Page 3
Page 3
Phase 1 (Tiers 1-4): Local Heroes
Professionals at this stage are still learning to define their own professional characteristics, including the areas they choose to specialize in. But even Level 1 professionals are heroes; they are different from ordinary people. They have outstanding personalities, are highly skilled, and a great mission awaits them.
At the start of their careers, these practitioners use first- and second-level spells, and their supplies are unremarkable. The magical items they can find are mostly common consumables (potions and scrolls), and very few non-common permanent items. Their magic can be very effective in skirmishes, but not enough to change the course of an adventure.
The villagers might entrust their lives, and even the fate of the entire village, to the success or failure of a few inexperienced, low-level professionals. These professionals venture into dangerous areas and haunted church cellars, eager to challenge savage orcs, ferocious wolves, giant spiders, evil cultists, bloodthirsty ghouls, and hired thugs. If they were to face a young dragon, they'd be better off avoiding direct combat.
T2 (Tier 5-10): Heroes of the Realm
Professionals who reach this stage have mastered their basic professional characteristics and continue to improve within this level. They have found their place in the world and begin to actively participate in the crises around them.
Some more focused spellcasters master 3rd-level spells by the start of this phase. Professionals can now take to the air instantly, striking multiple enemies with spells like Fireball and Lightning Bolt, and can even breathe underwater. By the end of this phase, they can master 5th-level spells such as Teleportation Circle, Scrying, Flame Strike, Legend Lore, and Raise Dead. They also begin to acquire more permanent magical items (of both common and rare rarity), which will continue to be useful throughout their careers.
The fate of an entire region may rest on the shoulders of a team of level 5-10 professionals. These professionals venture into terrifying wilderness and ancient ruins, where they will confront savage giants, ferocious multi-headed lizards, fearless golems, evil Primarch serpentmen, insidious demons, bloodthirsty fiends, cunning mind flayers, and drow assassins. With their strength, they may even be able to defeat a young dragon that has just nested but has not yet established a foothold in the surrounding area.
Tier 3 (Levels 11-16): Masters of the Realm
By the time they reach Level 11, professionals have become shining examples of courage and determination—true role models for the world, standing out from the crowd. Professionals at this stage are far more versatile than those at lower levels and can often use appropriate tools to complete specific challenges.
Some dedicated spellcasters can use 6th-level spells by 11th level, some of which can completely alter the world these adventurers interact with. Their magnificent and dazzling spells are incredibly effective in combat, such as Disintegrate, Barrier, and Heal, while more subtle spells like Word of Recall, Find the Path, Contingency, Teleport, and True Seeing can fundamentally change how players approach their adventures. Each subsequent level of spell progression brings a correspondingly powerful boost. Adventurers can discover rare (and extremely rare) magical items and gain correspondingly powerful abilities from them.
A momentous task, one that could determine the fate of the entire kingdom and even the world, falls upon the shoulders of these adventurers. They explore uncharted territories and delve into long-forgotten dungeons, where they encounter terrifying schemers from lower planes, treacherous Rakshasa and Bewitching Demons, and ravenous purple worms. Their abilities are sufficient to confront and even defeat a powerful adult dragon that has established its lair and whose fame has spread far and wide.
Adventurers at this stage leave their mark on the world in various ways, from the impact of their adventures to how they squander their hard-earned treasures, and the legendary tales of their heroic deeds and their well-deserved fame. Professionals at this stage forge pacts with local rulers and build fortresses on their lands. They establish guilds, temples, or legions. They may even disrupt peace between nations, leading to war. Furthermore, their widespread renown attracts exceptionally powerful enemies.
Tier 4 (Levels 17-20): Masters of the World
Upon reaching level 17, the professional possesses superhero-like abilities, and their actions and adventures become legendary tales. Their powers far surpass what ordinary people can even dream of (or are terrifying).
Some dedicated spellcasters at this stage can unleash earth-shattering 9th-circle spells such as Wish, Gate, Storm of Vengeance, and Astral Projection. Professionals are equipped with a number of rare and extremely rare magical items and begin to discover legendary items such as a vorpal sword or a staff of the magi.
