Spellcasting modifier: Charisma

Spell save DC: 14

Spell Attack modifier: +6

Cantrips

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.

  • You cause flames to flicker, brighten, dim, or change color for 1 minute.

  • You cause harmless tremors in the ground for 1 minute.

  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

  • You instantaneously cause an unlocked door or window to fly open or slam shut.

  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave.

On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

  • If you hit an Undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

A short piece of copper wire
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.

Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

You manifest a minor wonder, a sign of supernatural power, within range.

  • Ranged spell attack

  • 1d10+3 Force

  • Ranged spell attack

  • 1d8 Necrotic

  • Can't regain HP

  • Undead gets DISADV to you

  • d4 added to one Ability check

  • Point at a person and whisper a message

  • Can respond in whisper

  • WIS save

  • 1d4 Psychic

  • attack DISADV on next turn

1st Level

Evocation1

Casting Time:1 action

Range:30 feet

Target:A creature within range

Components: V S M

A twig from a tree that has been struck by lightning

Duration: ConcentrationUp to 1 minute

Description:

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Enchantment1

Casting Time:1 bonus action

Range:90 feet

Target:A creature that you can see within range

Components: V S M

A petrified eye of a newt

Duration: ConcentrationUp to 1 hour

Description:

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

At Higher LevelsWhen you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your conce⁠ntration on the spell for up to 24 hours.

Evocation1

Casting Time:1 action

Range:Self (15-foot cone)

Target:Self (15-foot cone)

Components: V S

Duration: Instantaneous

Description:

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Evocation1

Casting Time:1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see

Range:60 feet

Target:The creature that damaged you

Components: V S

Duration: Instantaneous

Description:

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.



2nd Level

Evocation2

Casting Time:1 action

Range:120 feet

Target:Targets (one or several) within range

Components: V S

Duration: Instantaneous

Description:

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher LevelsWhen you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Conjuration2

Casting Time:1 bonus action

Range:Self

Target:Self

Components: V

Duration: Instantaneous

Description:

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.



3th Level




Hitpoints: 24 / 24

Temp HP:

AC: 12

Hit Dice: 3 / 3d8

Initiative: d20+1

Alignment: Chaotic Neutral

Alchohol score: 2


Movement

Walking speed: 30ft

Climbing speed: 15ft

Swimming speed: 15ft

Crawling speed: 15ft


Jumping

Long jump: 6ft

High jump: 0ft

Languages: Celestial, Common, Infernal, Abyssal

Armor: Light armor

Weapons: Simple Weapons

Tools:

Other:

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