Please include Character Creation information and questions here.
I will say that having as much of the rules as written text in your character sheet would be appreciated as with the rules being so new it would be easier to gather the information when rulings are needed.
[ +- ] Character Generation Guidelines
Dungeon & Dragons 5e 2024 rule set - PHB firearms are valid options (Musket and Pistol)
2014 subclasses that are not updated are allowed
Stick to PHB24 species
2014 backgrounds that already include Feats are allowed
Rules Note: I am not a fan of the excessive "weapon juggling" for 2024 and would prefer it not to happen but open to discussion
Use Point Buy.
Since this is "end of tier 2" type play each player will get some magic items
1 rare
2 uncommon
1 common
Please submit these more for approval there shouldn't be any problems
You say backgrounds from 2014 that include feats are allowed, do you have any book limitations or are backgrounds like Strixhaven student allowed (not that I'm going to get fancy with Lucky Eddy)?
I would say those Strixhaven backgrounds while pretty setting dependant more so than like the Giant Foundling background but I could see an argument that you are some academic or something. I would like setting specific ones be pretty clearly tied to the actual backstory you want.
General rule of thumb those do not have the "legacy" tag in DnDBeyond so are still good.
You can even see the Strixhaven book specifically have the words "compatible with the new rules" banner over the image in the marketplace. WotC has cleared this confusion
I got most of my draconic sorcerer set up.
Except for items.
Question on how to handle expensive components?
The subclass grants some very expensive spells:
- a diamond worth 50+ GP
- incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each
- an object with the image of a dragon engraved on it worth 500+ GP
I would go with the "starting at higher level guidelines" in the PHB (with max roll on the d10)
750GP extra gold
I will say the magic items also have values you could trade in for the cash needed if you want.
Rarity Value*
Common 100 GP
Uncommon 400 GP
Rare 4,000 GP
I feel like part of the balance of these spells is the material cost/value. Choices are part of the game
Asking for weapon of warning as my uncommon. As the main benefit helps the whole party, there is no real need for two of them so if someone else absolutely prefers it, I will take one that adds to hit and damage instead (+1 for uncommon I believe) but I do believe we may need magic weapons to hit some of these things.
Well gee, what do I spend 750 extra gold on? 12 potions of healing, 3 antitoxins? Let me know if you have any better ideas. We haven't gotten together before so can't give it to someone else who needs it.
Was thinking a mastiff to ride but it would die so fast at these levels and then I'd be sad.
Ooh ok will do druid then because of the rule of awesome.
Your magic initiates are seperate spell lists not the same one based on the "Repeatable" text. So your magic initiate human could be wizard or cleric if you want or a separate feat
Possible Magic items.
I was thinking of getting Headband of Intellectbut I don't know if that would be cheese for a wizard...
Rare
[ +- ] Summer's Dance
TDCSR p197
Weapon (Scimitar), rare (requires attunement)
Martial weapon, melee weapon
3 lb.
1d6 Slashing
Finesse, light
This beautiful golden blade appears to bend and flex like a reed with your movements. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Additionally, the scimitar has 3 charges and regains 1 expended charge daily at dawn. While wielding this scimitar, you can expend 1 charge as a bonus action to cast the misty step spell.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Uncommon
[ +- ] Brooch of Shielding
DMG'24|p241
Wondrous item, uncommon (requires attunement)
While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.
[ +- ] Deck of Illusions
DMG'24| p249
Wondrous item, uncommon
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.
Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.
Common
Need to pick a Damaging type.
[ +- ] Orb of Shielding
ERLW p278
Wondrous item, spellcasting focus, common (requires attunement)
3 lb.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table.
Orb of Shielding
Planar Material Damage Type
Fernian basalt Fire
Irian quartz Radiant
Kythrian Skarn Acid and poison
Lamannian flint Lightning and thunder
Mabaran obsidian Necrotic
Risian shale Cold
Shavarran chert Force
Xorian marble Psychic
Ooh ok will do druid then because of the rule of awesome.
Your magic initiates are seperate spell lists not the same one based on the "Repeatable" text. So your magic initiate human could be wizard or cleric if you want or a separate feat
I will probably take a different feat. I am always so waffley on character creation.
I'm working on my fighter and am about half done. Trying to decide how I want to flavor the character, although I know more about them than I did before.
Casting Time: 1 action Range/Area: 60ft./5ft. Components: S Duration: Instantaneous Source: Elemental Evil Player's Companion, pg. 152
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 60ft./5ft.
[b]Components:[/b] S
[b]Duration:[/b] Instantaneous
[b]Source:[/b] Elemental Evil Player's Companion, pg. 152
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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.
Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S Duration: Concentration, up to 1 minute Attack/Save: DEX Source: Elemental Evil Player's Companion, pg. 152
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 60ft./5ft.
