+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+2 | Dexterity | |
+3 | Constitution | |
+8 | Intelligence | |
+5 | Wisdom | |
-1 | Charisma |
+5 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+11 | Arcana | INT | |
-1 | Athletics | STR | |
-1 | Deception | CHA | |
+8 | History | INT | |
+5 | Insight | WIS | |
-1 | Intimidation | CHA | |
+8 | Investigation | INT |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+5 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+5 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quarter staff | +2 | STR | 1d6-1 | bludgeoning | |
Versatile(1d8) |
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.
Player's Handbook p267
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:
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.
Player's Handbook p242
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Abjuration
SRD
0-level (Cantrip) Conjuration
SRD
1-level Necromancy
PHB: P. 219
1-level Enchantment
PHB: P. 220
1-level Evocation
Player's Handbook p233
1-level Illusion
You make yourself - including your clothing, armour, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
SRD
1-level Transmutation
SRD
1-level Abjuration
SRD
1-level Evocation
SRD
1-level Abjuration
SRD
1-level Evocation
SRD
1-level Evocation
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, SRD, Basic Rules
2-level Illusion
SRD
2-level Evocation
SRD
2-level Evocation
SRD
2-level Transmutation
SRD
2-level Enchantment
SRD
3-level Abjuration
SRD
3-level Evocation
SRD
3-level Transmutation
SRD
3-level Evocation
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 Transmutation
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Statblocks for your Trinkets, businesses, building, castles, empires.