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Elf M age level that is less than or equal to half your mage level
(round up).
6th-Level Medium High Elf Mage Arcane Tradition. Your arcane tradition is evoca-
Armor Class 12
tion. This grants you certain benefits as you level.
Hit Points 38 (6d6 Hit Die)
Proficiency Bonus +2
Potent Cantrip. When a creature is missed by
Speed 30 ft. or succeeds on a saving throw against your evocation
Alignment chaotic good cantrip that deals damage, the creature still takes
Languages Common, Celestial, Draconic, Dwarvish, Elvish, half the damage but suffers no additional effect.
Giant, Goblin, Sylvan, Undercommon Proficiencies. Add your proficiency bonus to
Ability Scores attack rolls you make using daggers, darts, light cross-
Strength 8 (–1) bows, quarterstaffs, and slings. You also add your
Dexterity 14 (+2) proficiency bonus to ability checks made to use your
Constitution 14 (+2) skills (noted in “Skills”), and to your Intelligence and
Intelligence 19 (+4); add proficiency bonus to saves Wisdom saving throws (noted in “Ability Scores”).
Wisdom 12 (+1); add proficiency bonus to saves
You have no proficiency with armor or shields.
Charisma 10 (+0)
Sculpt Spells. When you cast an evocation spell
Attacks that affects other creatures, you can choose a number
Melee Attack: Short sword (+4 to hit; 1d6 + 2 piercing) of creatures equal to the spell’s level + 1. The chosen
Ranged Attack: Longbow (ranged 150 ft./600 ft.; +4 to hit; creatures automatically succeed on their saving
1d8 + 2 piercing)
throws against the spell, and they take no damage if
Spell Saving Throw DC: 14 (12 without a magic focus)
they would normally take half damage from the spell.
Skills (add proficiency bonus to related ability checks)
Arcana, History, Insight, Search
Cantrips
Spellcasting
As a student of arcane magic, you have a spellbook
Light, minor illusion, ray of frost, shocking grasp
containing mage cantrips, which you can cast at will,
Prepared Spells
and more powerful mage spells that you can cast a
Burning hands, charm person, dispel magic, fireball, invisibility, certain number of times per day. Your spellbook ini-
lightning bolt, magic missile
tially contains the spells included with this character.
Equipment Spells per Day. Your mage level determines the
Robes, short sword, longbow (20 arrows), wand, potion of number of mage spells that you can cast of 1st level
healing, healer’s kit, backpack, bedroll, belt pouch, candles or higher. You must complete a long rest to regain any
(5), clothes, component pouch, ink pen, ink, mess kit,
castings—also called spell slots—that you use.
paper (10 sheets), rations (4 days), spellbook, tinderbox,
waterskin, 7 gp, 9 sp.
Spells per Day
Spell Level 1 2 3
Racial Traits Spell Slots 4 3 3
Fey Ancestry: You have advantage on saving
throws against being charmed, and magic cannot put Spell Preparation. Whenever you complete a
you to sleep. long rest, you prepare the list of mage spells that you
Keen Senses. You have advantage on Wisdom can cast. Your list can contain a number of mage
(Perception) checks. spells equal to 1 + your mage level, and the spells can
Low-Light Vision. You can see in dim light as be of any spell level that is available to you (currently
well as you do in bright light. 3rd). This character already has a list of prepared
Proficiencies. Add your proficiency bonus to spells, but you can alter the list each day, choosing
attack rolls you make using long swords, short swords, from among the spells in your spellbook.
shortbows, and longbows (included in “Attacks”). Preparing your spells requires time spent study-
Trance. You do not need to sleep. Instead, you ing your spellbook: at least one minute per spell level
meditate deeply for 4 hours a day. After resting in this for each mage spell you prepare. You don’t have to
way, you gain the same benefit that a human does prepare all your spells at once. If you like, you can
from 8 hours of sleep. prepare some later in the day.
Casting a Prepared Spell. When you cast one
Class Features of your prepared spells, you expend a casting of the
spell’s level or higher. The spell itself is not expended.
Arcane Recovery. Once per day during a short
For example, if you have the 1st-level spells charm
rest, you can regain some of your magical energy by
person and magic missile prepared and have three 1st-
studying your spellbook. You choose expended spell
level castings, you can cast both spells once or one
slots to recover. The spell slots can have a combined
spell twice.
