and was allowed only a very few excursions into the real world, mostly as assignments in practical magic. In his heart burns a longing to be free, and forge his own path, and he has a fierce dislike of being told what to do. He revels in choice and rankles at oppression, having gone off script in a number of his first adventures in the effort to explore the full effect of free choice in the real world. As such, he has an intense dislike of necromancy, not from a religious or profane point of view. Despite having been on his own for a few years, he’s still prone to social faux pas and interpersonal awkward moments. Maël is impetuous, and very physically inclined. He’s tactile and need to move, and do, and touch, and manipulate (even if it’s through magic) to completely understand things, which is why he was funneled into the Bladesong school instead of a more sedate school of wizardy. It has served him well on the road, most people underestimate the magical power of a man with a sword. When not on the job, or on the road, Mael prefers split or joined hosen with low soft shoes and a dark brown semi-fitted cotehardie with horn buttons, and a hood and mantle with short liripipe. Rarely is he not wearing his dagger, especially in civilian dress. When equipped to "work" he wears taller boots, gartered under the knee, his brace of round pommeled short falchions, leather breastplate, and iron kettle hat.
Maël’s need to be active and training in non-traditional pursuits have helped to avoid some of the more stereotypical physical tropes of the academic wizard. No slumped shoulders, bad posture, pallid complexion, or (worst of all) adherence to the inconvenience of robes. He sports a close cropped beard, shaved on the neck and cheeks, so that it follows his jawline and abjectly opposes the long beard look. He keeps his hair long, though, generally pulled back into a half ponytail most of the time.
Though by no means your typical wizard, Maël's need for traditional arcane services isn’t any less a pressing issue to the continuance of his education and career. He hates the institution, not the craft, and understands and respects the rigorous nature of the academic magic arts. Having recently finished a job on River Surbin, acting as something akin to a supercargo on a river packet between Waterdeep and the Spine, Maël got off at Rivermoot and took the road by foot to Silverymoon due to the notorious and reputable Conclave where he hoped he could spend some leisure time at the Vault of Sages; both for pleasure reading and for constructive research and spell copying.
Maël’s financial habits are far from spendthrift, still he was completely caught off guard by the exorbitant prices the Vault charges just to look at the books, much less use them in any constructive way. He most certainly couldn’t afford to both read and eat, so he set out to find work, and this time save the majority of it for Vault access. Maël wasn’t interested in laboring at wage-prices for months or years, scrimping and sacrificing luxuries and being unpleasantly frugal. Normally he could set out a shingle and leverage the local free capital of the community selling much needed magical services. But in Silverymoon he just didn’t have anything unique to sell. The market was flooded with magicians, most of which were far more competent than he is. The first whiff of big-ticket job came in the form of Syndra Sylvane’s plea for help, and offer of enormous rewards.
Character Name: Zaadurk "Zee" Koda Character Race: Half-Orc Character Class and Career (i.e. Arcane Tradition, Martial Archetype, etc.): Ranger (Gloom Stalker) Character Background: Urban Bounty Hunter Character Description and Personality: Half-Orcs are often mistrusted or looked at as dumb muscle only usable for manual labor or fighting. Zee managed to use that reputation to his advantage and simultaneously ingratiate himself to many of the nobles and city guard by functioning as a thief catcher. He could lurk around parts of the city the guard dare not go late at night unless in force, and he could track fleeing criminals out of the city into the wild beyond the guard's authority or ability to follow. While many people are still wary of him, enough shop keeps and merchants have had goods returned due to his efforts that the common folk mostly tolerate him now. When there aren't many bounties around he makes ends meet hiring himself out as personal security or even as a caravan guard if nothing else is available.
Zee is fairly good natured though he does rely a bit on having a tough guy reputation, at least among criminals. He prefers catching criminals to hunting down/killing people, though often there is no choice.
Name:Skygge Ravenfyre Race: Half-Elf Class and Career: Paladin 4 / Hexblade 1 Character Background: Soldier Character Description and Personality:
Skygge had always been ridiculed as being different for her pale skin and white hair, but she has long since resigned herself that one cannot help one's heritage. Instead, she has used her abilities to pursue justice and squash evil wherever it would be, reserving her ire for those who truly deserved to be destroyed. Standing at five and a half feet, her muscular frame would intimidate most folk, and that would be the end of audible comments about her appearance.