[b]Components:[/b] V, S
[b]Duration:[/b] Concentration, up to 1 minute
[b]Attack/Save:[/b] DEX [_$=spell_dc]
[b]Source:[/b] Elemental Evil Player's Companion, pg. 152
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time: 1 action Range/Area: 30ft. Components: V, S Duration: Instantaneous Source: Player’s Handbook, pg. 266
Whispering to the spirits of nature, you create one of the following effects within range.
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 30ft.
[b]Components:[/b] V, S
[b]Duration:[/b] Instantaneous
[b]Source:[/b] Player’s Handbook, pg. 266
Whispering to the spirits of nature, you create one of the following effects within range.
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Casting Time: 1 action Range/Area: 30ft./5ft. Components: V, S Duration: Instantaneous Source: Player’s Handbook, pg. 267
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 30ft./5ft.
[b]Components:[/b] V, S
[b]Duration:[/b] Instantaneous
[b]Source:[/b] Player’s Handbook, pg. 267
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
Casting Time: 1 action Range/Area: Touch Components: V, M(a firefly or phosphorescent moss) Duration: 1 hour Source: Player’s Handbook, pg. 292
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Touch
[b]Components:[/b] V, M(a firefly or phosphorescent moss)
[b]Duration:[/b] 1 hour
[b]Source:[/b] Player’s Handbook, pg. 292
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous Source: Player’s Handbook, pg. 318
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 120ft.
[b]Components:[/b] V, S
[b]Duration:[/b] Instantaneous
[b]Source:[/b] Player’s Handbook, pg. 318
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Casting Time: 1 action Range/Area: Self Components: S, M(a weapon with which you have proficiency and that is worth 1+ CP) Duration: Instantaneous Source: Player’s Handbook, pg. 336
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Self
[b]Components:[/b] S, M(a weapon with which you have proficiency and that is worth 1+ CP)
[b]Duration:[/b] Instantaneous
[b]Source:[/b] Player’s Handbook, pg. 336
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Casting Time: 1 action Range/Area: Self/15ft. Components: V, S Duration: Instantaneous Attack/Save: DEX Source: Player’s Handbook, pg. 248
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.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Self/15ft.
[b]Components:[/b] V, S
[b]Duration:[/b] Instantaneous
[b]Attack/Save:[/b] DEX [_$=spell_dc]
[b]Source:[/b] Player’s Handbook, pg. 248
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.
Casting Time: 1 action Range/Area: 90ft. Components: V, S, M(a diamond worth 50+ GP) Duration: Instantaneous Source: Player’s Handbook, pg. 249
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 90ft.
[b]Components:[/b] V, S, M(a diamond worth 50+ GP)
[b]Duration:[/b] Instantaneous
[b]Source:[/b] Player’s Handbook, pg. 249
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Casting Time: 1 action Range/Area: Self/30ft. Components: V, S Duration: Concentration, up to 10 minutes Source: Player’s Handbook, pg. 262
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.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Self/30ft.
[b]Components:[/b] V, S
[b]Duration:[/b] Concentration, up to 10 minutes
[b]Source:[/b] Player’s Handbook, pg. 262
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.
(1) Longstrider (1/day free , or spell slots) Notes
Casting Time: 1 action Range/Area: Touch Components: V, S, M(a pinch of dirt) Duration: 1 hour Source: Player’s Handbook, pg. 293
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Touch
[b]Components:[/b] V, S, M(a pinch of dirt)
[b]Duration:[/b] 1 hour
[b]Source:[/b] Player’s Handbook, pg. 293
You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Casting Time: 1 reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell Range/Area: Self Components: V, S Duration: 1 round Source: Player’s Handbook, pg. 316
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.
[b]Casting Time:[/b] 1 reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
[b]Range/Area:[/b] Self
[b]Components:[/b] V, S
[b]Duration:[/b] 1 round
[b]Source:[/b] Player’s Handbook, pg. 316
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.
Casting Time: 1 action Range/Area: 60ft./15ft. Components: V, S, M(a bit of fleece) Duration: Concentration, up to 10 minutes Source: Player’s Handbook, pg. 317
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image 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 creature can see through the image.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 60ft./15ft.
[b]Components:[/b] V, S, M(a bit of fleece)
[b]Duration:[/b] Concentration, up to 10 minutes
[b]Source:[/b] Player’s Handbook, pg. 317
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image 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 creature can see through the image.
Casting Time: 1 action Range/Area: Self Components: V, S Duration: Concentration, up to 1 hour Source: Player’s Handbook, pg. 239
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Self
[b]Components:[/b] V, S
[b]Duration:[/b] Concentration, up to 1 hour
[b]Source:[/b] Player’s Handbook, pg. 239
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Casting Time: 1 bonus action Range/Area: Touch/15ft. Components: V, S, M(a hot pepper) Duration: Concentration, up to 1 minute Attack/Save: DEX Source: Player’s Handbook, pg. 266
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type 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 2.
[b]Casting Time:[/b] 1 bonus action
[b]Range/Area:[/b] Touch/15ft.
