Patrin

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Class Level Readiness Ability To Hit Save
Barbarian 9
Sorcerer 3 Knows Spells (4) CHA (+2) +6 DC 14
Spell Slots:
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Cast Name Casting Time Duration Range More
Cantrip
Dancing Lights 1 action
V S M
1 minute
Concentration
120 feet

Dancing Lights

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Notes: Concentration, up to 1 minute

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 230
Fire Bolt 1 action
V S
Instantaneous
120 feet

Fire Bolt

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 242
Prestidigitation 1 action
V S
Up to 1 hour
10 feet

Prestidigitation

Transmutation Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

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.

(Bard) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 267
Shocking Grasp 1 action
V S
Instantaneous
Touch

Shocking Grasp

Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

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).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 275
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Color Spray 1 action
V S M
1 round
Self (15-foot cone)

Color Spray

1-level Illusion
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V S M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. 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.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 222
Cast Magic Missile 1 action
V S
Instantaneous
120 feet

Magic Missile

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

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.

(Sorcerer) (Wizard)
Source: phb 257
Cast Shield 1 reaction
V S
1 round
Self

Shield

1-level Abjuration
Casting Time: 1 reaction
Range: Self
Components: V S
Duration: 1 round

An invisible barrier of magical force appears and 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.

(Sorcerer) (Wizard)
Source: phb 275
Cast Speak with Animals 1 action R
V S
10 minutes
Self

Speak with Animals

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

(Bard) (Druid) (Paladin) (Ranger)
Source: phb 277
2nd Level check_box_outline_blank check_box_outline_blank Slots
Cast (1) Color Spray 1 action
V S M
1 round
Self (15-foot cone)

Color Spray

1-level Illusion
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V S M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. 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.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 222
Cast (1) Magic Missile 1 action
V S
Instantaneous
120 feet

Magic Missile

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

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.

(Sorcerer) (Wizard)
Source: phb 257
Cast Beast Sense 1 action R
S
1 hour
Concentration
Touch

Beast Sense

2-level Divination (ritual)
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Notes: Concentration, up to 1 hour

(Druid) (Ranger)
Source: phb 217
Cast Scorching Ray 1 action
V S
Instantaneous
120 feet

Scorching Ray

2-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

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.

(Sorcerer) (Wizard)
Source: phb 273
  • Class: Sorcerer - Font of Magic - Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest. Spell Slot Level - Sorcery Point Cost 1st Level - 2 Sorcery Point 2nd Level - 3 Sorcery Point 3rd Level - 5 Sorcery Point 4th Level - 6 Sorcery Point 5th Level - 7 Sorcery Point Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
  • Sub Class: Path of the Totem Warrior - Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.
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