Skygge has a daughter suffering from the strange disease that is quickly becoming a plague in her city and in other parts of the country. In a moment of desperation, she has sought the favor of the Raven Queen for guidance and a solution, which was answered by one day finding a weapon that... spoke... to her. She would only hear the voice in her head, but so far, it had led her closer and closer to the source of her problems: the city of Chult.
Character Class and Career: barbarian 3 (bear totem)/druid 2 (circle of the moon) Character Background: Outlander Character Description and Personality: Usk grew up as a warrior for his tribe, he was born with great strength and fortitude so naturally he was trained to fight with a relentless tenacity and the ferocity of their bloodlone. However Usk also shared a prodigious connection with nature, he had the strange ability to speak with animals and sense where they were. These were amazing abilities that made Usk one of the best hunters in his tribe.
One day as they returned from a ranging with a great haul of food they arrived to a scene of horror as a group of elven mercenaries had slain their entire tribe down to the last youngling. Usk And his band were immediately captured and forced to endure torture and were one by one executed. Usk and two others were left and it was Usk's turn to taste the blade. As his captors drug him up to the chopping block his panicked mind reached out through his connection to the earth and there was a response deep in his lineage the spirit of an ancient beast reached out and blessed Usk. His body began to swell and shift as he transformed into a massive crocodile dwarfing his would be executioners. The battle was short and bloody, with the surprised elves unable to stop the primal rage that Usk possessed. As he shrank back to his normal form he found that his connection to the earth grew stronger and he was now able to use this power to perform magics and rituals as well as take the shape of beasts, though he has not since been able to summon the form of that most ancient lizard.
Usk is a quiet and wise soul who reveres nature and his connection to the earth. He still fights with that inner fire and ferocity like when he was young but out of combat his wisdom has grown as has his connection to nature. Usk cares not for the trappings of society and has difficulty understanding the concepts of things like manners and money. Usk is a fierce friend though he has a rough exterior once someone proves themselves to him he defends them as if they were a youngling of his tribe. Though he does tend to patronize his companions believing them to be children who need protecting. At the end of the day he believes in the laws of nature, the strong survive and the weak perish, one looks out for their own and protects what is theirs.
Last edited by Tyrus34; Jan 23rd, 2019 at 04:18 AM.
Name:Rudra Stormblower Race: Dragonborn Class and Career: Former mercenary (Fighter 1), currently a priest of Mac Lir (Cleric of the Tempest 4) Character Background: Soldier Character Description and Personality:
Rudra has eyes that unnerve most folk, even after they’ve gotten used to the hulking mass of dragonborn towering above them. They have been described (almost exclusively after he has left the room) as the sort of eyes that, when fixed upon you, make you feel less like a person and more like a book that he’s leafing through. Most people don't notice his dark leather gloves, for which Rudra is silently thankful.
His armor, warhammer, and shield are dark gray with accents of electric blue, the colors of Mac Lir, the god of storms and seas. These armaments did not come to him looking like this, and he secretly ruined several armaments attempting to make them look this way. Many of his fellow servants in the temple have remarked that Rudra should have more powerfully magical tools at his disposal at this junction in his career, but Rudra simply shrugs and remarks that "magical stuff is okay for a bunch of psalm-singin' sissies; I don't need them". Then he tugs at his gloves (which hide years of dye-stains), shrugs, and walks away.
Rudra believes in right and wrong, and only consents to navigate the spaces in between in the service of a greater good. In his eyes, laws are just things that people in power create to ensure they continue to be people in power, and evil is a state of mind inhabited by those who are too selfish and too weak to help others. He fights because he believes that his god has chosen him to fight, which lends a very particular brand of pragmatism to his sensibilities.
Character Name: Howard Slandermark
Character Race: Ghostwise Halfling
Character Class and Career: Rogue Scout
Character Background: Archeologist
Character Description and Personality:
Howard Slandermark is slight, even for a halfling. He's never been the best at anything. There was always someone smarter, stronger, faster, or better. That's probably why it was a shock when Holly Hockenbright cast her gaze his way. She flirted with him for weeks, constantly flipping the page he was trying to read as she passed or pulling his hood off his head as she rushed past him in the summer rains. Finally, she came to visit him while he was working at the museum, teasing him about artifacts in front of the tour he was giving. As the crowd departed, she solicited him to meet for a drink after he locked up.
That's really the end of it, as far as he can recall. He doesn't know how his key went missing, why he didn't show up for work for five days, or how so many priceless and historical artifacts went missing. What he does know is that he was blamed and press-ganged into serving with the treasure hunters sent to recover the pieces. He also knows that, despite himself, the past few years adventuring were the best years of his life, and now that he's delivered the last of the known items back to the museum, he's going to go find more.
