+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+3 | Strength | |
+2 | Dexterity | |
+2 | Constitution | |
+7 | Intelligence | |
+6 | Wisdom | |
+3 | Charisma |
+2 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+10 | Arcana | INT | |
+3 | Athletics | STR | |
+3 | Deception | CHA | |
+10 | History | INT | |
+3 | Insight | WIS | |
+3 | Intimidation | CHA | |
+4 | Investigation | INT |
+3 | Medicine | WIS | |
+4 | Nature | INT | |
+3 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+4 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quarter Staff | +9 | STR | 1d6+3 | Bludgeoning | |
Melee, versatile 1d8 if 2 hand (simple, staff) | |||||
Scythe | +9 | STR | 1d8+3 | Slashing | |
two handed, melee, reach |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
Weapon Reach, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d8 | Slashing | Reach, Two-Handed |
Cost: 1 gp Weight: 10 lb
DnD 5 SRD
Adventuring Gear Common
Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Cost: 40gp Weight: 12lb
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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Homebrew, https://www.dandwiki.com/wiki/Tiefling,_Variant_(5e_Race_Variant)
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.
Statblocks for companions, followers and other allies.
Miranda
Medium Imp, Being Annoying, Any
Must be loyal to his master.
Super annoying.
Statblocks for your spells.
SRD
0-level (Cantrip) Necromancy
SRD
0-level (Cantrip) Abjuration
SRD
0-level (Cantrip) Enchantment
0-level (Cantrip) Evocation
Ritual - does not require spell slot, takes 10 minutes longerSRD
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Abjuration
0-level (Cantrip) Transmutation
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. • You instantaneously extinguish the flames within the cube. • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. 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. 282
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
SRD
1-level Evocation
SRD
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerphb
1-level Evocation
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Ranged Spell Attack | [roll 3d8] | Choose Damage Type |
---|
PHB
1-level Divination (ritual)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
PHB
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
Base AC | 13 + Dexterity Modifier |
---|
PHB pg 270
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creature: aberrations, celestials, elementals, fey, fiends, and undead The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
PHB
1-level Necromancy
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Ranged Spell Attack | 1d8 | Poison Damage |
---|---|---|
Saving Throw | Constitution | |
Condition | Poisoned |
D&D 5e PHB Page 289
1-level Evocation
A beam of crackling, blue energy lances out towards a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
PHB
1-level Necromancy
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Xanathar's Guide to Everything
1-level Necromancy
You awaken the sense of mortality in one creature you can see within range. A construct or undead is immune to the effect. The target must succeed on a Wisdom Saving throw or become frightened of you until the spell ends. Teh frightened target can repeat the Saving throw at the end of each of its turns, ending the effect on a success.
At higher levels: At Higher Levels. When you cast the spell using a spell slot of 2nd level of higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
SRD
2-level Abjuration
PHB
2-level Transmutation
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
2-level Divination
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Player's Handbook p260
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 p264
2-level Illusion
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
SRD
2-level Transmutation
SRD
2-level Necromancy
SRD
3-level Necromancy
SRD
3-level Divination
SRD
3-level Conjuration
SRD
3-level Abjuration
SRD
3-level Transmutation
SRD
3-level Necromancy
Statblocks for your Trinkets, businesses, building, castles, empires.