Amaryllis Lili d’Ghallanda

Level 3 Halfling Warlock (Archfey Patron) 3 | Background: House Ghallanda Heir | Alignment: None

Core Stats

  • Armor Class: 11
  • Hit Points: 30 / 30
  • Speed: 30 ft
  • Initiative: +1
  • Proficiency Bonus: +2
  • Senses: Passive Perception 11
  • Languages: Halfling, Sylvan

Ability Scores

STRDEXCONINTWISCHA
10 (+0)12 (+1)14 (+2)10 (+0)12 (+1)17 (+3)

Saving Throws

  • Strength: +0
  • Dexterity: +1
  • Constitution: +2
  • Intelligence: +0
  • Wisdom: +3 (Proficient)
  • Charisma: +5 (Proficient)

Skills

  • Acrobatics: +1 (Passive: 11)
  • Animal Handling: +1 (Passive: 11)
  • Arcana: +0 (Passive: 10)
  • Athletics: +0 (Passive: 10)
  • Deception: +5 (Proficient) (Passive: 15)
  • History: +0 (Passive: 10)
  • Insight: +3 (Proficient) (Passive: 13)
  • Intimidation: +5 (Proficient) (Passive: 15)
  • Investigation: +0 (Passive: 10)
  • Medicine: +1 (Passive: 11)
  • Nature: +0 (Passive: 10)
  • Perception: +1 (Passive: 11)
  • Performance: +3 (Passive: 13)
  • Persuasion: +5 (Proficient) (Passive: 15)
  • Religion: +0 (Passive: 10)
  • Sleight of Hand: +1 (Passive: 11)
  • Stealth: +1 (Passive: 11)
  • Survival: +1 (Passive: 11)

Features & Talents

Archfey Spells

  • Type: Class Feature (Warlock 3 (Archfey))

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.

Warlock LevelSpells
3Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5Blink, Plant Growth
7Dominate Beast, Greater Invisibility
9Dominate Person, Seeming

Brave

  • Type: Species Trait (Halfling)

You have Advantage on saving throws you make to avoid or end the Frightened condition.

Corruption

  • Type: Feature | Usage: 1/2

No description provided.

Eldritch Invocations

  • Type: Class Feature (Warlock 1)

You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description.

Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5.

Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can’t replace an invocation if it’s a prerequisite for another invocation that you have.

When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table.

You can’t pick the same invocation more than once unless its description says otherwise.

Eldritch Invocations: Agonizing Blast

  • Type: Class Feature (Warlock 2)

Prerequisites: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.

Halfling

  • Type: Feature
Ability ScoresSizeSpeed
Small30 ft.

Brave

Halfling Nimbleness

Luck

Naturally Stealthy

Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human child—helps them pass through crowds unnoticed and slip through tight spaces.

Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine. The same gift might contribute to their robust life spans (about 150 years).

Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there’s a crime syndicate like the Boromar Clan in the Eberron setting or a territorial mob of halflings like those in the Dark Sun setting.

Halflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.

Halfling Nimbleness

  • Type: Species Trait (Halfling)

You can move through the space of any creature that is a size larger than you, but you can’t stop in the same space.

House Ghallanda Heir

  • Type: Feature

Thanks to your connections to House Ghallanda, you grew up accustomed to creature comforts, lively conversation, good drink, and delicious food. You might be a charming and witty scion of the house who loves nothing more than a pleasant evening beside a warm hearth. Or you could be a schemer who exploits bonds of trust and friendship to bend others to your will. You might pursue an adventuring career to master the cuisines of other cultures and ages, expand your network of useful contacts, or earn enough money to open your own inn.

  • Ability Scores: Dexterity, Wisdom, Charisma
  • Feat: Mark of Hospitality
  • Skill Proficiencies: Insight and Persuasion
  • Tool Proficiencies: Cook’s Utensils
  • Equipment: Choose A or B: (A) Cook’s Utensils, Fine Clothes, Iron Pot, Lamp, Oil (5 flasks), Perfume, 26 GP; or (B) 50 GP

Luck

  • Type: Species Trait (Halfling)

When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.