Description: Sereja is a beautiful young woman in her prime. Her long red mane of hair falling down past the middle of her back. Commonly she wears a simple red dress which accentuates her figure but is not overly revealing at the same time not trying to attract unwanted attention. She has amber colored eyes, that almost seem like molten pools of lava. Her figure is lithe and feminine, not muscular or gangly.
Personality: Sereja is a friendly young woman, but at the same cautious when meeting new people. She knows all to well how duplicitous people can be with others. She takes her time getting to know a person before considering them a friend or foe. Should she consider you a friend though she is steadfast and willing to aid in any way she can. She is a proud young woman though who is proud of her success in the school of Wizardry and through her apprenticeship, though she rarely speak of the latter portion of her training. Sereja has an insatiable thrist for knowledge and can often be found during her down time studying this book or that.
Backstory:Sereja was born to the upper echelon of Thayan culture both of her parents Wizards of the upper echelon. Sereja exhibited magical aptitude from a very early age, much to her parents satisfaction having hoped the mixing of their two family lines would produce powerful wizards to follow in their footsteps.
Sereja was afforded the finest education that could be had. Her home filled with servants the majority of which were slaves who waited on her and her parents and her younger brother. She was taken from her home much to her parent's satisfaction to be trained as a school of wizardry. Sereja continued to excel in her studies at the school as well and quickly rose to the top of her class.
When the time came she was assigned as an Apprentice to a Red Wizard the next phase of her education. As Sereja grew older and smarter she saw things that appalled her done by her Master as well as other apprentices. Sereja though never delighted in the punishment or simply cruel behavior of the other apprentices in how they acted with one another or treated the slaves who served them.She learned very quickly to use her magic to ensure she was one step ahead of the others. Where they were cruel and often sadistic in her opinion Sereja was not. This did not go unnoticed though, by one of her fellow apprentices. A young man named Agravel. Agravel delighted in tormenting Sereja, knowing she was not like the others.
After her third year of apprenticeship Agravel attacked Sereja outright. Terrified and surprised Sereja cast the only offensive spell she knew, trying to stop him. It was a simple sleep spell, as Agravel fell unconscious though he struck his head on the corner of the stone wall. The blow killed him instantly his body falling lifeless to the floor. Of course this did not go unnoticed and Sereja was called before her Master. She was terrified that she would be cast out or simply killed in turn. She was not prepared for the praise he laid upon her instead.
Sereja was still in a fog from everything that had happened. From that day forward she was never bothered by the other apprentice's all of them too afraid of angering her and ending up as Agravel had. Sereja focused on her studies purely avoiding the others as much as possible doing her Master's bidding as she was required. Two years later Sereja completed her apprenticeship and was offered the title of Red Wizard. It was a proud day for Sereja regardless of the cruelty of the other wizards she had met always scheming and plotting to advance themselves.
Sereja accepted her robes, and once the ceremony was complete she returned to her family home. Her parent's proud of their young daughter's success, under her master's tutelage. They expected great things from Sereja, little did they know that she would disappear into the night fleeing her home and the cruelty on display around her. She left a simple note to her parents.
Mother, Father,
I am hopeful you will understand my departure but it is my choice to leave home. I intend to continue my studies abroad learning from my travels. One day I hope to return a Great Wizard. Until that time I ask you honor my wishes in this and do not seek me out. I hope that Densel will succeed in the school as I did. I will miss my home but this is something I must do.
Sereja has been traveling alone or in small groups with others ever since. She despises slavery and seeing bound by chain and leash forced to serve others. She knows that she cannot return home until she has become as powerful as possible. A great Wizard capable of effecting change among her people or at least attempting to do so. Sereja takes every opportunity to advance her knowledge so long as it does not cause harm to others, in fact she takes pleasure in using her magic to help others. Something she doubts any Red Wizard other than herself would even consider without some form of payment or reward. Still Sereja is not a fool her difficulties during her youth as an apprentice having taught her hard lessons. She knows that if she wishes to survive she needs to look out for herself first and foremost. She is not a selfish person but she does not blindly follow others at the same time.