[b]Components:[/b] V, S, M(a hot pepper)
[b]Duration:[/b] Concentration, up to 1 minute
[b]Attack/Save:[/b] DEX [_$=spell_dc]
[b]Source:[/b] Player’s Handbook, pg. 266
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S, M(a ball of wax) Duration: Concentration, up to 1 minute Attack/Save: DEX Source: Player’s Handbook, pg. 275
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 60ft./5ft.
[b]Components:[/b] V, S, M(a ball of wax)
[b]Duration:[/b] Concentration, up to 1 minute
[b]Attack/Save:[/b] DEX [_$=spell_dc]
[b]Source:[/b] Player’s Handbook, pg. 275
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Casting Time: 1 action Range/Area: Touch Components: V, S, M(an eyelash in gum arabic) Duration: Concentration, up to 1 hour Source: Player’s Handbook, pg. 289
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.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Touch
[b]Components:[/b] V, S, M(an eyelash in gum arabic)
[b]Duration:[/b] Concentration, up to 1 hour
[b]Source:[/b] Player’s Handbook, pg. 289
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.
Casting Time: 1 action Range/Area: Self Components: V, S Duration: 1 minute Source: Player’s Handbook, pg. 299
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.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Self
[b]Components:[/b] V, S
[b]Duration:[/b] 1 minute
[b]Source:[/b] Player’s Handbook, pg. 299
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.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
(2) Pass without trace (C, 1/day free , or spell slots) Notes
Casting Time: 1 action Range/Area: Self/30ft. Components: V, S, M(ashes from burned mistletoe) Duration: Concentration, up to 1 hour Source: Player’s Handbook, pg. 303
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Self/30ft.
[b]Components:[/b] V, S, M(ashes from burned mistletoe)
[b]Duration:[/b] Concentration, up to 1 hour
[b]Source:[/b] Player’s Handbook, pg. 303
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Casting Time: 1 action Range/Area: 60ft./60ft. Components: V, S Duration: 1 hour Source: Player’s Handbook, pg. 260
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 60ft./60ft.
[b]Components:[/b] V, S
[b]Duration:[/b] 1 hour
[b]Source:[/b] Player’s Handbook, pg. 260
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Casting Time: 1 action Range/Area: Self/30ft. Components: V, S, M(a white feather) Duration: Concentration, up to 1 minute Attack/Save: WIS Source: Player’s Handbook, pg. 271
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Self/30ft.
[b]Components:[/b] V, S, M(a white feather)
[b]Duration:[/b] Concentration, up to 1 minute
[b]Attack/Save:[/b] WIS [_$=spell_dc]
[b]Source:[/b] Player’s Handbook, pg. 271
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Casting Time: 1 action Range/Area: 150ft./20ft. Components: V, S, M(a ball of bat guano and sulfur) Duration: Instantaneous Attack/Save: DEX Source: Player’s Handbook, pg. 274
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 150ft./20ft.
[b]Components:[/b] V, S, M(a ball of bat guano and sulfur)
[b]Duration:[/b] Instantaneous
[b]Attack/Save:[/b] DEX [_$=spell_dc]
[b]Source:[/b] Player’s Handbook, pg. 274
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.
Casting Time: 1 action Range/Area: Touch Components: V, S, M(a feather) Duration: Concentration, up to 10 minutes Source: Player’s Handbook, pg. 276
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.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Touch
[b]Components:[/b] V, S, M(a feather)
[b]Duration:[/b] Concentration, up to 10 minutes
[b]Source:[/b] Player’s Handbook, pg. 276
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.
Casting Time: 1 action Range/Area: 120ft./20ft. Components: V, S, M(a bit of fleece) Duration: Concentration, up to 10 minutes Source: Player’s Handbook, pg. 295
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image 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 creature can see through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 120ft./20ft.
[b]Components:[/b] V, S, M(a bit of fleece)
[b]Duration:[/b] Concentration, up to 10 minutes
[b]Source:[/b] Player’s Handbook, pg. 295
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image 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 creature can see through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a bit of bat fur) Duration: Concentration, up to 1 hour Source: Player’s Handbook, pg. 242
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 30ft.
[b]Components:[/b] V, S, M(a bit of bat fur)
[b]Duration:[/b] Concentration, up to 1 hour
[b]Source:[/b] Player’s Handbook, pg. 242
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Casting Time: 1 action Range/Area: 30ft. Components: V, S Duration: 1 hour Attack/Save: WIS Source: Player’s Handbook, pg. 249
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 30ft.
[b]Components:[/b] V, S
[b]Duration:[/b] 1 hour
[b]Attack/Save:[/b] WIS [_$=spell_dc]
[b]Source:[/b] Player’s Handbook, pg. 249
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4
Casting Time: 1 action Range/Area: Self Components: V, S, M(a bit of phosphorus or a firefly) Duration: 10 minutes Source: Player’s Handbook, pg. 274
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] Self
[b]Components:[/b] V, S, M(a bit of phosphorus or a firefly)
[b]Duration:[/b] 10 minutes
[b]Source:[/b] Player’s Handbook, pg. 274
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
Casting Time: 1 action Range/Area: 120ft. Components: V, S, M(a piece of charcoal) Duration: Concentration, up to 1 minute Attack/Save: DEX Source: Player’s Handbook, pg. 338
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.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 120ft.
