Table of Contents

Elisia'S Mechanics & Stats D&D 5th


Feats

Background: Eldrich Adept
LV4 Sorc: MetaMagic Adept
LV4 Lock: Observant
LV8 Lock:

Eldrich Invocations

Feat: Eyes of the Rune Keeper
LV2 : Aspect of the Moon
LV2 : Agonizing Blast
LV5 : Ghostly Gaze
LV7 : Improved Pact Weapon
LV9 : -

Vision

Common Sight:1) Yes
Passive Perception: 00
Dark Vision: 0ft
True Sight: 60ft
Tremor Sense: 0ft
Blind Sight: 0ft

Elisia's Inventory

Attunment

Slot 1: Huge Serpent Calling Spear
Slot 2: Beholder's Eye
Slot 3:

Movement

Slithering 20ft
Swimming 40ft
Climbing 0ft
Flying 0ft

Currency

Platinum Gold Silver Copper
0 1025 50 50
Occupation Occupation
Income Lifestyle
+0 GpD -0GpD
Other Expences/Income

-5 G Round of Drinks
-335 G Loaned to Ben for Purchase & Identification
+800 G Reward and Refund for Clearing wolf pack
+235 G Refund for Identified Items
-10 G Given To Ben

GpD = Gold per Day

Equipment

Location Item Stats
Head -
Amulet Emerald Necklace A fine piece of jewelry crafted long ago by a former lover. it holds great sentimental value for Elisa
Cloak Tailored Traveling Cloak A well made cloak, deep blue in colour and finely detailed, its made to last and has many more years of life ahead of it, a prefect candidate for enchantment.
Clothes Silk Ceremonial CoveringsWell made coverings that rest lightly on the body, leaving little to the imagination they offer little in terms of protection, just enough to be decent.
Armour -
Arms/Hands -
Ring 1 -
Ring 2 Moon Ring A silver ring soaked in moonlight, it shows its true beauty when glisening in the moonlight and dulls when hidden. one can't help but think this was a very important to a couple to be a long time ago
Belt -
Tail -
Weapon Huge Serpent Calling Spear 3 D8 Piercing, Ranged, Versatile, Thrown
Gives you the ability to summon two spectral snakes at once when using Serpents of the Deep
A well crafted mage's spear, infused with a focus this weapon acts as both spear and mage focus. its been decorated with a Raven Skull Planchette
Shield/Ammo/Offhand -
Sub-Weapon -

Consumabels

Carrying Capacity Formular =

Total Capacity Current Load Equiped Load
000ibs 000Ibs 000Ibs

Consumables & Useful Items

Item Name Details
Backpack Basic Storage for your items
Bedroll XXL a very large bed roll, custom made to suite Elisa's size.
- -
- -
Rations (x2) Food for the day, not the most lavish meal but enough to survive
Waterskin Containing for water, stay Hydrated
-
Dagger (x2) 1d4 Slashing
A simple dagger, perfect for all cutting or stabbing jobs
-
-

Special Items

Name Detail
Calligrapher Tools
Health Potion x2
Empty Flask x1
Blood Gem x1
Magic Book (unidentified) x1
Moon Ring x1
Beauty Ring x1
Marriege Rings x2
-
-

Misc Items

Item Detail
A Guide to Fawna
-
-
-
-
-
-
-

Serpent Empress Elisia

Yuan-Ti: [4]

Yuan-Ti have a wide spectrum of differing sup-Species. Naga's are very rare creatures resembling great serpents, the purest form of the serpent ilk that Yuan Ti Belong too. they are very rarely ever seen on the mainland of Mor-Thir aside from monsters lurking in dungeons or abandoned ruins. it is unknow how many reside in the nations of Ostrov. Naga's have been seen living in the promised archipelago, far from most nations and people that would see them as mindless monsters.

