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gizzard

The document details a character sheet for a Level 7 Lizardfolk Wizard named Gizzard, who specializes in the School of Divination. It includes information on his abilities, spells, traits, and background, highlighting his proficiency in various skills and unique features like Arcane Recovery and Portent. Gizzard's personality traits and ideals reflect his scholarly nature and logical thinking, making him a master in the lore of the multiverse.

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Moritz List
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0% found this document useful (0 votes)
14 views8 pages

gizzard

The document details a character sheet for a Level 7 Lizardfolk Wizard named Gizzard, who specializes in the School of Divination. It includes information on his abilities, spells, traits, and background, highlighting his proficiency in various skills and unique features like Arcane Recovery and Portent. Gizzard's personality traits and ideals reflect his scholarly nature and logical thinking, making him a master in the lore of the multiverse.

Uploaded by

Moritz List
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 7 Lizardfolk Wizard, School of Divination 23000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Gizzard
Sage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Arcane Recovery. Once per day when you finish a


STRENGTH Natural Armor (Lizardfolk) (15) 15 short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level
PROFICIENCY BONUS +3
-1
SHIELD
AC that is equal to or less than 4.

N
CIE C
Divination Savant. The gold and time you must
-1 Strength spend to copy a divination spell into your spellbook
Y
PROFI

8 is halved.
+2 Dexterity
✘ +8 Constitution ARMOR CLASS Portent. When you finish a long rest, roll two d20s
DEXTERITY
✘ +7 Intelligence
and record the numbers rolled. You can replace any
MAXIMUM HIT DICE TEMPORARY attack roll, saving throw, or ability check made by
+2 ✘ +5 Wisdom

+0 Charisma
65 7d6 you or a creature that you can see with one of these
foretelling rolls. You must choose to do so before
CONDITIONAL
the roll, and you can replace a roll in this way only
once per turn.
14
Expert Divination. When you cast a divination spell
CURRENT HIT POINTS of 2nd level or higher using a spell slot, you regain
CONSTITUTION DEATH SAVING THROWS
one expended spell slot. The slot you regain must
SAVING THROWS
be of a level lower than the spell you cast and can’t
+5 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
30ft.
be higher than 5th level.
Y
PROFI

RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


20 ✘ +7 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

+4 ✘ +7 History (Int)
+2 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
19 ✘ +7 Investigation (Int)
+2 Medicine (Wis) Bite. Your fanged maw is a natural weapon, which
WISDOM
you can use to make unarmed strikes. 1d6+-1
+4 Nature (Int) piercing damage.

+2 ✘ +5 Perception (Wis)
+0 Performance (Cha)
Cunning Artisan. As part of a short rest, you can
harvest bone and hide from a slain beast,
+0 Persuasion (Cha) construct, dragon, monstrosity, or plant creature.
14 ✘ +7 Religion (Int) Hold Breath. You can hold your breath for up to 15
+2 Sleight of Hand (Dex) minutes at a time.
CHARISMA +2 Stealth (Dex) Natural Armor. You have tough, scaly skin. When

+0 ✘ +5 Survival (Wis) you aren't wearing armor, your AC is 15.


SKILLS
Hungry Jaws. As a bonus action, you can make a
special attack with your bite. If the attack hits, it
10 15 PASSIVE PERCEPTION deals its normal damage, and you gain 5
temporary hit points. 1/ short rest.

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Astromancy Archive 5 ft -1 vs AC -1

FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. Dagger, Dart, Sling,


Quarterstaff, Crossbow, Light

Tool Proficiencies. –

Languages. Common, Draconic, Celestial, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Gizzard
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

I ... speak ... slowly ... when talking ... to idiots, ...
which ... almost ... everyone ... is .. compared ... to
me.
I am horribly, horribly awkward in social situations.

PERSONALITY TRAITS

Logic. Emotions must not cloud our logical thinking.


(Lawful)

IDEAL

I've been searching my whole life for the answer to a


certain question.

BOND

I overlook obvious solutions in favor of complicated


ones.

FLAW BACKGROUND STORY

Researcher
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

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Astromancy Archive. This brass disc of articulated,
Headband of Intellect 1 — concentric rings unfolds into an armillary sphere. As a
[Astromancy Archive] 1 3 bonus action, you can unfold it into the sphere or back
into a disc. When found, it contains the following spells,
which are wizard spells for you while you are attuned to
it: augury, divination, find the path, foresight, locate
creature, and locate object. It functions as a spellbook
for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a
spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended
charges daily at dawn. You can use the charges in the
following ways while holding it:
• If you spend 1 minute studying the archive, you can
expend 1 charge to replace one of your prepared wizard
spells with a different spell in the archive. The new spell
must be of the divination school.
• When a creature you can see within 30 feet of you
makes an attack roll, an ability check, or a saving throw,
you can use your reaction to expend 1 charge and force
the creature to roll a d4 and apply the number rolled as
a bonus or penalty (your choice) to the original roll. You
ATTUNED MAGIC ITEMS 1 / 3
can do this after you see the roll but before its effects
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb are applied.