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Magic Ability. Intelligence is your magic ability Duration: 1 hour
for your mage spells. The saving throw DC to resist
one of your spells equals 8 + your Intelligence modi- Choose a living humanoid within range. It must
fier. If you are holding a magic focus—a component make a Wisdom saving throw, and does so with
pouch, orb, rod, staff, wand, or your spellbook—when advantage if you or your companions are fighting it. If
you cast a spell, you add your proficiency bonus to the it fails the saving throw, it is charmed by you until the
spell’s saving throw DC. spell ends or until you or your companions do any-
Rituals. You can cast any mage spell as a ritual if thing harmful to it. The charmed creature regards
you have the spell in your spellbook and the spell has you as a friendly acquaintance.
a ritual version, such as detect magic. To cast a spell as
a ritual, you must add 10 minutes to the spell’s cast-
ing time, during which you undertake a prescribed
Detect Magic
ceremony that includes your spellbook. 1st-level divination (ritual)
Casting Time: 1 action
Background: Sage Range: Self
You have spent many years scouring manuscripts, Duration: Concentration, up to 10 minutes
studying scrolls, and listening to the greatest experts
on the subjects that interest you. For the duration, you sense the presence of magic
Researcher. When you attempt to learn or recall within 25 feet of you. If you sense magic, you can
a piece of lore, if you do not know that informa- use your action to see a faint aura around any visible
tion, you often know where and from whom you creature or object in the area that bears magic, and
can obtain it. Usually, this information comes from you learn its school of magic, if any.
a library, scriptorium, university, or a sage or other The spell can penetrate most barriers, but it is
learned person or creature. Your DM might rule that blocked by 1 foot of stone, 1 inch of common metal, a
the knowledge you seek is secreted away in an almost thin sheet of lead, or 3 feet of wood or dirt.
inaccessible place, or that it simply cannot be found.
Unearthing the deepest secrets of the universe can
require an adventure or even a whole campaign. Dispel Magic
3rd-level abjuration
Spells Casting Time: 1 action
You have the following spells and cantrips available. Range: 100 feet
Duration: Instantaneous
Burning Hands
1st-level evocation Choose one creature, object, or magical effect within
Casting Time: 1 action range. Any spell of 2nd level or lower on the target
Range: Self ends. For each spell of 3rd level or higher on the
Duration: Instantaneous target, make an ability check using your magic ability.
The DC equals 10 + the spell’s level. On a successful
As you hold your hands with thumbs touching and check, the spell ends.
fingers spread, a thin sheet of flames shoots forth
from your outstretched fingertips. Each creature in a Flaming Sphere
15-foot cone must make a Dexterity saving throw. A 2nd-level conjuration
creature takes 3d6 fire damage on a failed save, and
half as much damage on a successful one. Casting Time: 1 action
The fire ignites any flammable objects in the area Range: 50 feet
that are not being worn or carried. Duration: Concentration, up to 1 minute
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the damage increases Choose an unoccupied space within range. A 5-foot-
by 1d6 for each level above 1st. diameter sphere of fire appears there and lasts for the
duration.
Charm Person Any creature that starts its turn within 5 feet of
1st-level enchantment the sphere must succeed on a Dexterity saving throw
or take 2d6 fire damage (half damage on a successful
Casting Time: 1 action save).
Range: 25 feet As an action, you can move the sphere up to 30
feet. You may direct the sphere over barriers up to 5
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feet tall and jump it across pits up to 10 feet wide. The You learn the properties of a magic item of your
sphere ignites flammable objects, and it emits bright choice within range. If the item has any special lore
light in a 20-foot radius and dim light for an addi- associated with it, you learn that lore as well.
tional 40 feet. Material Components: An infusion that includes
At Higher Levels: When you cast this spell using a wine, an owl feather, and crushed pearl
spell slot of 3rd level or higher, the damage increases
by 1d6 for each level above 2nd.
Material Components: A bit of tallow, a pinch of
Invisibility
brimstone, and a dusting of powdered iron. 2nd-level illusion
Casting Time: 1 action
Fireball Range: Touch
3rd-level evocation Duration: 1 hour
Casting Time: 1 action Touch a willing creature. The creature becomes
Range: 100 feet invisible for the duration. The spell ends early if the
Duration: Instantaneous creature attacks or casts a spell on anything other
than itself. The spell also ends if you cast it again or if
Choose a point within range. A streak flashes from you use your action to end it.
your pointing finger to that point and then blossoms Material Components: An eyelash encased in a
with a low roar into an explosion of flame. Each crea- bit of gum arabic.
ture in a 20-foot-radius cloud centered on that point
must make a Dexterity saving throw. A creature takes
6d6 fire damage on a failed save, and half as much
Knock
damage on a successful one. 2nd-level transmutation (ritual)
The fire damages objects in the area and ignites
flammable objects that are not being worn or carried. Casting Time: 1 action
At Higher Levels: When you cast this spell using a Range: 50 feet
spell slot of 4th level or higher, the damage increases Duration: Instantaneous
by 1d6 for each level above 3rd.
Material Components: A tiny ball of bat guano Choose an object within range. The object can be a
and sulfur. door, a box, a chest, a set of manacles, a padlock, or
another object that contains a mundane or magical
means that prevents access.
Hold Person A target that is held shut by a mundane lock or
2nd-level enchantment that is stuck or barred becomes unlocked, unstuck, or
unbarred if the DC required to open it is 20 or lower.
Casting Time: 1 action If the object has multiple locks, only one of them is
Range: 100 feet unlocked.
