Spellcasting: INT is your spellcasting modifier (Spell Save DC 16, Spell Attack +8)
CANTRIPS
Booming Blade: (Self, 5ft) You brandish the quarterstaff and make a melee attack +7 with it against one creature within 5 feet of you. On a hit, the target becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 2d8 thunder damage, and the spell ends.
Fire Bolt: (120ft) You hurl a mote of fire at a creature or object within range. Make a ranged spell attack +7 against the target. On a hit, the target takes 2d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Lightning Lure: (15ft) The target must succeed on a STR saving throw or be pulled up to 10 feet in a straight line toward you and then take 2d8 lightning damage if it is within 5 feet of you.
Sword Burst: (Self, 5ft) You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a DEX saving throw or take 2d6 force damage.
1ST LEVEL (4 charges)
Burning Hands: (15ft cone) Each creature in a 15-foot cone must make a DEX saving throw. A creature takes [rollable]3d6;{"diceNotation":"3d6","rollType":"damage","rollAction":"Burning Hands","rollDamageType":"fire"}[/rollable 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.
Jim's Magic Missile: (120ft) You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack +7 for each missile. On a hit, a missile deals 2d4 force damage to its target. If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
2ND LEVEL (3 charges)
Scorching Ray: (120ft) 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 +7 for each ray. On a hit, the target takes 2d6 fire damage.
Shatter: (60ft, 10ft radius sphere) Each creature in a 10-foot-radius sphere centered on a point must make a CON saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.
3RD LEVEL (3 charges)
N/A
4TH LEVEL (3 charges)
Phantasmal Killer (C): (120ft) You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a WIS saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
Vitriolic Sphere: (150ft, 2ft radius sphere) You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a DEX saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
5TH LEVEL (2 charges)
Arcane Hand (C): (120ft)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has 20 AC and 62 HP. If it drops to 0 hit points, the spell ends. It has a STR of 26 (+8) and a DEX of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee spell attack +7 for the hand. On a hit, the target takes 4d8 force damage.
Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's STR contested by the STR (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 25 feet. The hand moves with the target to remain within 5 feet of it.
Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6+4.
Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target (whom will get disadvantage on attacks against you). The target can't move through the hand's space if its STR score is less than or equal to 26. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
Shield (1st): (Self) 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.
Counterspell (3rd): You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability INT +4. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Arcane Deflection: When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
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