[b]Components:[/b] V, S, M(a piece of charcoal)
[b]Duration:[/b] Concentration, up to 1 minute
[b]Attack/Save:[/b] DEX [_$=spell_dc]
[b]Source:[/b] Player’s Handbook, pg. 338
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.
Casting Time: 1 action Range/Area: 90ft. Components: V, S, M(a straight piece of iron) Duration: Concentration, up to 1 minute Attack/Save: WIS Source: Player’s Handbook, pg. 285
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.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 90ft.
[b]Components:[/b] V, S, M(a straight piece of iron)
[b]Duration:[/b] Concentration, up to 1 minute
[b]Attack/Save:[/b] WIS [_$=spell_dc]
[b]Source:[/b] Player’s Handbook, pg. 285
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Casting Time: 1 action Range/Area: 90ft. Components: V Duration: Concentration, up to 1 minute Attack/Save: DEX Source: Elemental Evil Player's Companion, pg. 158
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 90ft.
[b]Components:[/b] V
[b]Duration:[/b] Concentration, up to 1 minute
[b]Attack/Save:[/b] DEX [_$=spell_dc]
[b]Source:[/b] Elemental Evil Player's Companion, pg. 158
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
Casting Time: 10 minutes Range/Area: Self Components: V, S, M(incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each) Duration: Instantaneous Source: Player’s Handbook, pg. 290
Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.
The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.
If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.
[b]Casting Time:[/b] 10 minutes
[b]Range/Area:[/b] Self
[b]Components:[/b] V, S, M(incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)
[b]Duration:[/b] Instantaneous
[b]Source:[/b] Player’s Handbook, pg. 290
Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.
The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.
If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.
Casting Time: 1 action Range/Area: 30ft. Components: V, S Duration: 8 hours Attack/Save: CHA Source: Player’s Handbook, pg. 314
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat.
A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 30ft.
[b]Components:[/b] V, S
[b]Duration:[/b] 8 hours
[b]Attack/Save:[/b] CHA [_$=spell_dc]
[b]Source:[/b] Player’s Handbook, pg. 314
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat.
A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Casting Time: 1 action Range/Area: 60ft. Components: V, S, M(an object with the image of a dragon engraved on it worth 500+ GP) Duration: Concentration, up to 1 hour Source: Player’s Handbook, pg. 324
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
[b]Casting Time:[/b] 1 action
[b]Range/Area:[/b] 60ft.
[b]Components:[/b] V, S, M(an object with the image of a dragon engraved on it worth 500+ GP)
[b]Duration:[/b] Concentration, up to 1 hour
[b]Source:[/b] Player’s Handbook, pg. 324
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
[img]https://i.imgur.com/C7I5wnN.png[/img]
Any available animals that are more survivable than a mastiff? A dire wolf (cr 1) or, to upgrade, a spotted lion (cr 3)? Assume an equivalency value of up to 750 GP -- if it helps, I do have speak with animals.
Elephant is CR4 with multi attack for 200 gp. Warhorse is 400gp.
What if we meet in the middle and a tamed beast of CR 2 or less, for 300gp. Acts on your initiative but if ridden have to add saddle cost. No poisoning. Some fantasy precedent for people taming please.
Edit: and to give some viability to warhorse. A trained warhorse can act as an independent mount
I do have Pantom Steed if we need it.
I think only 1 person can ride it at a time though...
[ +- ] Phantom Steed (RITUAL)
Level 3 Illusion| Casting Time: 1 minute or Ritual| Range: 30 feet
Components: V, S| Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Griffin definitely the way to go at CR 2 if you allow it, but that's a monster not an animal. Giant Boar or Giant Elk are the two animals on the CR 2 list and as a small gnome, riding a wild boar (even a giant one) makes more sense than a giant elk (too tall).
Freyr rode a boar with golden bristles in Norse Mythology.
Backstory:
Utu Tere, known to most simply as "Hai", walks the dusty roads of the world with a gambler’s smile and a warrior’s presence. Once a proud samurai in the service of a now-fallen daimyo, Utu has long since traded honour-bound duels for the roll of dice and the crack of gunfire. When his lord was betrayed and his clan scattered, Utu chose not to die in vain like many of his kin. Instead, he turned to the only other things he’d ever been good at—shooting fast and reading people.
Wielding a sleek firearm forged from eastern craftsmanship and arcane innovation, Ash honed his skill with ruthless precision. He never fires twice if once will do. His blade remains at his side, though rarely drawn—more a memory of who he was than a tool he uses.
