Dnd wizard wikidot

Magic Missile. Source: Player's Handboo

Rogue. Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. You must have a Dexterity score of 13 or higher in order ...Level 1+ Mage of Silverquill Feature. You can invoke words laced with magic to demoralize your foes and turn their misfortune into a boon to bolster your allies. Immediately after a creature you can see within 60 feet of you succeeds on an attack roll, an ability check, or a saving throw, you can use your reaction to demoralize the creature ...Earth Tremor. Source: Xanathar's Guide to Everything/Elemental Evil Player's Companion. 1st-level evocation. You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.

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This bard spell list includes optional spells available from Tasha's Cauldron of Everything. For the bard spell list without optional spells, see Core Bard Spell List. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. 6th Level.Silvery Barbs. Source: Strixhaven: A Curriculum of Chaos. 1st-level Enchantment. You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can ...This ranger spell list includes optional spells available from Tasha's Cauldron of Everything. For the ranger spell list without optional spells, see Core Ranger Spell List. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. Spell Name. School.You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points. Spell Lists.Range: 60 feet. Components: V, S. Duration: Instantaneous. You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. At Higher Levels.Needing to have your food kept extra mild at all times can curtail your enjoyment of new foods, as well as your dinner invitations from established kitchen wizards. The Serious Eat...Mage Slayer. Source: Player's Handbook. You have practiced techniques in melee combat against spellcasters, gaining the following benefits. When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. When you damage a creature that is concentrating on a spell, that creature ...This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd.Components: V, S, M (a withered vine twisted into a loop) Duration: Instantaneous. You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one.Warlock. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. The Warlock.Gate. Source: Player's Handbook. 9th-level conjuration. Casting Time: 1 action. Range: 60 feet. Components: V, S, M (a diamond worth at least 5,000 gp) Duration: Concentration, up to 1 minute. You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control.Wizard: School of Abjuration. The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a ...The School of Invention claims credit for inventing the other schools of magic - a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse. Adherents of this school believe that innovation is best ...Kinetic Jaunt. Source: Strixhaven: A Curriculum of Chaos. 2nd-level Transmutation. Casting Time: 1 bonus action. Range: Self. Components: S. Duration: Concentration, up to 1 minute. You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration: Your walking speed increases by 10 feet.Magic Initiate. Source: Player's Handbook. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest ...5th-level conjuration. Casting Time: 1 minute. Range: 90 feet. Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) Duration: Concentration, up to 1 hour. You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within ...Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.Introduction. The Wizard is the iconic arcane spellcaster, capable of doing all manner of fantastic tricks, and generally limited only by their spellbook and their spell slots. A Wizard with a comprehensive spellbook can do essentially anything in the game, often as well as or better than a non-magical character who is built to do that thing.Metamagic Adept. Source: Tasha's Cauldron of EvUnseen Servant. Source: Player's Handbook. 1st- Hold Person. Source: Player's Handbook. 2nd-level enchantment. Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. Source: Player's Handbook. 4th-level evocation. Casting Time: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners.5th-level evocation. 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 sphere with a radius of up to 10 feet ... Wizard - D&D 5th Edition. Wizards are supreme magic-users, d

Components: V, S, M (a hummingbird feather) Duration: 8 hours. You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against ...This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd.5th-level evocation. Casting Time: 1 action. Range: 60 feet. Components: V, S, M (a sunburst pendant worth at least 100 gp) Duration: Concentration, up to 1 minute. The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there.Source: Xanathar's Guide to Everything. 6th-level transmutation. Casting Time: 1 hour Range: Touch Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp) Duration: Instantaneous While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be ...Telekinetic. Source: Tasha's Cauldron of Everything. You learn to move things with your mind, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.

Flame Stride (UA) Source: Unearthed Arcana 78 - Draconic Options. 3rd-level Transmutation. The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks. When you move within 5 feet of a creature or object that isn't being worn ...Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) Duration: 10 days. You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target ...…

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You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell's duration. Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to ...A coven of hags lost one of its members. You were created to replace the lost hag. 4. You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse. 5. You began life as a fey creature, but an accident changed you and forced you from your home.

Wizard: School of Transmutation. You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith ...Introduction. The Wizard is the iconic arcane spellcaster, capable of doing all manner of fantastic tricks, and generally limited only by their spellbook and their spell slots. A Wizard with a comprehensive spellbook can do essentially anything in the game, often as well as or better than a non-magical character who is built to do that thing.A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area ...

This antiquated, cone-shaped hat is adorned with gold crescent moon Ray of Sickness. Source: Player's Handbook. 1st-level necromancy. A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next … When you cast the spell or as your action durinGalder's Tower. Source: Lost Laboratory of Kw The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. Spell Lists. Bard, Sorcerer, Warlock, Wizard. Rune mastery requires an understanding o Sorcerer. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. The Sorcerer. Burning Hands. Source: Player's Handbook. 1st-leveComponents: S. Duration: Instantaneous. You attempt to interrupt aGift of Alacrity. Source: Explorer's Guide to Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse ...School of Divination Spells. The divination school of magic contains spells that enable the caster to learn secrets long forgotten, interpret dreams, predict the future, to find hidden things or foil deceptive spells. Among them are included detect magic and scry. Cantrip. A bright streak flashes from your pointing fin Slow. Source: Player's Handbook. 3rd-level transmutation. Casting Time: 1 action. Range: 120 feet. Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute. You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this ... Contagion. Source: Player's Handbook. 5th-leWarlock: The Undying. Death holds no sway over your patron, When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots.