+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
+3 | Strength | |
+6 | Dexterity | |
+6 | Constitution | |
+2 | Intelligence | |
+0 | Wisdom | |
+8 | Charisma |
+4 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+4 | Athletics | STR | |
+6 | Deception | CHA | |
+3 | History | INT | |
+3 | Insight | WIS | |
+6 | Intimidation | CHA | |
+3 | Investigation | INT | |
+8 | Undead | INT | |
+8 | Pan Flute | CHA | |
+8 | Flute | CHA | |
+8 | Hand Drum | CHA | |
+5 | Herbalism Kit | INT |
+1 | Medicine | WIS | |
+5 | Nature | INT | |
+1 | Perception | WIS | |
+11 | Performance | CHA | |
+8 | Persuasion | CHA | |
+5 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +6 | DEX | 1d8+3 | Piercing | |
Rune Casting | +6 | STR | |||
Steal Breath | +6 | DEX | 3d6+3 | cold | |
The creature struck can resist having its breath drawn out with a successful DC Con save; otherwise, the target is knocked unconscious by the sudden loss of oxygen |
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.
Evolving Cantrips
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
At higher levels: At 5th Level.
You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.
At 11th Level.
When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.
At 17th Level.
You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration
PHB
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
0-level (Cantrip) Abjuration
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range. • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a Candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.
Basic Rules , pg. 285
0-level (Cantrip) Enchantment
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 magical items, or carry more than 10 pounds.
Basic Rules, pg. 282
1-level Evocation
Basic Rules, pg. 239
1-level Evocation
Basic Rules, pg. 230
1-level Evocation
Basic Rules , pg. 233
1-level Illusion
PHB
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.
PHB
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: 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.
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Player's Handbook
3-level Abjuration
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
3-level Conjuration
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20 . On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Basic Rules , pg. 274
3-level Evocation
Basic Rules , pg. 224
4-level Enchantment
Basic Rules , pg. 266
4-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.