+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+0 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
+5 | Charisma |
+0 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+2 | Arcana | INT | |
-1 | Athletics | STR | |
+5 | Deception | CHA | |
+0 | History | INT | |
+3 | Insight | WIS | |
+3 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+1 | Perception | WIS | |
+3 | Performance | CHA | |
+5 | Persuasion | CHA | |
+0 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +2 | DEX | 1d4 | Piercing | |
Finesse, light, thrown (range 20/60) |
level | Spell count | Spells |
---|---|---|
0 | 4/4 | Fire Bolt, Light, Mage Hand, Prestidigitation |
1 | 3/4 | Chaos Bolt, Feather Fall, sleep |
2 | 1/4 | Misty Step |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Number | Effect |
01-02 | Roll on this table at the start of each of your turns for the next minute - ignoring this result on subsequent rolls. |
03-04 | For the next minute - you can see any invisible creature if you have line of sight to it. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you - then disappears I minute later. |
07-08 | You cast Fireball as a 3rd-level spell centered on yourself. |
09-10 | You cast Magic Missile as a 5th-level spell. |
11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd - you shrink. If the roll is even - you grow. |
13-14 | You cast Confusion centered on yourself. |
15-16 | For the next minute - you regain 5 hit points at the start of each of your turns. |
17-18 | You grow a long beard made of feathers that remains until you sneeze - at which point the feathers explode out from your face. |
19-20 | You cast Grease centered on yourself. |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
23-24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. |
25-26 | An eye appears on your forehead for the next minute. During that time - you have advantage on Wisdom (Perception) checks that rely on sight. |
27-28 | For the next minute - all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
31-32 | You are transported to the Astral Plane until the end of your next turn - after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. |
35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd - you get younger (minimum 1 year old). If the roll is even - you get older. |
37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
39-40 | You regain 2d10 hit points. |
41-42 | You turn into a potted plant until the start of your next turn. While a plant - you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points - your pot breaks - and your form reverts. |
43-44 | For the next minute - you can teleport up to 20 feet as a bonus action on each of your turns. |
45-46 | You cast Levitate on yourself. |
47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you - then disappears 1 minute later. |
49-50 | You can't speak for the next minute. Whenever you try - pink bubbles float out of your mouth. |
51-52 | A spectral shield hovers near you for the next minute - granting you a +2 bonus to AC and immunity to Magic Missile. |
53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
55-56 | Your hair falls out but grows back within 24 hours. |
57-58 | For the next minute - any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
59-60 | You regain your lowest-level expended spell slot. |
61-62 | For the next minute - you must shout when you speak. |
63-64 | You cast Fog Cloud centered on yourself. |
65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
67-68 | You are frightened by the nearest creature until the end of your next turn. |
69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
71-72 | You gain resistance to all damage for the next minute. |
73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
77-78 | You cast Polymorph on yourself. If you fail the saving throw - you turn into a sheep for the spell's duration. |
79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
81-82 | You can take one additional action immediately. |
83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85-86 | You cast Mirror Image. |
87-88 | You cast Fly on a random creature within 60 feet of you. |
89-90 | You become invisible for the next minute. During that time - other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
91-92 | If you die within the next minute - you immediately come back to life as if by the Reincarnate spell. |
93-94 | Your size increases by one size category for the next minute. |
95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
97-98 | You are surrounded by faint - ethereal music for the next minute. |
99-100 | You regain all expended sorcery points. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook
0-level (Cantrip) Evocation
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.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
PHB
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Saving Throw | Dexterity |
---|
D&D 5e PHB Page 256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
PHB
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
Xanathar's Guide to Everything
1-level Evocation
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
Player's Handbook
1-level Transmutation
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Basic Rules , pg. 276
1-level Enchantment
PHB
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Statblocks for your Trinkets, businesses, building, castles, empires.