Adventures at this level can have far-reaching consequences, potentially determining the fate of millions across the material plane and beyond. These adventurers traverse interdimensional realms, exploring demiplanes and other existential locations, where they confront savage Balrogs, Titans, archdemons, lich archmages, and even the very embodiment of a god. The dragons they encounter are colossal beings, terrifying even in their slumber, and imposingly imposing even when still.
Those who reach level 20 have reached the pinnacle of mortal ability. Their heroic deeds are recorded in history and sung by bards from all nations. Their ultimate destiny is fulfilled. A priest may be taken to heaven to serve as a close advisor to his god. A sorcerer may become the leader of other sorcerers. A mage may unlock the secrets of immortality (or immortality) and spend billions of years exploring the untouched depths of the multiverse. A druid may become one with the earth, transforming into the spirit of a particular place or becoming part of the wilderness. Others may return to their clans or royal families, where they have revered their great ancestors for generations, creating epic masterpieces that will be passed down for millennia, or establishing guilds or orders that inherit the beliefs and dreams of adventurers.
Sorcerer: Cursed Sword
The Hexblade
You have entered into a pact with a mysterious entity from the Shadow Realm—a power, the power subtly revealed in the intelligent magical weapons sculpted from shadow matter.
Among these intelligent weapons, the most famous is a powerful greatsword called Blackrazor, which has traversed the multiverse for countless years.
The shadowy power hidden behind these weapons can grant abilities to sorcerers who form a pact with them.
Most cursed sword sorcerers would imitate these weapons forged in the Fallen Realm to create their own blades.
The remaining option is to forgo using these weapons and instead turn to the shadow magic network linked to the Fallen Underworld to cast spells.
Expanded Spell List
When learning sorcerer spells, your Spellmaster grants you the power to select from the following list of sorcerer spells.
Spellblade Extended Spell Ring
1st
Shield, Wrathful Smite
2nd
Blur, Branding Smite
3rd
Blink, elemental weapon
4th
Phantasmal Killer, Staggering Smite
5th
Banishing Smite, Cone of Cold
Hexblade's Curse
Starting at level 1, you gain the ability to cast a vicious curse on an enemy. As a bonus action, select a visible creature within 30 feet of you; that creature will be cursed for 1 minute. The curse will end prematurely if the target dies, you die, or you become incapacitated. While the curse is active, you gain the following benefits:
• Your damage rolls against cursed targets receive a bonus equal to your proficiency bonus.
• Your attack roll against a cursed target will result in a critical hit if you roll a 19 or 20.
If the cursed target dies, you recover health equal to your Warlock level plus your Charisma modifier (at least 1 point).
Once this feature is used, you cannot use it again until you complete a short or long break.
Hex Warrior
At level 1, you engaged in effective combat training, gaining proficiency in new equipment. You acquired proficiency in medium armor, shields, and military weapons.
Furthermore, your master's influence allows you to magically guide your will through a specific weapon. Each time you complete a long rest, you can touch a weapon you've mastered that doesn't have a two-handed attribute. When you subsequently use this weapon for attack rolls and damage rolls, you can use your Charisma modifier instead of Strength or Dexterity. This buff persists until you complete your next long rest. If you later choose the Blade Pact trait, any contracted weapon you summon with that pact will benefit from this buff, regardless of weapon type.
【Accursed Specter】
Starting at level 6, you can curse the soul of those you kill, briefly binding them to serve you.
When you kill a humanoid creature, you can cause its soul to emerge from its corpse and become a Specter.
When a ghost appears, it immediately gains temporary health equal to half of your sorcerer level.
In battle, the ghost throws first and has its own turn, obeying your verbal commands.
In addition, it gains a special bonus on any attack roll equal to your Charisma modifier (minimum +0).
The ghost will serve you until you complete your next long rest, at which point it will disappear and enter the afterlife.
Once you summon a ghost using this property, you cannot use it again until you complete a long rest.
【Armor of Hexes】
At level 10, your spells have grown into a more powerful force. If a target cursed by your cursed sword hits you on an attack roll, you may immediately use your reaction to throw a d6.
If a 4 or higher is rolled, the attack is considered a miss, regardless of the roll value.
Master of Hexes
Starting at level 14, you can transfer a cursed sword from one slain creature to another.
When a creature cursed by your cursed sword dies, if you are not in the Incapacitated state at the time, you can transfer the curse to another visible creature within 30 feet of you. When you transfer the curse in this way, you cannot recover health from the death of the previously cursed target.
