| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| -1 | Strength | |
| -1 | Dexterity | |
| +4 | Constitution | |
| +6 | Intelligence | |
| +4 | Wisdom | |
| +1 | Charisma |
| -1 | Acrobatics | DEX | |
| +4 | Animal Handling | WIS | |
| +8 | Arcana | INT | |
| -1 | Athletics | STR | |
| +1 | Deception | CHA | |
| +6 | History | INT | |
| +2 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +4 | Investigation | INT |
| +2 | Medicine | WIS | |
| +4 | Nature | INT | |
| +2 | Perception | WIS | |
| +1 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| +4 | Religion | INT | |
| -1 | Sleight of Hand | DEX | |
| -1 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
15xManabruchkristall
2x Wein des Lehrenführers
Common, Drakonic, Abyssal, Celestial, Deep Speech
The statblocks of your Weapons, armor and other important/magical equipment
Staff
Uncommon Spellcaster Requires Attunement
Mastery: Topple
Bound into this staff is a level 1 spell. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff's last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
The spell's saving throw DC is 13, and its attack bonus is +5.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1D6 / 1D8 | Bludgeoning |
Cost: 500 GP
Weapon
Common
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light: When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4 | Piercing | Thrown 6-18m |
Cost: 2 gk
Weapon
Common
| Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. | Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
|---|
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d6 | Bludgeoning |
Cost: 2 sk
Tool
Uncommon
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Cost: 25 gk
D&D 5.5e Dungeon Master's Guide
Poison
Varies
A creature subjected to a dose of carrion crawler mucus must succeed on a DC 13 Constitution saving throw, or have the poisoned condition for 1 minute. The poisoned creature also has the Paralyzed condition while poisoned in this way. The creature repeats the save at the end of its turns, ending the effect on a success.
Carrion Crawler Mucus is a secretion produced from a Carrion Crawlers' eight vine like maw tentacles that causes paralysis when in contact with a creature.
Cost: 200 gp
Weight: .5 lbs.
Other
Uncommon
Stellt 1 Mana wieder her.
Ein Bruchstück eines Manakristall. Er kann für simple magische Dinge verwendet werden.
Cost: 2gp
The statblocks of your class features
Origin Feat
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.
When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can't do so again until you finish a Long Rest.
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.
Level 3: Divination Savant
Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Portent
Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.
Durch eine Anomalie beim bilden des Manasturms, teilt sich der Manasturm manchmal in 2 und ermöglich somit das simultane wirken von 2 großen Zaubern.
1x pro long Rest kannst du die 2 Manastürme in deinem inneren gleichzeitig laden und so 2 Zauber die normalerweise eine Aktion benötigen innerhalb einer Runde wirken.
Weitere nutzen müssen noch erforscht werden.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
0-level (Cantrip) Evocation
XGE
0-level (Cantrip) Conjuration
Tasha's Cauldron of Everything
0-level (Cantrip) Enchantment
PHB
1-level Evocation
PHB
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerElemental Evil Player's Companion
1-level Evocation
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Basic Rules (2014)
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.
* - which you take when you or a creature within 60 feet of you falls
D&D Free Rules (2024) - Modified
1-level Enchantment
Each creature of your choice in a 10-foot-radius sphere centered on a point within range must succeed on a Wisdom saving throw or fall unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Creatures that don't sleep, such as elves, or are immune to being charmed automatically succeed on saves against this spell.
Basic Rules (2014)
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerThis spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
SRD
1-level Transmutation
Player's Handbook (2014) - Modified
2-level Transmutation
One creature that you can see within range must succeed on a Constitution saving throw, or it has the blinded or deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
XGE
2-level Divination
PHB 2014
2-level Illusion
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear
Uncommon
A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
Cost: 1 gp
Adventuring Gear
Rare
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Cost: 50 Gk
Poison
Uncommon
A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Cost: 200 GP
Adventuring Gear
Common
A Backpack holds up to 13kg within a 28l space. It can also serve as a saddlebag.
Cost: 2gp
Adventuring Gear
Varies
A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.
Cost: 25 GP
Adventuring Gear
Varies
Ink comes in a 28g bottle, which provides enough ink to write about 500 pages.
Cost: 10 GP
Adventuring Gear
Varies
Using Ink, an Ink Pen is used to write or draw.
Cost: 2 CP
Adventuring Gear
Varies
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 6m of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 1,5m-square area within 1,5m of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.
Adventuring Gear
Varies
One sheet of Parchment can hold about 250 handwritten words.
Cost: 1 SP
Adventuring Gear
Varies
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.
Cost: 5 Sp
Adventuring Gear
Varies
A Pouch holds up to 3kg within a 6l space
Cost: 5 SP
PHB'14
Adventuring Gear
Common
A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
Cost: 1gp
Weight: 4lb.
PHB'14
Weapon
Common
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Cost: 50gp
Weight: 3lb.
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