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

3 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +7 15 11

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, School of Divination

CANTRIPS Mage Hand Mind Sliver


Minor Illusion Shape Water

1ST LEVEL 4 SPELL SLOTS ● Absorb Elements ● Alarm


● Catapult ● Comprehend Languages ● Detect Magic
● Find Familiar ● Magic Missile ● Shield

2ND LEVEL 3 SPELL SLOTS ● Fortune’s Favor ● Mind Spike


● See Invisibility ● Suggestion

3RD LEVEL 3 SPELL SLOTS ● Clairvoyance ● Counterspell


● Dispel Magic ● Hypnotic Pattern

4TH LEVEL 1 SPELL SLOTS ● Arcane Eye ● Phantasmal Killer


Mage Hand Mind Sliver Minor Illusion
Conjuration Cantrip Enchantment Cantrip Illusion Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION 1 minute DURATION 1 round DURATION 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS S, M (a bit of fleece)

A spectral, floating hand appears at a point you choose within range. You drive a disorienting spike of psychic energy into the mind of one You create a sound or an image of an object within range that lasts
The hand lasts for the duration or until you dismiss it as an action. creature you can see within range. The target must succeed on an for the duration. The illusion also ends if you dismiss it as an action or
The hand vanishes if it is ever more than 30 feet away from you or if Intelligence saving throw or take 1d6 psychic damage and subtract cast this spell again. If you create a sound, its volume can range from
you cast this spell again. 1d4 from the next saving throw it makes before the end of your next a whisper to a scream. It can be your voice, someone else’s voice, a
You can use your action to control the hand. You can use the hand turn. lion’s roar, a beating of drums, or any other sound you choose. The
to manipulate an object, open an unlocked door or container, stow or This spell’s damage increases by 1d6 when you reach certain levels: sound continues unabated throughout the duration, or you can make
retrieve an item from an open container, or pour the contents out of 5th level (2d6), 11th level (3d6), and 17th level (4d6). discrete sounds at different times before the spell ends. If you create
a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small
hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t
pounds. create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its 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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Tasha’s Cauldron of Everything Spellcasting (Wizard) Player’s Handbook

Shape Water Absorb Elements Alarm


Transmutation Cantrip 1st-level abjuration 1st-level abjuration (ritual)

CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 minute
thunder damage
RANGE 30 feet RANGE Self RANGE 30 feet
DURATION Instantaneous or 1 hour (see below) DURATION 1 round DURATION 8 hours
COMPONENTS S COMPONENTS S COMPONENTS V, S, M (a tiny bell and a piece of fine silver wire)

You choose an area of water that you can see within range and that The spell captures some of the incoming energy, lessening its effect You set an alarm against unwanted intrusion. Choose a door, a
fits within a 5-foot cube. You manipulate it in one of the following on you and storing it for your next melee attack. You have resistance window, or an area within range that is no larger than a 20-foot cube.
ways. to the triggering damage type until the start of your next turn. Also, Until the spell ends, an alarm alerts you whenever a tiny or larger
• You instantaneously move or otherwise change the flow of the the first time you hit with a melee attack on your next turn, the creature touches or enters the warded area. When you cast the spell,
water as you direct, up to 5 feet in any direction. This movement target takes an extra 1d6 damage of the triggering type, and the spell you can designate creatures that won’t set off the alarm. You also
doesn’t have enough force to cause damage. ends. choose whether the alarm is mental or audible.
• You cause the water to form into simple shapes and animate at At Higher Levels. When you cast this spell using a spell slot of 2nd A mental alarm alerts you with a ping in your mind if you are within
your direction. This change lasts for 1 hour. level or higher, the extra damage increases by 1d6 for each slot level 1 mile of the warded area. This ping awakens you if you are sleeping.
• You change the water’s color or opacity. The water must be above 1st. An audible alarm produces the sound of a hand bell for 10 seconds
changed in the same way throughout. This change lasts for 1 hour. within 60 feet.
• You freeze the water, provided that there are no creatures in it.
The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two
of its non-instantaneous effects active at a time, and you can dismiss
such an effect as an action.

Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook

Catapult Comprehend Languages Detect Magic


1st-level transmutation 1st-level divination (ritual) 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 150 feet RANGE Self RANGE Self
DURATION Instantaneous DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS S COMPONENTS V, S, M (a pinch of soot and salt) COMPONENTS V, S

Choose one object weighing 1 to 5 pounds within range that isn’t For the duration, you understand the literal meaning of any spoken For the duration, you sense the presence of magic within 30 feet of
being worn or carried. The object flies in a straight line up to 90 feet language that you hear. You also understand any spoken language you. If you sense magic in this way, you can use your action to see a
in a direction you choose before falling to the ground, stopping early that you hear. You also understand any written language that you faint aura around any visible creature or object in the area that bears
if it impacts against a solid surface. If the object would strike a see, but you must be touching the surface of which the words are magic, and you learn its school of magic, if any. The spell can
creature, that creature must make a Dexterity saving throw. On a written. It takes about 1 minute to read one page of text. This spell penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
failed save, the object strikes the target and stops moving. In either doesn’t decode secret messages in a text or glyph, such as an arcane common metal, a thin sheet of lead, or 3 feet of wood or dirt.
case, both the object and the creature or solid surface take 3d8 sigil, that isn’t part of a written language.
bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the maximum weight of objects that you can target
with this spell increases by 5 pounds, and the damage increases by
1d8, for each slot level above 1st.

Spellcasting (Wizard) Princes of the Apocalypse Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Find Familiar Magic Missile Shield
1st-level conjuration (ritual) 1st-level evocation 1st-level abjuration

CASTING TIME 1 hour CASTING TIME 1 action CASTING TIME 1 reaction


RANGE 10 feet RANGE 120 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S COMPONENTS V, S
consumed by fire in a brass brazier)

You gain the service of a familiar, a spirit that takes an animal form you choose: You create three glowing darts of magical force. Each dart hits a Reaction trigger: You are hit by an attack or targeted by the magic
bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish creature of your choice that you can see within range. A dart deals missile spell An invisible barrier of magical force appears and protects
(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 1d4 + 1 force damage to its target. The darts all strike simultaneously, you. Until the start of your next turn, you have a +5 bonus to AC,
celestial, fey or fiend (your choice) instead of a beast. and you can direct them to hit one creature or several. including against the triggering attack, and you take no damage from
Your familiar acts independently of you, but it always obeys your commands. In At Higher Levels. When you cast this spell using a spell slot of 2nd magic missile.
combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, level or higher, the spell creates one more dart for each slot level
but it can take other actions as normal. above 1st.
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 you 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.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Fortune’s Favor Mind Spike See Invisibility


2nd-level divination (dunamancy) 2nd-level divination 2nd-level divination

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 60 feet RANGE Self
DURATION 1 hour DURATION Concentration, up to 1 hour DURATION 1 hour
COMPONENTS V, S, M (a white pearl worth at least 100 gp, which the spell COMPONENTS S COMPONENTS V, S, M (A pinch of Talc and a small sprinkling of powdered silver)
consumes)

You impart latent luck to yourself or one willing creature you can see You reach into the mind of one creature you can see within range. For the duration, you see invisible creatures and objects as if they
within range. When the chosen creature makes an attack roll, an The target must make a Wisdom saving throw, taking 3d8 psychic were visible, and you can see into the Ethereal Plane. Ethereal
ability check, or a saving throw before the spell ends, it can dismiss damage on a failed save, or half as much damage on a successful one. creatures and objects appear ghostly and translucent.
this spell on itself to roll and additional d20 and choose which of the On a failed save, you also always know the target’s location until the
d20s to use. Alternatively, when an attack roll is made against the spell ends, but only while the two of you are on the same plane of
chosen creature, it can dismiss this spell on itself to roll a d20 and existence. While you have this knowledge, the target can’t become
choose which of the d20s to use, the one it rolled or the one the hidden from you, and if it’s invisible, it gains no benefit from that
attacker rolled. condition against you.
If the original d20 roll has advantage or disadvantage, the creature At Higher Levels. When you cast this spell using a spell slot of 3rd
rolls the additional d20 after advantage or disadvantage has been level or higher, the damage increases by 1d8 for each slot level above
applied to the original roll. 2nd.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional creature for each slot
level above 2nd.

Spellcasting (Wizard) Explorer’s Guide to Wildemount Spellcasting (Wizard) Xanathar’s Guide to Everything Spellcasting (Wizard) Player’s Handbook

Suggestion Clairvoyance Counterspell


2nd-level enchantment 3rd-level divination 3rd-level abjuration

CASTING TIME 1 action CASTING TIME 10 minutes CASTING TIME 1 reaction


RANGE 30 feet RANGE 1 mile RANGE 60 feet
DURATION Concentration, up to 8 hours DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V, M (a snake’s tongue and either a bit of honeycomb or a drop of COMPONENTS V, S, M (a focus worth at least 100 gp, either a jeweled horn for COMPONENTS S
sweet oil) hearing or a glass eye for scrying)