Spell List
trick:
【Eldritch Blast】
[Energy Shaping Trick]
[Casting Time: 1 action]
[Casting Range: 120 feet]
[Duration: Immediate]
A powerful beam of energy is unleashed towards a creature within casting range. This deals a ranged spell attack to the target, inflicting 1d10 force field damage if it hits.
[As you reach higher levels, this spell can create more rays simultaneously: two at level 5, three at level 11, and four at level 17. You can choose whether these rays attack the same target or different targets, and make an attack check for each ray separately.]
------
【Booming Blade】
[Energy Shaping Trick]
[Casting Time: 1 action]
[Casting Range: Self (5-foot radius)]
Duration: 1 round
[You wield the weapon that forms part of the spell, launching a melee attack on a creature within 5 feet of you. If the attack hits, the target will suffer the normal effects of the attack and be enveloped in explosive energy until the start of your next turn. If the target moves 5 feet or more before this point, the spell effect will end immediately and the target will take 1d8 Thunder damage.]
[The damage of this spell increases with your level: At level 5, this melee attack will deal an additional 1d8 Thunder damage, and the damage taken by the target while moving will increase to 2d8. Both damage will increase by another 1d8 at level 11 (2d8 and 3d8), and by another 1d8 at level 17 (3d8 and 4d8).]
------
Mage Hand
[Spells and magic tricks]
[Casting Time: 1 action]
[Casting Range: 30 feet]
Duration: 1 minute
[A floating ghostly hand appears at a point you specify within casting range. The ghostly hand persists until the spell ends, or until you dispel the spell with an action. If the ghostly hand is more than 30 feet away from you, or when you cast the spell again, the existing ghostly hand disappears.]
You can control the Ghost Hand with actions and perform actions using it: you can manipulate an object, open an unlocked door or container, put an item into or take an item out of a container, or pour the contents of a bottle out. Each time you use the Ghost Hand, you can move it up to 30 feet.
This ghostly hand cannot attack, activate magical items, or carry objects weighing more than 10 pounds.
------
【Magic Tricks|Prestidigitation】
[Magic Transformation]
[Casting Time: 1 action]
[Casting Range: 10 feet]
[Duration: Up to 1 hour]
This spell is a novice spell used by beginner casters to practice. You create one of the following magical effects within casting range:
You create an immediate, harmless sensory effect, such as a spark, a gust of wind, faint music, or a strange odor.
You immediately light or extinguish a candle, a torch, or a small campfire.
You can instantly make an object no larger than 1 cubic foot clean or dirty.
You can immediately make a non-living substance no larger than 1 cubic foot cold, warm, or flavor it, with the effect lasting for 1 hour.
You create a stain, a mark, or a sign on an object or surface, and the effect lasts for 1 hour.
You create a non-magical trinket or an image of illusion in your hand, which cannot be larger than the size of your palm. It will remain until the end of your next turn.
If you cast this spell multiple times, you can maintain up to three different non-instantaneous effects simultaneously, and you can dispel one of the effects with a single action.
------
Minor Illusion
[Illusion Tricks]
[Casting Time: 1 action]
[Casting Range: 30 feet]
Duration: 1 minute
[You create an image of a sound or object within the spell's range and maintain it until the spell's duration ends. You can also dispel the illusion with an action or end it by casting the spell again.]
[If you create a sound, its volume can be a whisper or a loud scream. It can be your voice or anyone else's, or the roar of a lion, the sound of a drum, or any other sound you specify. The sound will not diminish during its duration, or you can create several separate sounds at different times before the spell ends.]
If you create an image of an object (such as a chair, muddy footprints, a small box, etc.), the object must not exceed the size of a cube with sides of 5 feet. The image must not have sound, light, smell, or any other sensory effects. Because images can be penetrated by any object, physical interaction with them will reveal their illusory nature.
When a creature investigates a sound or image by its actions, it must make an Intelligence (Investigation) check against the spell saving DC. If the check is successful, it determines that what is before it is an illusion. Illusions appear blurry to creatures that can see through them.
------
First Ring:
【The Fragile Curse | Hex】
[One Ring of Deception]
[Casting Time: 1 minute, Bonus Action]
pertwk