Utu makes his coin at tavern tables and saloons, gambling his way across towns, kingdoms, and frontiers. But wherever he goes, children seem to gather around him—drawn by his stoic presence and soft heart. He always keeps a deck of cards in his pocket, not just for poker, but for the intricate sleight-of-hand tricks he’s mastered over the years. He’ll never take a coin from a child, but he’ll take their awe, their laughter, and the brief peace it brings him.
Despite his calm demeanour, Utu is a storm waiting behind the clouds. He’s slow to anger—he’ll offer a drink before a threat—but if a fight starts, he ends it with ruthless, efficient force. His enemies rarely see the second shot.
Some say he’s chasing vengeance. Others say he’s searching for redemption. But Ash doesn’t talk about the past—he just walks the road ahead, letting fate deal the cards one hand at a time.
Personality Traits:
May speak to often, and his wisdom lost in words.
I never cheat at cards. I don't need to.
Ideals:
Honor in the Shadows: Even without a master, I live by a code—protect the innocent, punish the wicked, never strike first in anger.
Freedom: No man commands me. My path is mine alone.
Bonds:
The sword at my hip. I’ll raise it in honour again . . . one day.
There’s a small carved charm given to me by a child I once saved. It reminds me who I really am.
Flaws:
I don’t forgive betrayal. Ever.
I gamble to forget, and sometimes I forget to stop gambling.
How about going animal and the boar. Controlled mount and an exotic saddle needed
No problem with exotic saddle, not sure what you mean with "controlled mount" or "animal and boar?" I don't use spells so won't be controlling anything. Relying on having trained it and having speak with animals.
The whole idea isn't central to the character concept, just trying to do something interesting with the 750 gold rather than 15 healing potions. Was also thinking of getting a few hunting traps but they are only 5 gp so that doesn't soak up a lot of gold either.
How about going animal and the boar. Controlled mount and an exotic saddle needed
No problem with exotic saddle, not sure what you mean with "controlled mount" or "animal and boar?" I don't use spells so won't be controlling anything. Relying on having trained it and having speak with animals.
The whole idea isn't central to the character concept, just trying to do something interesting with the 750 gold rather than 15 healing potions. Was also thinking of getting a few hunting traps but they are only 5 gp so that doesn't soak up a lot of gold either.
[ +- ] Controlled/Independant Mount
The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
In contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order and moves and acts as it likes.
Rules are a bit different now in the new books but ultimately, you have it trained enough to follow you general commands without riding it but if you are riding it the only three actions it can take would be Dash, Disengage and Dodge.
Actually, once we get into conflict, the smartest thing to do would be to cut them loose and have them attack on their own but I guess that's not one of the 3 options. But that's more an independent mount. Would a giant elk be able to act as an independent mount? Often seen as elven mounts and the wood elves are the other allied species in my origin story.
I will say, I am going to reserve independant mount as the warhorse. They cost more than what I am saying for the non-PHB mountable beasts/animals and I think they are pretty iconic.
Note: Find Steed for paladins directly stats they are controlled mounts and I think this basically makes it so that Find Steed is still very viable and isn't mechanically worse than a paid for mount other than in one very specific instance (which would have the trade off of being mortal/not able to just easily be resummoned once a day).
She was probably born in the city. Not the forests but just in one of the crumbling outer blocks of the city. She didn't even know who her parents were. Or if they are still alive. She grew up in an orphanage. People called her Vaye. By the time Vaye was old enough to remember anything, she was already fending for herself.
She didn’t look normal. That’s the first thing other kids noticed. Her skin wasn’t just skin. Here and there, scattered across her back, her shoulders, her arms. Faint, dull scales. They didn’t shimmer then. They odd, rough. The orphanage nurse told her to keep as much as possible in isolation. Maybe it was contageous. At least isolation was a good way to avoid being bullied. Kids can be cruel when something doesn’t look right. So she learned to run fast and to lie faster.
As Vaye grew older, the scales changed. They turned golden. Slowly, one by one. And with them came the fire. The magic. She could do things. Magic. Real magic. Fire and phantoms. Ignite and illusion. Illusion helped with the lies.
Vaye then realized that the scales weren’t a curse. They were her her salvation.
Aureya Goldflame was born not long after that. Not born. Made up. Vaye's new persona. The orphan Vaye was no more, but the noble lady Aureya of house Goldflame was. Her father dearest is ailing, of course. Tragic, really. Soon she’ll inherit the estate. The titles. The vaults. But until then, she must remain humble.
None of it is true. There’s no House Goldflame. No dying father. No estate. Aureya lives off charm, illusion, and a very expensive-looking wardrobe that she didn’t pay for. She talks fast and smiles big and acts like she belongs somewhere better than where she is. Because the thing is, the golden scales help make her seem important and expensive. Like she’s got dragon’s blood in her veins or something equally dramatic. She probably does. She has no idea where it comes from, but it doesn’t really matter.
She’s not a hero. Not a villain either. Just someone who clawed her way up from nothing with fire and phantom in her fingers and lies on her lips. And if the world thinks she’s a princess of ignite and illusion? Then a princess she will be.