Duration: Concentration, up to 1 minute If you choose a target that is magically locked,
this spell instead suppresses the magical effect for 1
Choose a living humanoid within range that you can minute, during which time the target can be opened
see. The target must succeed on a Wisdom saving and shut normally.
throw or be paralyzed for the duration. When you cast the spell, a loud knock, audible
At the end of each of its turns, the affected target from as far away as 50 feet, emanates from the target
can make another saving throw. On a success, the object.
spell ends.
Material Components: A small, straight piece of
iron.
Light
Evocation cantrip
Identify Casting Time: 1 action
1st-level divination (ritual) Range: Touch
Casting Time: 1 hour Duration: 1 hour
Range: 5 feet
Duration: Instantaneous You touch an object. Until the spell ends, the object
emits bright light in a 20-foot radius and dim light for
an additional 20 feet. The spell ends early if you dis-
miss it (no action required) or cast it again.
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The light can be colored as you like and can be a Wisdom (Perception) check against your spell save
covered by an opaque object. DC.
Material Components: A firefly or a piece of Ghost Sound: You create a sound that originates
phosphorescent moss. from a point of your choice within range. The sound’s
volume can range from a whisper to a scream. It can
be your voice, someone else’s voice, a lion’s roar, a
Lightning Bolt beating of drums, or any other sound you choose. The
3rd-level evocation sound continues unabated throughout the duration,
or you can make discrete sounds at different times
Casting Time: 1 action before the spell ends.
Range: 100 feet Silent Image: You create the image of an object, a
Duration: Instantaneous creature, or some other visible phenomenon at a spot
within range. The illusion does not create sound or
A line of lightning 100 feet long and 5 feet wide any other effect aside from its image. The image must
emanates from you in a direction you choose. Each fit within a 10-foot cube. Any physical interaction
creature in the line must make a Dexterity saving with the image reveals it to be an illusion, because
throw. A creature takes 6d6 lightning damage on a objects pass through it.
failed save, and half as much damage on a successful You can use your action to cause the image to
one. move to any spot within 25 feet of you. As the image
The lightning damages objects in the area and changes location, you can alter its appearance so
ignites flammable objects that are not being worn or that its movements appear natural for the image. For
carried. example, if you create an image of a creature and
At Higher Levels: When you cast this spell using a move it, you can alter the image so that it appears to
spell slot of 4th level or higher, the damage increases be walking as you move it.
by 1d6 for each level above 3rd. Material Components: A bit of fleece.
Material Components: A bit of fur and an amber,
crystal, or glass rod.
Ray of Frost
Evocation cantrip
Magic Missile
1st-level evocation Casting Time: 1 action
Range: 50 feet
Casting Time: 1 action Duration: Instantaneous
Range: 100 feet
Duration: Instantaneous A beam of blue-white light streaks toward a creature
within range. Make a ranged attack roll against that
You create three glowing blue darts of magical force. creature, with a +6 bonus to the attack roll. On a hit,
Each dart hits a creature of your choice within range the target takes 2d8 cold damage, and its speed is
that you can see. A dart deals 1d4 + 1 force damage reduced by 10 feet until your next turn.
to its target. The darts strike simultaneously, and you
can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a Shocking Grasp
spell slot of 2nd level or higher, the spell creates one Evocation cantrip
more dart for each level above 1st.
Casting Time: 1 action
Range: 5 feet
Minor Illusion Duration: Instantaneous
Illusion cantrip
Lightning springs from your hand to deliver a brutal
Casting Time: 1 action shock to a creature within range that you can see.
Range: 25 feet The target must succeed on a Dexterity saving throw.
Duration: 1 minute Otherwise, the target takes 2d8 lightning damage,
and it can’t take reactions until its next turn. A target
You create a ghost sound or a silent image within wearing heavy armor made of metal has disadvan-
range that lasts for the duration or until you dismiss it tage on the saving throw.
(no action required) or cast this spell again. If a crea-
ture uses its action to examine the sound or image,
the creature can determine that it is an illusion with
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Thunderwave
1st-level evocation
Casting Time: 1 action
Range: 15 feet
Duration: Instantaneous
With a loud crack, a wave of thunderous force sweeps
out from you. Each creature in a 15-foot cube origi-
nating from you must make a Constitution saving
throw. On a failed save, a creature takes 2d8 thunder
damage and is pushed 10 feet away from you. On a
successful one, it takes half as much damage and is
not pushed.
In addition, unsecured objects that are completely
within the area of effect are automatically pushed
10 feet away from you by the spell’s effect, and the
spell emits a thunderous boom audible within 300
feet of you.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the damage increases
by 1d8.
Water Breathing
3rd-level transmutation
Casting Time: 1 action
Range: 25 feet
Duration: 8 hours
Choose up to ten willing creatures within range. In
addition to retaining its normal mode of respiration,
each creature can now breathe underwater until the
spell ends.
Material Components: A short reed or piece of
straw.
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