+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
+3 | Dexterity | |
+5 | Constitution | |
-1 | Intelligence | |
-2 | Wisdom | |
+6 | Charisma |
+2 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+2 | Athletics | STR | |
+5 | Deception | CHA | |
+4 | History | INT | |
+3 | Insight | WIS | |
+8 | Intimidation | CHA | |
+1 | Investigation | INT |
+0 | Medicine | WIS | |
+1 | Nature | INT | |
+0 | Perception | WIS | |
+5 | Performance | CHA | |
+8 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +5 | DEX | 1d4+2 | Piercing | |
Finesse, Light, Thrown | |||||
Dagger | +5 | DEX | 1d4+2 | Piercing | |
Finesse, Light, Thrown | |||||
Boomerang | +2 | STR | 1d4+2 | Bludgeoning | |
Range | |||||
Frost Breath | +7 | CON | 2d6 | Cold | |
Range (25 ft cone) | |||||
Staff | +5 | STR | 1d6+2 | Bludgeoning | |
simple melee | |||||
unarmed strike | +5 | STR | 1+2 | bludgeoning | |
unarmed | |||||
tail spike | +2 | DEX | 2d6+2 | piercing | |
Ranged (30ft/120ft) | |||||
Blood Drain | +5 | STR | 1d6+2 | piercing | |
5ft, temp health based on dmg, Con save or poison till its turn |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Varies
Dueling Blade, One-Handed, Conceal, Finesse, Light, Thrown (20/60)Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Slashing | 20/60ft |
Weapon
Varies
Dueling Blade, One-Handed, Conceal, Finesse, Light, Thrown (20/60)Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Slashing | 20/60ft |
DnD 5e SRD
Adventuring Gear Common
An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d6 | Bludgeoning |
Cost: 5 gp Weight: 4lb
Adventuring Gear
Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be use as a cooking pan and the other as a plate or shallow bowl.
Cost: 0,2 gp
Weight: 1 lb.
Adventuring Gear
Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 pg
Weight: 10Ib
Adventuring Gear
Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 0.5 gp
Weight: 1Ib
Adventuring Gear
Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 0.1 gp
Weight: 10Ib
Adventuring Gear
Common
A waterskin can hold 4 pints of liquid.
Cost: 0.2 gp
Weight: 5Ib
SRD
Ring You gain a +1 bonus to AC and Saving Throws while wearing this ring. Rare (this item requires attunement)
Homebrew
Armor
Rare Conjouration Requires Attunement
When wearing this robe the user gains a minor bonus 1d4 to their mana damageType | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
Homebrew
Wondrous Item
Common Requires Attunement
Armor
Legendary
While wearing the cloak, the wearer can attune their senses to the flows of arcane energy, gaining insight into the magical properties of objects, places, and creatures.This elegant cloak, woven from threads infused with arcane energy, shimmers with a subtle magical aura. When draped over the shoulders, it seems to ripple with the flow of magic, enhancing the wearer's connection to the arcane.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
Armor
Varies
Grants the wearer a +1 bonus to Constitution and increases their maximum hit points by 10A long metal chain connects a crystal in the shape of a heart that glows perpetually whilst the wearer lives.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
The statblocks of your class features
The | Sorcerer | Spell | Slots | Per | Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Levels | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | +2 | 1 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | 4 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | 5 | Magical Guidance (Optional) | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | 8 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | 12 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | +5 | 16 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | 19 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating Spell Slots Chart | |
---|---|
Spell Slot per Level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Homebrew
Level | Spells | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | Mage Hand, Detect Magic, Shield, Alarm, Charm Person | ||||||||||||
2nd | Identify, Levitate, Invisibility, Web, Ray of Enfeeblement | ||||||||||||
3rd | Fly, Counterspell, Elemental Weapon, Major Image, Conjure Minor Elemental | ||||||||||||
4th | Dimension Door, Arcane Eye, Stoneskin, Charm Monster, Control Water | ||||||||||||
5th | Teleportation Circle, Teleport, Modify Memory, Cloudkill, Hold Person | ||||||||||||
6th | Globe of Invulnerability, True Seeing, Mass Suggestion, Planar Binding, Control Flame | ||||||||||||
7th | Mage Armor (upcast), Finger of Death, Conjure Elemental, Teleportation Circle (Ritual), Gate | ||||||||||||
8th | Greater Restoration, Polymorph, True Polymorph, Geas, Word of Recall | ||||||||||||
9th | Foresight, Tenser's Floating Disk, Teleportation Circle (Upcast), Planar Binding (Upcast), Wish | ||||||||||||
Deckmaster Level | Cantrips Known | Spells Known | 1st-Level Slots | 2nd-Level Slots | 3rd-Level Slots | 4th-Level Slots | 5th-Level Slots | 6th-Level Slots | 7th-Level Slots | 8th-Level Slots | 9th-Level Slots | ||
1st | 2 | 2 | 2 | - | - | - | - | - | - | - | - | ||
2nd | 2 | 3 | 3 | - | - | - | - | - | - | - | - | ||
3rd | 2 | 4 | 4 | 2 | - | - | - | - | - | - | - | ||
4th | 2 | 5 | 4 | 3 | - | - | - | - | - | - | - | ||
5th | 2 | 6 | 4 | 3 | 2 | - | - | - | - | - | - | ||
6th | 2 | 7 | 4 | 3 | 3 | - | - | - | - | - | - | ||
7th | 2 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - | ||
8th | 2 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - | ||
9th | 2 | 10 | 4 | 3 | 3 | 3 | - | - | - | - | - | ||
10th | 3 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | ||
11th | 3 | 12 | 4 | 3 | 3 | 3 | 3 | - | - | - | - | ||
12th | 3 | 12 | 4 | 3 | 3 | 3 | 3 | - | - | - | - | ||
13th | 3 | 13 | 4 | 3 | 3 | 3 | 3 | 1 | - | - | - | ||
14th | 3 | 14 | 4 | 3 | 3 | 3 | 3 | 2 | - | - | - | ||
15th | 3 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | - | - | - | ||
16th | 3 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | - | - | ||
17th | 3 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | - | - | ||
18th | 3 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | - | - | ||
19th | 3 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | - | - | ||
20th | 4 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 2 | ||
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Dragon | Damage Type | Breath Weapon |
Black | Acid | 5' by 30' Dex Save |
Blue | Lightning | 5' by 30' Dex Save |
Brass | Fire | 5' by 30' Dex Save |
Bronze | Lightning | 5' by 30' Dex Save |
Copper | Acid | 5' by 30' Dex Save |
Gold | Fire | 15' Cone Dex Save |
Green | Poison | 15' Cone Con Save |
Red | Fire | 15' Cone Dex Save |
Silver | Cold | 15' Cone Con Save |
White | Cold | 15' Cone Con Save |
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules, pg. 221
0-level (Cantrip) Necromancy
Xanathar's Guide to Everything
0-level (Cantrip) Evocation
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
PHB
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Ranged Spell Attack | 1d8 | Cold Damage |
---|
0-level (Cantrip) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).
0-level (Cantrip) Conjuration
PHB
0-level (Cantrip) Evocation
0-level (Cantrip) Necromancy
Basic Rules , pg. 257
1-level Evocation
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.
PHB
1-level Conjuration
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
PHB p231
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB
1-level Enchantment
PHB
1-level Evocation
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerFor the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB
1-level Evocation
PHB page 260
2-level Conjuration
XGtE
2-level Evocation
Xanathar's Guide to Everything
2-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.