"The Beautiful Sword
Rivers of blood flow from it
Blooming scarlet buds"
Born to a feudal lords retainers, Cloud was trained as soon as he could walk in the arts of war and social craft.
He completed his primary schooling under the tutelage of Shugenja from the nothern mountains.
His first assignment was as a bodyguard to the Shogun.
After five years of service he distinguished himself by slaying a would be assassin.
He was promoted to the Shinsengumi, and developed his "Most Beautiful Swordstyle."
After one hundred successful duels Cloud was given the epithet "One Hundred Man Slayer" and promoted to be the Shogun's executioner.
After one thousand executions, Cloud was Sainted and granted the Epithet "Yama's Messenger."
Courtly politics shifted, the Muramasa clan was outlawed. Cloud's parents, siblings, and wife were killed by the Shogun's secret police. A plot he discovered to usurp the power of the Shogunate by unbalancing the clans and fomenting civil war.
Cloud now a ronin was stripped of titles and land. He was offered a chance to regain his honor by committing seppuku. He survived by wearing the symbol of the Shogunate declaring any who would dare strike him was declaring war upon the Shogun. Combined with his legendary reputation as a warrior no one stopped him as he fled Edo.
The Ronin Cloud wandered upon the aimless path of "The Dragon in Darkness" his heart set upon killing those responsible for the unjust murder of his clan.
Cloud found himself frequenting the village of Kibamura, working with a widow who was caring for the orphans of the village. Initially he had helped out of a need for forgiveness of his guilty conscience. But soon he developed feelings for the widow and came to view her and the orphans as his family.
While he often roamed the wildnerness, he found himself unable to part from Kibamura for long. Returning with the seasons to care for his beloved and their adopted children. When the call for help came, he cleaned his armor and sword, preparing to defend his new family from the threat.
Personality:
Quiet, brooding, with immense sadness and anger
I carry an immense weight and obligation on my honor.
Ideals:
I live as virtuos, peaceful, and gentle life as possible off the battlefield; for when I draw my sword it brings such ruin that even the Buddha would weep at the sight.
"The existence of a Swordsaint, implies the existence of a Swordsinner."
Bonds:
There are no limits to the length I will go to restore my honor and avenge my family. I would commit every crime, kill every person, and burn the whole of Nippon to the ground to accomplish this.
Flaw:
In my pursuit of justice, I see no difference between right or wrong. Only vengeance remains.
Since we are 10th level and presumably have had a ton of downtime, how would you feel about using some of our cash for an extra skill proficiency. 5e says 250 GP and must find a teacher and take the time to learn tool proficiency or language (skill not mentioned); p. 231 in DMG says DM may allow learning skill proficiencies, etc. in downtime.
I could see spending to get a new skill proficiency or new tool proficiencies. Thinking of adding survival if skills allowed and/or a tool proficiency related to my carpentering skills like woodcarving. Doubt either will come up but having 10+ healing potions feels clunky.
Since we are 10th level and presumably have had a ton of downtime, how would you feel about using some of our cash for an extra skill proficiency. 5e says 250 GP and must find a teacher and take the time to learn tool proficiency or language (skill not mentioned); p. 231 in DMG says DM may allow learning skill proficiencies, etc. in downtime.
I could see spending to get a new skill proficiency or new tool proficiencies. Thinking of adding survival if skills allowed and/or a tool proficiency related to my carpentering skills like woodcarving. Doubt either will come up but having 10+ healing potions feels clunky.
I would like to go this route as well. Like a samurai should be trained in athletics and history.
Since we are 10th level and presumably have had a ton of downtime, how would you feel about using some of our cash for an extra skill proficiency. 5e says 250 GP and must find a teacher and take the time to learn tool proficiency or language (skill not mentioned); p. 231 in DMG says DM may allow learning skill proficiencies, etc. in downtime.
I could see spending to get a new skill proficiency or new tool proficiencies. Thinking of adding survival if skills allowed and/or a tool proficiency related to my carpentering skills like woodcarving. Doubt either will come up but having 10+ healing potions feels clunky.
I would like to go this route as well. Like a samurai should be trained in athletics and history.
And flower arranging. Flower arranging was very important in traditional samurai culture.
Eighty years ago, when the Oni last descended upon the mortal realm like a plague of shadow and flame, the village of Kibamaru became a charnel house. Among the handful of survivors was a young boy—Akari's grandfather—whose world crumbled in a single night of screaming winds and demonic laughter. Orphaned and traumatized, he might have perished alongside his family were it not for one of the village's final defenders, a warrior who pressed an elven arrow into the child's trembling hands before making his last stand.
"Remember," the dying defender had whispered, his blood darkening the sacred shaft. "Every eighty years, they return. Someone must always remember."
The arrow became more than a memento—it was a covenant written in grief and sealed with survivor's guilt. Carved from heartwood blessed by elven moon-singers, its silver fletching still caught light in ways that defied nature, and its obsidian point remained eternally sharp, as if time itself dared not dull its edge.