Magical Cunning

  • Type: Class Feature (Warlock 2) | Usage: 1/1

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

Mark of Hospitality

  • Type: Feat (Eberron Campaign, Can’t Have Another Dragonmark Feat) | Usage: 1/1

Dragonmark Feat (Prerequisites: Eberron Campaign, Can’t Have Another Dragonmark Feat)

You gain the following benefits.

Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check using Brewer’s Supplies or Cook’s Utensils, you can roll 1d4 and add the number rolled to the ability check.

Innkeeper’s Magic. You always have the Purify Food and Drink and Unseen Servant spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).

When you reach character level 3, you also always have the Calm Emotions spell prepared and can cast it the same way

Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to that feature’s spell list.

Spell LevelSpells
1Goodberry, Sleep
2Aid, Enhance Ability
3Create Food and Water, Leomund’s Tiny Hut
4Aura of Purity, Mordenkainen’s Private Sanctum
5Hallow

Naturally Stealthy

  • Type: Species Trait (Halfling)

You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Pact Magic

  • Type: Class Feature (Warlock 1)

Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description.

Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.

Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.

The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.

If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.

Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.

Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Pact of the Chain

  • Type: Class Feature

You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar’s stat block).

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

Steps of the Fey

  • Type: Class Feature (Warlock 3 (Archfey)) | Usage: 3/3

Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast that spell, you can choose one of the following additional effects.

Refreshing Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.

Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.


Inventory

Weapons

Dagger

  • Quantity: 2 | Weight: NaN lbs | Properties: Finesse, Light, Thrown

Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Sickle

  • Quantity: 1 | Weight: NaN lbs | Properties: Light

Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Equipment & Gear

Bead of Refreshment

  • Quantity: 1 | Weight: NaN lbs | Properties: Magical

This flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.

Big Spoon

  • Quantity: 1 | Weight: NaN lbs

An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Fine Clothes (Equipped)

  • Quantity: 1 | Weight: NaN lbs

Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.

Leather Armor

  • Quantity: 1 | Weight: NaN lbs

No description provided.

Orb

  • Quantity: 1 | Weight: NaN lbs

An Arcane Focus takes a specific form and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

Consumables

Cuisines Ancestrales (Tome1: Ascendance Féérique)

  • Quantity: 1 | Weight: NaN lbs

Un livre détaillé retraçant les principales techniques d’affinage de fromage.

Ink

  • Quantity: 1 | Weight: NaN lbs

Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.

Oil

  • Quantity: 10 | Weight: NaN lbs

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

Tools

Cook’s Utensils

  • Quantity: 1 | Weight: NaN lbs

  • Ability: Wisdom

  • Utilize: Improve food’s flavor (DC 10), or detect spoiled or poisoned food (DC 15)

  • Craft: Rations

Other Loot

a Fey Pumpkin Donut

  • Quantity: 1 | Weight: NaN lbs

Pumpkin donut that magically regenerates itself in its paper cup each day at dawn. Donnée par les Fey lors de ta rencontre dans la jungle, tu as gardé l’objet depuis.

A wooden Apple painted blue

  • Quantity: 1 | Weight: NaN lbs

Wooden apple painted blue

Common Poisonous

  • Quantity: 3 | Weight: NaN lbs | Properties: Magical

Used for Alchemy, Poisoncraft.

Rain Water of the Feywild

  • Quantity: 1 | Weight: NaN lbs

Tiny bottle filled with rainwater collected from the Feywild


Spellcasting

Spellcasting Ability: Charisma (Spell Save DC: 8, Spell Attack Bonus: +5)

Cantrips

Eldritch Blast

  • School: Evocation
  • Casting Time: action
  • Range: 120 ft
  • Components: V, S
  • Duration: inst

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Gray Gaze

  • School: Transmutation
  • Casting Time: bonus
  • Range: 20 ft
  • Components: V, S, M (a pebble with a hole in it)
  • Duration: inst

You turn your gaze on one creature you can see within range. If the target can see your eyes, their body stiffens and cracks as if it were turning to stone. The target must succeed on a Constitution saving throw or take Necrotic damage equal to your Proficiency Bonus and have Disadvantage on the next Dexterity saving throw it makes before the end of its next turn.