Sereja | Chaotic Neutral | Female | Human | Wizard - Divination | Level 6 Armor Class 18 Hit Points 50/50 Speed 30 ft Str 9 Dex 18 Con 18 Int 20 Wis 14 Cha 14 Saving throws STR 0, DEX +5, CON +5, INT +9, WIS +6, CHA +3 | Initiative +4 Skills
Arcana +8, History +8, Investigation +8, Perception +5, Religion +8, Senses Passive Perception 20 | Passive Investigation 23 | Passive Wisdom 12 | Languages Common, Draconic, Elvish, Infernal, Quarterstaff +2 (1d6-1) | Chill Touch +8 (2d8) | Fire Bolt +8 (2d10) | Class Abilities:Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 2, and none of the slots can be 6th level or higher.Arcane Recovery | The gold and time you must spend to copy an abjuration spell into your spellbook is halved.Divination Savant | When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each roll can only be used once.Portent | When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.Expert Divination | Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.Feat Observant | When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.Feature Researcher Special Equipment:Weight: 5lb. Cost: --
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.Hewards Handy Haversack | You gain a +1 bonus to AC and saving throws while you wear this cloak.Cloak of Protection | While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).Necklace of Adaption Spells (+8, DC16) Cantrips: Casting Time: 1 action Range/Area: 120ft. Components: V, S
Duration: 1 round Source: PHB, pg. 221 You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Chill Touch | Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Instantaneous; You hurl a mote of fire at a creature or 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 ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Fire Bolt | Casting Time: 1 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 or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.Mage hand | Casting Time: 1 action Range/Area: 10ft. Components: V, S Duration: 1 hour Source: PHB, pg. 267 This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.Prestidigitation
Level 1 (4/4) 11 minutes Range/Area: 30ft. Components: V, S, M(a tiny bell and a piece of fine silver wire) Duration: 8 hours Source: PHB, pg. 211 You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.Alarm (R) | Casting Time: action + 10 minutes Range/Area: Self Components: V, S, M(a pinch of soot and salt)
Duration: 1 hour Source: PHB, pg. 224 For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.Comprehend Languages (R) | Casting Time: 1 action + 10 minutes Range/Area: Self/30ft. Components:
V, S Duration: Concentration, up to 10 minutes Source: PHB, pg. 231 For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic (R) | Casting Time: 1 hour; Range: 10 feet; Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier); Duration: Instantaneous; You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar | Casting Time: 11 minutes Range/Area: Touch Components: V, S, M(a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous Source: PHB, pg. 252 You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.Identify | Casting Time: 1 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, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.Mage Armor (P) (P) | Casting Time: 1 action; Range: Touch; Components: V, S, M (holy water or powdered silver and iron, which the spell consumes); Duration: Concentration up to 10 minutes; Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection from Evil/Good (P) | Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute Attack/Save: WIS 16 Source: PHB, pg. 280 A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.Tasha's Hideous Laughter (P) (P) | Casting Time: 1 action + 10 minutes Range/Area: 60ft. Components: V, S, M(a bit of string and of wood) Duration: 1 hour Source: PHB, pg. 284 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 servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. 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.Unseen Servant
Level 2 (3/3) Casting Time: 1 action Range/Area: 60ft./15ft. Components: V, M(bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Source: PHB, pg. 230 Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.Darkness (P) (P) | Casting Time: 11 minutes Range/Area: 30ft. Components:
V, S, M(a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) Duration: Until dispelled Source: PHB, pg. 257 You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.Magic Mouth (R) | Casting Time: 1 action Range/Area: Self Components: V, S Duration: 1 minute Source: PHB, pg. 260
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.Mirror Image (P) (P)| Casting Time: 1 action Range/Area:
60ft./10ft. Components: V, S, M(a chip of mica) Duration: Instantaneous Attack/Save: CON 16 Source: PHB, pg. 275
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Shatter (P)
Level 3 (3/3) Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range/Area: 60ft. Components: S Duration: Instantaneous Source: PHB, pg. 228
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.Counterspell (P) (P) | Casting Time:
1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous Source: PHB, pg. 234 Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.Dispel Magic (P) | Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Concentration, up to 1 minute Attack/Save: INT 16 Source: XGtE, pg. 155 You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.Enemies Abound (P) (P)| Casting Time: 1 action Range/Area: Touch Components: V, S, M(a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour Source: PHB, pg. 244 You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.Gaseous Form (P) | Casting Time: 1 minute Range/Area: Self/10ft. Components: V, S, M(a small crystal bead) Duration: 8 hours Source: PHB, pg. 255 A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Leomund's Tiny Hut (R) | Casting Time:
1 action + 10 minutes Range/Area: 30ft. Components: V, S, M(a short reed or piece of straw) Duration: 24 hours
Source: PHB, pg. 287 This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.Water Breathing (R)