The Burden of Broken Dreams
Decades later, the boy had grown into a man who carried his trauma like armor, settling in the sprawling city of Yaegaki-machi, far from the cursed ground of his birth. He married, found work as a fletcher, and tried to build a life from the ashes of his childhood. But trauma has a way of echoing through generations.
His son, Ichiro, inherited not his father's resilience but his pain, drowning it in cheap sake until reality became a blur of empty bottles and broken promises. Ichiro's wife, Yuki, sought escape in the smoky dens of the pleasure quarter, where opium dreams offered refuge from a life that had become unbearable. Their daughter, Akari, grew up in the spaces between their addictions—a shadow-child learning to be invisible, to expect nothing, to depend only on herself.
It was the grandfather who raised her, filling the void left by absent parents with stories, archery lessons, and the weight of ancestral duty. In the cramped room above his fletcher's shop, he taught eight-year-old Akari to draw a bow with the same reverence others reserved for prayer.
The Promise That Bound Her Soul
When pneumonia claimed the old man's lungs, his final words were delivered with the intensity of a dying prophet. His gnarled fingers wrapped around the ancient elven arrow, pressing it into Akari's small hands with surprising strength.
"The cycle turns, child," he rasped, his eyes burning with fever and purpose. "Eighty years... the Oni will rise again in Kibamaru. When a stranger comes to you speaking of this tale—this exact tale—you must go. You must help them. Promise me."
The weight of that promise settled on eight-year-old shoulders like a mantle of lead. "I promise, grandfather."
Those were the last words he ever heard.
Forged in Fire and Shadow
With no family to claim her and no inheritance save an ancient arrow, Akari found herself cast into the merciless currents of street life. The city's underbelly swallowed her whole—first as a pickpocket, then as a lookout, gradually ascending the criminal hierarchy through a combination of ruthless pragmatism and an almost supernatural talent for violence.
The Crimson Lotus, one of Yaegaki-machi's most feared criminal organizations, became her surrogate family. But where others sought belonging, Akari found only utility. The arrow became her signature weapon.
Her first assassination contract came at age sixteen—a corrupt merchant who had been skimming from the guild's protection fees. The job was meant to be a test, possibly a suicide mission for an uppity street rat who had grown too confident. Instead, it became legend. The merchant was found in his locked study, a black arrow through his heart, no signs of forced entry, and no witnesses. The impossible had become routine.
The Killer's Craft
Over the next decade, Akari's reputation grew like a dark star. She became the guild's most prized asset, a woman who could kill anyone, anywhere, with surgical precision. Her methods were works of deadly art—arrows that curved around corners as if guided by malevolent spirits, shots made from distances that defied human capability, kills so clean they sometimes went undiscovered for days.
But it was her absolute emotional detachment that truly distinguished her from other killers. She felt no pleasure in the act, no remorse, no connection to her victims. They were simply obstacles to be removed, problems to be solved with keen-edged solutions. The other guild members whispered that she had traded her humanity for skill, that the arrow had cursed her with its elven magic.
Perhaps they were right. Or perhaps a child who had watched her parents destroy themselves with their weaknesses had simply learned that caring led only to pain.
The Evolution of Purpose
By her twenty-fifth year, Akari had accumulated enough wealth, fear, and reputation to walk away from the Crimson Lotus entirely. None dared stop her—not when she could put an arrow through a man's eye from three city blocks away, not when her very presence had become synonymous with inevitable death.
But freedom brought an unexpected challenge: choice. For the first time since her grandfather's death, she could decide her own path. The transition from assassin to bounty hunter wasn't born of morality but of pragmatism. Dead criminals collected bounties just as surely as dead merchants collected fees, and hunting wanted men carried fewer political complications than guild contracts.
Yet something had shifted in her approach. Where once she would have simply killed a target and delivered the body, she now found herself occasionally bringing them in alive when the bounty paid the same. Perhaps it was efficiency. Perhaps it was the first crack in the ice around her heart.
The Silent Arrow of Death
Now known throughout the criminal underworld as Shizukanaru Shi no ya—the Silent Arrow of Death—Akari operates from the shadows of society's margins. She is a woman of twenty-eight years who moves like liquid night, her grandfather's elven arrow always at her side, its presence a constant reminder of promises made and debts unpaid.
Her appearance reflects her dual nature: traditional archer's clothing in muted colors that blend with shadow, modified with hidden armor plates and countless concealed weapons. Her black hair is kept in a practical warrior's knot, her green eyes mesmerizing in their depths that reveal nothing. Most striking is the way she carries herself—not with the swagger of a common killer, but with the quiet confidence of someone who has mastered death itself.
The elven arrow rides in a place of honor at her hip, its ancient wood and silver fletching marking her as something more than just another bounty hunter. Those with the knowledge to recognize elven craftsmanship give her a wider berth, sensing that this weapon—and its wielder—carry stories too dangerous to investigate.