Level 1 Spells

Armor of Agathys

  • School: Abjuration
  • Casting Time: bonus
  • Range: self
  • Components: V, S, M (a shard of blue glass)
  • Duration: 1 hour

Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

Arms of Hadar

  • School: Conjuration
  • Casting Time: action
  • Range: self
  • Components: V, S
  • Duration: inst

Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Faerie Fire

  • School: Evocation
  • Casting Time: action
  • Range: 60 ft
  • Components: V, C
  • Duration: 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Find Familiar

  • School: Conjuration
  • Casting Time: hour
  • Range: 10 ft
  • Components: V, S, M, R (burning incense worth 10+ GP, which the spell consumes)
  • Duration: inst

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. 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 obeys your commands.

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.

Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.

Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an 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.

One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Goodberry

  • School: Conjuration
  • Casting Time: action
  • Range: touch
  • Components: V, S, M (a sprig of mistletoe)
  • Duration: 24 hour

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.

Uneaten berries disappear when the spell ends.

Hellish Rebuke

  • School: Evocation
  • Casting Time: reaction
  • Range: 60 ft
  • Components: V, S
  • Duration: inst

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Purify Food and Drink

  • School: Transmutation
  • Casting Time: action
  • Range: 10 ft
  • Components: V, S, R
  • Duration: inst

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Purify Food and Drink

  • School: Transmutation
  • Casting Time: action
  • Range: 10 ft
  • Components: V, S, R
  • Duration: inst

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Sleep

  • School: Enchantment
  • Casting Time: action
  • Range: 60 ft
  • Components: V, S, M, C (a pinch of sand or rose petals)
  • Duration: 1 minute

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.

Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Unseen Servant

  • School: Conjuration
  • Casting Time: action
  • Range: 60 ft
  • Components: V, S, M, R (a bit of string and of wood)
  • Duration: 1 hour

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.

Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Unseen Servant

  • School: Conjuration
  • Casting Time: action
  • Range: 60 ft
  • Components: V, S, M, R (a bit of string and of wood)
  • Duration: 1 hour

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.

Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Level 2 Spells

Aid

  • School: Abjuration
  • Casting Time: action
  • Range: 30 ft
  • Components: V, S, M (a strip of white cloth)
  • Duration: 8 hour

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.

Breath of the Deep

  • School: Conjuration
  • Casting Time: action
  • Range: 120 ft
  • Components: V, S, C
  • Duration: 10 minute

You conjure sea water from the deepest trench to surround a creature that you can see within range. The water seeps into the target’s mouth and around its body, slowly crushing it with the unfathomable weight of the sea. The target takes 3d6 bludgeoning damage and is unable to talk for the duration or use the verbal components of spells.

Calm Emotions

  • School: Enchantment
  • Casting Time: action
  • Range: 60 ft
  • Components: V, S, C
  • Duration: 1 minute

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

  • The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
  • The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.

Calm Emotions

  • School: Enchantment
  • Casting Time: action
  • Range: 60 ft
  • Components: V, S, C
  • Duration: 1 minute

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

  • The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
  • The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.

Enhance Ability

  • School: Transmutation
  • Casting Time: action
  • Range: touch
  • Components: V, S, M, C (fur or a feather)
  • Duration: 1 hour

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Misty Step

  • School: Conjuration
  • Casting Time: bonus
  • Range: self
  • Components: V
  • Duration: inst

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

Misty Step

  • School: Conjuration
  • Casting Time: bonus
  • Range: self
  • Components: None
  • Duration: inst

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

Phantasmal Force

  • School: Illusion
  • Casting Time: action
  • Range: 60 ft
  • Components: V, S, M, C (a bit of fleece)
  • Duration: 1 minute

You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.

An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Level 3 Spells

Create Food and Water

  • School: Conjuration
  • Casting Time: action
  • Range: 30 ft
  • Components: V, S
  • Duration: inst

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

Leomund’s Tiny Hut

  • School: Evocation
  • Casting Time: minute
  • Range: self
  • Components: V, S, M, R (a crystal bead)
  • Duration: 8 hour

A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area.

Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it.

The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.

The spell ends early if you leave the Emanation or if you cast it again.