
Component Pouch
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Quarterstaff — 1d6 Bludgeoning, Versatile, Topple
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Arcane eye
Lvl 4, one time use (see player handbook)
Aboleth poison
3 maal. eten: DC14 CON dan disease 1D4 hour while diseased can only breathe underwater. You can willingly fail the test.
- Weapons: Crossbow, Light, Longbow, Longsword, Shortbow, Shortsword
- Saving Throws: Intelligence, Wisdom
- Skills: Arcana, History, Investigation, Perception, Stealth
- Languages: Common, Dwarvish, Elvish, Giant, Orc
Attack with Quarterstaff — +4 to hit, 1d6+1 Bludgeoning
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Cantrips
Message — 120 ft, 1 action
Transmutation cantrip
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.
Shocking Grasp — Self ft, 1 action
Evocation cantrip
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Control Flames — 60 ft, 1 action
Transmutation cantrip
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.
Mage Hand — 30 ft, 1 action
Conjuration cantrip
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds.
1st Level (4 slots)
Mage Armor — Self ft, 1 action
1st-level abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Fog Cloud — 120 ft, 1 action, concentration
1st-level conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Magic Missile — 120 ft, 1 action
1st-level evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Sleep — 90 ft, 1 action
1st-level enchantment
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Chromatic Orb — 90 ft, 1 action
1st-level evocation
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You 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. If the attack hits, the creature takes 3d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Feather Fall — 60 ft
1st-level transmutation
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Find Familiar — 10 ft, ritual
1st-level conjuration
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Alarm — 30 ft, 1 reaction, ritual
1st-level abjuration
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
2nd Level (3 slots)
Hold Person — 60 ft, 1 action, concentration
2nd-level enchantment
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Suggestion — 30 ft, 1 action, concentration
2nd-level enchantment
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.
Invisibility — Self ft, 1 action, concentration
2nd-level illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Scorching Ray — 120 ft, 1 action
2nd-level evocation
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 Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
3rd Level (3 slots)
Glyph of Warding — Self ft
3rd-level abjuration
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Counterspell — 60 ft
3rd-level abjuration
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. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Remove Curse — Self ft, 1 action
3rd-level abjuration
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Fireball — 150 ft, 1 action
3rd-level evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
4th Level (1 slots)
Polymorph — 60 ft, 1 action, concentration
4th-level transmutation
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Arcane Recovery (Wizard)
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Abjuration Savant (School of Abjuration)
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Arcane Ward (School of Abjuration)
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.
Projected Ward (School of Abjuration)
Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Darkvision (High Elf)
You can see in darkness (shades of gray) up to 60 ft.
Keen Senses (High Elf)
You have proficiency in the Perception skill.
Fey Ancestry (High Elf)
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance (High Elf)
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training (High Elf)
You have proficiency with the longsword, shortsword, shortbow, and longbow.
The Abjurer
Mindartis’s artillery — single-target damage when accuracy matters, AoE when enemies cluster. Spell save DC 15 (INT). Spell attack +7. Slots: 4 / 3 / 3 / 1.
Magic Missile Auto-hits, 120ft, force damage. Best at AC 14+ targets and against fire/elemental-resistant foes. Splittable across multiple low-HP targets to clean up.
- 1st: 3 darts 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force(max 15)
- 2nd: 4 darts 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force(max 20)
- 3rd: 5 darts 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force(max 25)
- 4th: 6 darts 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force | 1d4 force + 1 force(max 30)
Chromatic Orb Single-target nuke when AC ≤13 or the target has a known elemental weakness. Ranged spell attack +7, 90ft. Pick acid, cold, fire, lightning, poison, or thunder per cast.
- 1st: 3d8 3d8 fire(max 24)
- 2nd: 4d8 4d8 fire(max 32)
- 3rd: 5d8 5d8 fire(max 40)
- 4th: 6d8 6d8 fire(max 48)
Scorching Ray Single-target damage at AC 13–15, or split across 2–3 mid-AC enemies. Each ray a separate ranged spell attack +7, 120ft. Useless against fire-resistant foes.
- 2nd: 3 rays 2d6 fire | 2d6 fire | 2d6 fire(max 36)
- 3rd: 4 rays 2d6 fire | 2d6 fire | 2d6 fire | 2d6 fire(max 48)
- 4th: 5 rays 2d6 fire | 2d6 fire | 2d6 fire | 2d6 fire | 2d6 fire(max 60)
Fireball 20ft sphere, 150ft, DEX save DC 15. The AoE clear for clusters of 2+ enemies. Ignites flammables.
- 3rd: 8d6 fire (half on save) 8d6 fire(max 48)
- 4th: 9d6 fire (half on save) 9d6 fire(max 54)
Party Synergy
- Dustin’s Hex (WIS disadvantage) stacks with Mindartis’s WIS-save control spells — Hold Person especially. Hex marks the target → Hold Person at DC 15 with disadvantage → paralyzed humanoid, every melee hit within 5ft is an autocrit and smite dice double. Same logic boosts Sleep triage and Suggestion.
- Fireball is the AoE clear neither Don Juan nor Kürbis has — wait for melee to disengage, then drop it on clusters.
- Magic Missile can finish off wounded enemies at range that the front line can’t reach in time, or break enemy concentration with guaranteed damage.
- Zarok’s Aura of Protection (within 10ft, +2 to all saves) keeps Mindartis’s concentration up if he’s running a control spell from the Spells tab.
Campaign Chronicle
Absent: The Tower
Mindartis vanished during the party's final hours in Nightstone. The bloodstone's pull had been growing since Dustin found it in the hag's house — unpredictable, indiscriminate, dragging people into the Ethereal Plane without warning or pattern. One moment the elf was there. The next, the air shimmered, and he was not.
Back with the Party
Mindartis stepped out of the grey shimmer of the Ethereal Plane mid-conversation, as if he had merely left the room for a moment rather than been ripped between realities. He adjusted his cloak. He surveyed his surroundings — a cloud castle, drifting a thousand feet above the road — with the measured calm of someone who had decided, quite firmly, not to give the bloodstone the satisfaction of a reaction.
Thoughts & Reflections
The Peace Treaty
Mindartis knows Lady Velrosa from a couple of years ago. He definitely wants to attend the party and ask her some questions about how things have been since he was gone — especially how it has been between the elves and the humans after he brokered a peace treaty. Peace. Such a fragile thing.