You suggest a course of activity (limited to a sentence or two) and You create an invisible sensor within range in a location familiar to Reaction: When you see a creature within 60 feet of you casting a
magically influence a creature you can see within range that can hear you (a place you have visited or seen before) or in an obvious spell You attempt to interrupt a creature in the process of casting a
and understand you. Creatures that can’t be charmed are immune to location that is unfamiliar to you (such as behind a door, around a spell. If the creature is casting a spell of 3rd level or lower, its spell
this effect. The suggestion must be worded in such a manner as to corner, or in a grove of trees). The sensor remains in place for the fails and has no effect. If it is casting a spell of 4th level or higher,
make the course of action sound reasonable. Asking the creature to duration, and it can’t be attacked or otherwise interacted with. When make an ability check using your spellcasting ability. The DC equals
stab itself, throw itself onto a spear, immolate itself, or do some you cast the spell, you choose seeing or hearing. You can use the 10+ the spell’s level. On a success, the creature’s spell fails and has
other obviously harmful act ends the spell. chosen sense through the sensor as if you were in its space. As your no effect.
The target must make a Wisdom saving throw. On a failed save, it action, you can switch between seeing and hearing. A creature that At Higher Levels. When you cast this spell using a spell slot of 4th
purses the course of action you described to the best of its ability. can see the sensor (such as a creature benefitting from see invisibility level or higher, the interrupted spell has no effect if its level is less
The suggested course of action can continue for the entire duration. or truesight) sees a luminous, intangible orb about the size of your than or equal to the level of the spell slot you used.
If the suggested activity can be completed in a shorter time, the spell fist.
ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity
during the duration. For example, you might suggest that a knight
five her warhorse to the first beggar she meets.
If the condition isn’t met before the spell expires, the activity isn’t
preformed. If you or any of your companions damage the target, the
spell ends.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Dispel Magic Hypnotic Pattern Arcane Eye
3rd-level abjuration 3rd-level illusion 4th-level divination

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 120 feet RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS S, M (a glowing stick of incense or a crystal vial filled with COMPONENTS V, S, M (a bit of bat fur)
phosphorescent material)

Choose any creature, object, or magical effect within range. Any spell You create a twisting pattern of colors that weaves through the air You create an invisible, magical eye within range that hovers in the
of 3rd level or lower on the target ends. For each spell of 4th level or inside a 30-foot cube within range. The pattern appears for a air for the duration.
higher on the target, make an ability check using your spellcasting moment and vanishes. Each creature in the area who sees the You mentally receive visual information from the eye, which has
ability. The DC equals 10 + the spell’s level. On a successful check, the pattern must make a Wisdom saving throw. On a failed save, the normal vision and darkvision out to 30 feet. The eye can look in every
spell ends. creature becomes charmed for the duration. While charmed by this direction.
At Higher Levels. When you cast this spell using a spell slot of 4th spell, the creature is incapacitated and has a speed of 0. The spell As an action, you can move the eye up to 30 feet in any direction.
level or higher, you automatically end the effects of a spell on the ends for an affected creature if it takes any damage or if someone There is no limit to how far away from you the eye can move, but it
target if the spell’s level is equal to or less than the level of the spell else uses an action to shake the creature out of its stupor. can’t enter another plane of existence. A solid barrier blocks the
slot you used. eye’s movement, but the eye can pass through an opening as small as
1 inch in diameter.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook

Phantasmal Killer
4th-level illusion

CASTING TIME 1 action


RANGE 120 feet
DURATION Concentration, up to 1 minute
COMPONENTS V, S

You tap into the nightmares of a creature you can see within range
and create an illusory manifestation of its deepest fears, visible only
to that creature. The target must make a Wisdom saving throw. On a
failed save, the target becomes frightened for the duration. At the
end of each of the target’s turns before the spell ends, the target
must succeed on a Wisdom saving throw or take 4d10 psychic
damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d10 for each slot level
above 4th.

Spellcasting (Wizard) Player’s Handbook


Headband of Intellect Astromancy Archive
Wondrous Items Wondrous Items

Your Intelligence score is 19 while you wear this headband. This brass disc of articulated, concentric rings unfolds into
It has no effect on you if your Intelligence is 19 or higher an armillary sphere. As a bonus action, you can unfold it
without it. into the sphere or back into a disc. When found, it contains
the following spells, which are wizard spells for you while
you are attuned to it: augury, divination, find the path,
foresight, locate creature, and locate object. It functions as
a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a
spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended
charges daily at dawn. You can use the charges in the
following ways while holding it:
• If you spend 1 minute studying the archive, you can
expend 1 charge to replace one of your prepared wizard
spells with a different spell in the archive. The new spell
must be of the divination school.
• When a creature you can see within 30 feet of you
makes an attack roll, an ability check, or a saving throw,
you can use your reaction to expend 1 charge and force the
creature to roll a d4 and apply the number rolled as a
bonus or penalty (your choice) to the original roll. You can
do this after you see the roll but before its effects are
applied.

0 lb. Dungeon Master’s Guide 3 lb. Tasha’s Cauldron of Everything

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