The Approaching Storm
As the eightieth year since the last Oni incursion draws near, Akari continues her work, unaware that cosmic wheels are turning toward the fulfillment of her childhood promise. The arrow at her side grows subtly warmer with each passing day, its elven magic stirring in response to approaching darkness.
Soon, a stranger will speak the words that will transform her from a simple killer into something far more significant: the last hope of a village she has never seen, bound by a promise made to a dying man who understood that some debts transcend death itself.
The cycle is about to complete. The Oni are stirring in their shadowy realm, and Akari—the Silent Arrow of Death—will discover that her grandfather's final gift was not just a weapon, but a destiny that has been waiting patiently for her to claim it.
@valdattaMadun, Would it be possible I could upgrade Akari's trinket (arrow) to an unbreakable arrow as a part of her concept? I can take out a 100 gp for it.
Character sheet submitted. Here are the items I chose:
Longsword of Life Stealing (rare)
Cloak of Protection (uncommon)
Periapt of Wound Closure (uncommon)
Horn of Silent Alarm (common)
Yuriko is an Aasimar searching for her soul. She's young still at 27, but has trained with the sword since she was old enough to hold one. She's seen battle after battle and each time has lost a piece of herself even as she brings great honor to her family. Her mentor, a priest, told her she must leave before she succumbs to the darkness completely.
She humbled herself in front of her daimyo and requested to be released from service. On behalf of her father, a well-respected and high-ranking samurai, the daimyo granted her request on one condition. He knows she is different and does not want her to become a ronin, she has been useful to him and may be useful once again. She will wander and help those who need help. She will bring his name to the people and bring honor to him. When she has found what she is looking for, she will be welcomed back with honor.
Yuriko was the firstborn and was taught early how to fight in case she needed to protect the family while her father was gone. Even at birth, everyone knew she was special as her eyes would sometimes glow. Over the years as she got older, small changes appeared, her eyes would glow more often, her skin would sometimes have a metallic sheen to it, especially when her emotions were high. It was when her tattoos slowly changed from black to various metallic colors that she could no longer ignore that she was truly different from everyone she knew.
A traveling priest unlocked the secret for her, he told her she was a gift from the celestials themselves, an Aasimar. He had only met a handful of others like her, but to her, that was life-changing as she finally knew who she was and his guidance centered her. Her mind quieted and she harnessed her abilities and training. Her moves finally flowing easily and her weapon dancing. She became fearsome on the battlefield and made a name for herself rising through the ranks. Anyone who whispered it was only due to her father's name were quickly silenced, sometimes forever.
Agreeing to her daimyo's condition, she has begun her journey with her mentor's words echoing in her head, as an Aasimar she must find balance and harmony in her life or she will be forsaken. She will not bring dishonor to her family.
Ryojin once traveled the open roads with his family, part of a small but proud merchant caravan. His father—a quiet, honorable man—taught him how to read the stars, negotiate with strangers, and wield a sword only when words failed. Life was simple, filled with campfire laughter and the clatter of wheels on dirt paths.
Until the night the bandits came.
They struck without warning—merciless and hungry for coin. His father stood between the raiders and his family, wielding a curved blade of smoke-colored steel, a weapon that danced with every flick of his wrist. It was called Mist Reaver—an heirloom passed from father to son, meant to protect, not conquer. He died on his feet, protecting those he loved. The boy fought too—but he was only a child. The bandits took everything. His family. The blade. His name.
They left him bleeding beside the ashes of his kin.
That night, a wandering spellblade known only as Master Raelun found him. Raelun was a Bladesinger—a reclusive warrior-philosopher who had long abandoned the world of courts and guilds. He carried no banners, but wielded magic and steel with equal elegance. He took the boy in—not out of pity, but out of purpose.
"If you are to live," Raelun said, "then you must become the edge of your own fate."
Under the master's quiet and exacting tutelage, the boy learned more than just spells and bladework. He learned to control emotion, to perfect motion, to sharpen his mind until it could guide blades through air like extensions of thought. He came to believe in balance, in the rhythm of combat as art, and in the serenity of discipline.
But he never forgot the night of fire and blood.
Nor the blade that was stolen.
When he came of age—his blades moving as fluidly as thought—he tracked the surviving bandits down. One by one, he dismantled what remained of their broken circle. And from the last of them, he took back Mist Reaver: a sleek, dark-edged scimitar that bends like smoke with his every motion. Elegant. Lethal. His father's blade once more.
Now, he travels not to seek revenge, but to protect the balance his father died for.
He fights with dozens of blades, but only one bears his name. Mist Reaver.
It was in the quiet days after reclaiming Mist Reaver—when his purpose felt clouded once again—that they came.
A pair of frightened villagers found him on the road outside a ruined shrine. They had heard rumors: of a swordsman who could vanish like mist, and strike with a dozen blades at once. Raiders were threatening their home. Crops had already been burned. Their elders had sent them to beg, not for coin—but for hope.
He listened, silently. Watched the fear in their eyes.
And when they finished pleading, he stood without a word, Mist Reaver already at his side.
"Show me the way."