+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+3 | Strength | |
+0 | Dexterity | |
+1 | Constitution | |
+9 | Intelligence | |
+4 | Wisdom | |
-1 | Charisma |
+0 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+3 | Athletics | STR | |
-1 | Deception | CHA | |
+5 | History | INT | |
+4 | Insight | WIS | |
-1 | Intimidation | CHA | |
+9 | Investigation | INT |
+0 | Medicine | WIS | |
+5 | Nature | INT | |
+4 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+5 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Greatsword | +7 | STR | 2d6+3 | Slashing | |
Heavy, Two-Handed | |||||
Sanguine | +10 | INT | 3d6 | Slashing | |
Heavy, Two-Handed |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e PHB
Weapon
Common
Heavy, Two-Handed
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6 | Slashing | 5 ft |
Cost: 50gp
Weight: 6 lb
World of Arafel
Weapon
Legendary Requires Attunement
This sentient weapon has three states of awareness. When found and first attuned to, it begins at Dormant. Dormant:
Sanguine is a sentient weapon, brought to Arafel from another world alongside the Shadowborn exodus. But Sanguine's story began long before that.
Sanguine was once a living being, belong to a religious order of warriors who venrated the aspect of Wrath, a subsect of the Church of Shadow. In life, he had forgone his name to join the order, using a form of hemocraft to empower his rages. Over time his thirst for blood started to become all consuming, and he threw himself into the midst of battle without any care for his well being, or for those around him as long as he was bathed in the vitae of his foes. Such recklessness would eventually lead to his downfall. At the second siege for Umbra, though his efforst aided in repelling those that would invade those ancient walls, he was laid low at last. But death did not grant his soul peace.
Finding himself adrift in the well of souls, his rage and anger abated now, he found himself still with an unending thirst, one that was near consuming. When the Soul Smiths of Umbra sought a new soul to imbue into a blade, Sanguine was quick to offer himself to their works, and was imbued into a blade, turning it a deep crimson, from whence his name came. Paired with another blade, named Mortis, the two were unused for many years, until coming into possession of the Last Lord of Umbra, and served him for many centuries until the great exodus.
With the death of his world, and the Sundering of Arafel, the Last Lord of Umbra found himself a broken man, and sealed his blades away, binding shadow demons to watch over them and prevent the unworthy from wielding them. In time, Sanguine was rescued from his captivity by hired mercanaries, and sold to a merchant. Now, he finds himself bonded to D.E.C.o.Y., another soul bonded to a form that was not originally there's. Time will tell how deep their bond with go.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6 + STR / 1d6 Necrotic | Slashing | 5ft |
DnD 5e PHB
Armor (Medium)
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 15 + Dex modifier (max 2) | Yes |
Cost: 750gp
Weight: 40 lb
Wondrous Item
Uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Homebrew
Spellcasting Focus
Rare
Cast 1 spell at random from 1st - 3rd level.
Wondrous Item
Varies Requires Attunement
While this pearl is on your person, you can use an action to speak its command word and regain expended spell points, using the Rarity Table to determine the amount regained. Once you use the pearl, it can't be used again until the next dawn.Rarity | Spell Points Regained |
---|---|
Uncommon | 3 |
Rare | 5 |
Very Rare | 7 |
Legendary | 9 |
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 |
You start with the following items, plus anything provided by your Background. • (a) a Quarterstaff or (b) a Dagger • (a) a Component pouch or (b) an arcane focus • (a) a Scholar's Pack or (b) an Explorer's Pack • A Spellbook
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power. Cantrips At 1st Level, you know three Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st Level, you have a Spellbook containing six 1st-level Wizard Spells of your choice. Your Spellbook is the repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you're a 3rd-level Wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability Intelligence is your Spellcasting Ability for your Wizard Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Wizard spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier Ritual Casting You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared. Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Wizard Spells. Learning Spells of 1st Level and Higher Each time you gain a Wizard level, you can add two Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
The warlike githyanki and the contemplative githzerai are a sundered people – two cultures that utterly despise one another. The brutal githyanki are trained from birth as warriors, while the githzerai hone their minds to a razor’s edge in their fortresses within Limbo. But before there were githyanki or githzerai, these creatures were a single race enslaved by the illithids.
Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the illithids enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.
The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons – the legendary silver swords with which they cut through their foes. Since winning their freedom from the illithids, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Conjuration
SRD
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Transmutation
Xanathar's Guide to Everything
0-level (Cantrip) Necromancy
PHB
0-level (Cantrip) Transmutation
Xanathar's Guide to Everything
1-level Abjuration
SRD
1-level Transmutation
PHB
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longer1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Evocation
EGW
1-level Transmutation
SRD
1-level Necromancy
SRD
1-level Necromancy
SRD
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerAcquisitions Inc.
1-level Illusion
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
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.
SRD
2-level Enchantment
Valda's Spire of Secrets
2-level Transmutation
Player's Handbook, SRD, Basic Rules
2-level Illusion
SRD
3-level Abjuration
SRD
3-level Transmutation
SRD
3-level Evocation
Cosmetic AMgic
3-level Transmutation
Compendium of Forgotten Secrets - Awakening
3-level Transmutation
SRD
3-level Necromancy
EGW
4-level Evocation
Fizban's Treasury of Dragons p21
4-level Enchantment
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 Psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Spell Level | Dice |
---|---|
4 | 7d6 |
5 | 8d6 |
6 | 9d6 |
7 | 10d6 |
8 | 11d6 |
9 | 12d6 |
Compendium of Forgotten Secrets - Awakening
4-level Illusion
5-level Enchantment
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
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.
XGE
5-level Conjuration
5-level Evocation
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot by 10 foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Based on Player's Handbook
6-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.