+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+3 | Dexterity | |
+3 | Constitution | |
+8 | Intelligence | |
+5 | Wisdom | |
+1 | Charisma |
+3 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+8 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+5 | History | INT | |
+5 | Insight | WIS | |
+1 | Intimidation | CHA | |
+8 | Investigation | INT |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+2 | Perception | WIS | |
+1 | Performance | CHA | |
+4 | Persuasion | CHA | |
+5 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Q. Staff | +2 | STR | 1d6/8-1 | B | |
Versatile | |||||
Shortbow | +3 | DEX | 1d6+3 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Abjuration
PHB
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Transmutation
Homebrew
0-level (Cantrip) Transmutation
Basic Rules , pg. 259
0-level (Cantrip) Transmutation
Xanathar's Guide to Everything, pg. 169
0-level (Cantrip) Necromancy
Replacement Series
1-level Abjuration
1-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerYou set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
PHB
1-level Abjuration
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerYou gain the service of a familiar, a spirit that takes an animal form you choose. 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 always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
1-level Abjuration
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
1-level Enchantment
1-level Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
1-level Evocation
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.
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
Replacement Series
2-level Transmutation
Source: Strixhaven: A Curriculum of Chaos
2-level Necromancy
PHB
2-level Evocation
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.
Ranged Spell Attack | 2d6 | Fire Damage |
---|
Xanathar's Guide To Everything, Page 154
2-level Transmutation
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|
4d6 | 5d6 | 6d6 | 7d6 | 8d6 | 9d6 | 10d6 |
PHB
2-level Abjuration
A veil of shadows a nd silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Dexterity (Stealth) Bonus | +10 |
---|
PHB, Page 241
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|
9d6 | 10d6 | 11d6 | 12d6 | 13d6 | 14d6 |
3-level Evocation (ritual)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Basic Rules , pg. 228
3-level Abjuration
Basic Rules , pg. 234
3-level Abjuration
Water Magic
3-level Transmutation (ritual)
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Statblocks for your Trinkets, businesses, building, castles, empires.