Physical Appearance

  • Ability Score:
    Your Constitution score increases by 2, and your Charisma score increases by 1.
  • Creature Type:
    Your classified as a Monstrosity and Divine.
  • Lifespan:
    Like humans, Naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a Naga could live well over a century.
  • Alignment:
    Most Naga are either neutral or neutral evil in alignment.
  • Size: [7]
    Your size is Huge. Huge characters have a few things to consider when playing, several restrictions and benefits as listed bellow.
    • Armor: You can’t wear armor made for creatures smaller than you by normal means.
    • Hit Dice: Your Hit Die increases by two steps.
    • Range Self: The area of effect for your features, traits, the properties of magic items you wield, and spells you cast that have a range of self is reduced by 5 feet in all dimensions (to a minimum of 5 feet).
    • Extra Avaling Arms: Weapons designed for Medium creatures are useless to you being far too small to use effectively. Weapons must be designed to be used by a larger creature such as yourself. Further more you have a 2nd pair of arms that can be used in the same manner.
    • Strength in Size: you gain a +5 to your strength checks, Athletics and saving throws.
    • Cover less: terrain that would grant a medium creature 1/2 or 3/4 cover grants you no cover.
  • Speed:
    Your base Slithering speed is 20ft
  • Languages:
    You can speak, read, and write Common and Draconic.
  • Dark Vision
  • Natural Weapons
    Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.
    • Bite: If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
    • Constrict: If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.
    • Devour:
  • Poison Immunity: You are immune to poison damage and can’t be poisoned.
  • Innate Spellcasting:
    You know the Poison Spray cantrip.
    • You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it.
    • Starting at 3rd level, you can also cast Suggestion with this trait.
  • You can cast it a number of times equal to your proficiency bonus. Charisma is your spellcasting ability for these spells.

Patron Boon
Events transpired, Sacrifices made, and power paid for. Elisia for better or worse has gained power far above a normal mortal affecting her physical appearance and Arcane power. Though not all her newfound abilities are known yet the obvious ones are quick to learn. Classified alike a Demi-Goddess or Patron.

  • Ability Score Boon:
    You gain some additional main stats
  • Classification:
    You gain the Divine classification for abilities or spells used to detect you.
  • Strength in those Eaten:
    Unique ability for Elisia to gain power from those she devourers to a certain limit. To be further detailed with proper mechanics.
  • True Seeing
    You gain true-sight out to 60 feet. A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
  • Divine Resistance:
    You Gain some resistances and Immunities.

Storm Serpent Sorcerer, Elisia

Storm Sorcerer Introduction

As a sorcerer, you gain the following class features.

Hit Points

Proficiencies

Equipment You start with the following equipment, in addition to the equipment granted by your background:

Background: Feature & Details

Short Description of Background


Skill Proficiencies

Languages And/Or Tools

Equipment (If Any)


CLASS Levels

1st Level Storm Sorcerer


Wind Speaker [2]
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic [2]
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

2nd Level Storm Sorcerer


Font of Magic [1]
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points [1]
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. 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.
Sorcery points = Sorcere Level EG: Level 6 = 6 Sorcery points

  • 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. Any spell slot you create with this feature vanishes when you finish a long rest.
  • 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.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

3rd Level Storm Sorcerer


Metamagic [1]
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
    • When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

4th Level Storm Sorcerer


Feat: Meta Magic Adept [3]
Prerequisite: Spellcasting or Pact Magic feature

You've learned how to exert your will on your spells to alter how they function:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

5th Level Storm Sorcerer


Magical Guidance [1]
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

6th Level Storm Sorcerer


Heart of the Storm [2]
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide [2]
At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.


Kraken Warlock Introduction (Multiclassed)

Though a follower of the Kraken, Elisia's own power has influenced the various powers granted to her. Summoning spectral snakes instead of tentacles

Hit Points

Multi-class bonuses
Light armor, simple weapons

MULTI-CLASS Levels

1st Level Kraken Warlock


Serpents of the Deep [3]
At 1st level, you can magically summon a spectral snake that strikes at your foes. As a bonus action, you create a 10-foot-long snake at a point you can see within 60 feet of you. The snake lasts for 1 minute.
When you create the snake, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 3d8.
As a bonus action on your turn, you can move the summoned snakes up to 30 feet and repeat the attack .
You can summon the snake a number of times equal to your proficiency bonus, you can only control a maximum of 4 at once, and you regain all expended uses when you finish a long rest.

Gift of the Sea [3]
Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Grasp of the Serpent Lord [5]
Starting at 1st level, you gain the ability to call forth spectral snakes that wrap & constrict your foes. As an action, pick a point you can see within 60 feet of you. A horde of grasping snakes appears at that point. Creatures of your choice within 10 feet of that point must make a Strength saving throw against your warlock spell save DC. Creatures that fail their saving throws are restrained for 1 minute or until you use this ability again. Creatures restrained can repeat the save at the end of their turns.
You can use this ability a number of times equal to half your proficiency bonus.

