| +10 | Expertise Bonus | |
| +5 | Proficiency Bonus |
| +0 | Strength | |
| +3 | Dexterity | |
| +3 | Constitution | |
| +9 | Intelligence | |
| +7 | Wisdom | |
| +2 | Charisma |
| +3 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +9 | Arcana | INT | |
| +0 | Athletics | STR | |
| +2 | Deception | CHA | |
| +9 | History | INT | |
| +2 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +9 | Investigation | INT |
| +7 | Medicine | WIS | |
| +4 | Nature | INT | |
| +2 | Perception | WIS | |
| +2 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Quarterstaff | +5 | STR | 1d6 | Bludgeoning | |
| Dagger | +5 | STR | 1d4 | Piercing | |
| Library Card | +0 | STR | |||
| Light Crossbow | +11 | DEX | 1d8+3 | Piercing | |
| Loading, range, two-handed | |||||
The statblocks of your Weapons, armor and other important/magical equipment
DMG
Wondrous Item
Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Cost: 5.000 sp
Weight: 15 lbs
Rafin
Wondrous Item
Very Rare
At first glance, this book appears to be covered in rather old leather with 2 newer leather straps holding the book closed. Upon further investigation, the leather binding on this book is actually human skin. The book contains 100 pages. Each page is an extradimensional space within the covers of the book. The first two pages contains the tools required to harvest samples from the creatures that are to be logged within the book. The tools that are contained within include: a narrow sharp knife for skinning, a small hatchet, a hollow section of dragon bone that has been sharpened for collecting liquid samples, a writing utensil, and goggles that enhance the wearer’s vision to a distance of 3 feet. Each additional set of pages are broken down into 4 sections. Section 1: contains drawings of the creature and the name of that creature Section 2: contains a detailed description of that creature including physical characteristics and how that creature behaves in and out of combat Sections 3: contains small leather straps to hold physical samples from the creature (ex. skin, claws, hair, teeth, etc.) Section 4: contains 8 vials to store liquid samples from the creature (ex. blood, saliva, urine, etc.) Each page of this book behaves as a regular piece of parchment (ex. turning to the next page, physical weight and thickness, etc.) If a page from this book is removed from the binding, the page turns blank and all samples contained within that page are destroyed leaving behind no evidence of its previous contents. Placing this book within an extradimensional space created by a bag of holding, handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the book was placed inside the extradimensional space. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. An individual can use the contents of this book to study the behaviors of each creature contained within to help aid in performing specific skill checks against that creature.
Weight: 1lb
DnD 5e DMG
Wondrous Item
Uncommon requires attunement by a spellcaster Requires Attunement
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
The statblocks of your class features
| The | Wizard | Spell | Slots | Per | Level | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1 | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
| 2 | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
| 3 | +2 | Cantrip Formulas (Optional) | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17 | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Elf, Half-Elf, Dwarf, Gnome, Orc, Half-Orc, Tabaxi, Kobold Races
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
| d6 roll | Cantrip | 1st level | 2nd level |
|---|---|---|---|
| 1 | Dancing Lights | Burning Hands | Alter Self |
| 2 | True Strike | Charm Person | Darkness |
| 3 | Light | Magic Missile | Invisibility |
| 4 | Message | Cure Wounds | Levitate |
| 5 | Spare the Dying | Tasha's Hideous Laughter | Mirror Image |
| 6 | Prestidigitation | Thunderwave | Spider Climb |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Necromancy
Player's Handbook p242
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Abjuration
PHB
0-level (Cantrip) Transmutation
SCAG
0-level (Cantrip) Conjuration
spells of Rafin
1-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Necromancy
SRD
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPlayer's Handbook p277
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
SRD
1-level Evocation
1-level Divination
Xanathar's Guide to Everything 5E
1-level Conjuration
SRD
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
2-level Necromancy
SRD
2-level Divination
SRD
2-level Transmutation
SRD
2-level Evocation
SRD
3-level Necromancy
SRD
3-level Abjuration
SRD
3-level Necromancy
SRD
3-level Necromancy
SRD
3-level Transmutation
SRD
3-level Evocation
SRD
3-level Abjuration
SRD
3-level Enchantment
Player's Handbook p233
4-level Conjuration
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 Force damage, and the spell fails to teleport you.
4-level Evocation
4-level Divination
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Tasha's Cauldron of Everything
4-level Conjuration
Player's Handbook
5-level Necromancy
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Xanathar's Guide to Everything, pg. 153
5-level Necromancy
Player's Handbook
5-level Divination
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
| Knowledge | Save Modifier |
|---|---|
| Secondhand (you have heard of the target) | +5 |
| Firsthand (you have met the target) | 0 |
| Familiar (you know the target well) | -5 |
| Connection | Save Modifier |
| Likeness or picture | -2 |
| Possession or garment | -4 |
| Body part, lock of hair, bit of nail, or the like | -10 |
Player's Handbook
5-level Conjuration
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Player's Handbook , pg. 270
5-level Divination
Player's Handbook
5-level Enchantment
Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
PHB
6-level Necromancy
Xanathar's Guide to Everything
6-level Illusion
XGtE
7-level Evocation
7-level Conjuration
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10 foot cube, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.
“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.
“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.
“Viewed once” is a place you have seen once, possibly using magic.
“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
“On target” means you and your group (or the target object) appear where you want to.
“Off target” means you and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
“Similar area” means you and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
“Mishap” means the spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|---|---|---|---|---|
| Permanent circle | --- | --- | --- | 01-100 |
| Associated object | --- | --- | --- | 01-100 |
| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
| Seen casually | 01-33 | 34-43 | 44-53 | 54-100 |
| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
| Description | 01-43 | 44-53 | 54-73 | 74-100 |
| False destination | 01-50 | 51-100 | --- | --- |
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Weight: 15lb
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