2nd Level Kraken Warlock


Eldritch Invocations [1]
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
A level prerequisite in an invocation refers to warlock level, not character level.

Invocation: Aspect of the Moon [2]
Prerequisite: Pact of the Tome feature (Hombrew to waiver this pre-requisite)
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading a Book and keeping watch.

Agonising Blast [2]
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

3rd Level Kraken Warlock


Pact Boon [1]
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade [1]

  • You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

  • You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

4th Level Kraken Warlock


Feat: Observant [1]
Quick to notice details of your environment, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

5th Level Kraken Warlock


Invocation: Ghostly Gaze [1]
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
You can use this invocation a number of times equal to half your proficiency bonus, regaining all expended uses when you finish a short or long rest.2)

6th Level Kraken Warlock


Oceanic Soul [3]
At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, You learn Primordial.

Guardian Coil [3]
At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Inky Escape [5]
At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast Darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no effect on your vision. Once you use this ability, you cannot use it again until you complete a short or long rest.

7th Level Kraken Warlock


Invocation Improved Pact Weapon
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

8th Level Kraken Warlock


Feat: Tough [1]
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points

9th Level Kraken Warlock


Eldrich Invocation

10th Level Kraken Warlock


Grasping Tentacles [3]
Starting at 10th level, You learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Scion of the Depths [5]
Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to summon multiple of your spectral tentacles.

  • You can have six spectral tentacles active at once.
  • you move and attack with all of them as part of the same bonus action, each attack must be rolled for individually

11th Level Kraken Warlock


Mystic Arcanum [1]
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

12th Level Kraken Warlock


Invocation: Life-Drinker [1]
Prerequisite: 12th level, Pact of the Blade feature

  • When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Feat: Spell Sniper [1]
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.

*You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.

13th Level Kraken Warlock


14th Level Kraken Warlock


Fathomless Plunge [3]
When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

  • Fathomless Fury [5]
  • The tentacles slam onto your foes. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Those that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition.

Once you use ones of these features, you can't use either of them again until you finish a short or long rest.


Spellcasting Rules & Details

Type of Spell List you can access

Warlock Spell List

Sorcerer Spell List

Expanded Spell List
The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Create or Destroy Water, Thunderwave
2nd Augury, Gust of Wind
3rd Call Lightning, Water Breathing
4th Control Water, Evard's Black Tentacles
5th Commune With Nature, Cone of Cold

Spell Slot Recovery

Spell Slots
1st 0/0 2nd 0/0 3rd 0/0
4th 0/0 5th 0/0 6th 0/0
7th 0/0 8th 0/0 9th 0/0
Total Cantrips 0
Total Spells 0

Spell Preparation

Spellcasting Scores, DC, Bonus

Ritual Casting

Spellcasting Focus

Spell List

Cantrip Level 1 Level 2 Level 3 Level 4
Mind Sliver Shield Gust of Wind Lightning Bolt Galder's Speedy Courier
Light Arms of Hadar Silence Counter Spell -
Shape Water Creat or Destory water - - -
Eldrich Blast - - - -
Mage Hand - - - -
Chill Touch - - - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -

Bold = Prepared Spell

Custom Spells

Corpse Burst

Scorching Toads

Shocking Maw

Meta Magic

Cantrips

Mind Sliver

Light

Shape Water

Mage Hand

Chill Touch

Eldritch Blast

Level 1 Spells

Shield

Arms of Hadar

Create or Destroy water

Thunderwave

Level 2 Spells

Gust of Wind Source: Player's Handbook

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Silence Source: Player's Handbook

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Level 3 Spells

Lighting Bolt

Thundering Step

Counter Spell

Enemies Abound Source: Xanathar's Guide to Everything

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Level 4 Spells

Galder's Speedy Courier

Summon Arbritration

Storm Sphere

Level 5 Spells

Bigby's Hand Source: Player's Handbook

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Cone of Cold Source: Player's Handbook

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Level 6 Spells

Level 7 Spells

Level 8 Spells

Level 9 Spells


1)
Standard eye sight
2)
Homebrew Alteration