+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+1 | Dexterity | |
+1 | Constitution | |
+7 | Intelligence | |
+3 | Wisdom | |
+3 | Charisma |
+1 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+7 | Arcana | INT | |
+2 | Athletics | STR | |
+3 | Deception | CHA | |
+4 | History | INT | |
+3 | Insight | WIS | |
+3 | Intimidation | CHA | |
+4 | Investigation | INT |
+0 | Medicine | WIS | |
+4 | Nature | INT | |
+0 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+4 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
bow of the violinist | +4 | DEX | 1d10+3+1 | necrotic |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
• (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
Lvl | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | |||||||||
2nd | +2 | Arcane Tradition | 3 | 3 | |||||||||
3rd | +2 | 3 | 4 | 2 | |||||||||
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | ||||||||
5th | +3 | 4 | 4 | 3 | 2 | ||||||||
6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | |||||||
7th | +3 | 4 | 4 | 3 | 3 | 1 | |||||||
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | ||||||
9th | +4 | 4 | 4 | 3 | 3 | 3 | 1 | ||||||
10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | |||||
11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | |||||
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | ||
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Tieflings mature at the same rate as humans but live a few years longer. Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. Size. Tieflings are about the same size and build as humans. Your size is Medium. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. Hellish Resistance. You have resistance to fire damage. Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Infernal.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 255
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
0-level (Cantrip) Abjuration
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range. • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a Candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. 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.
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
PHB
0-level (Cantrip) Transmutation
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
D&D 5e PHB Page 256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
UA Starter Spells
1-level Conjuration
Basic Rules, pg. 252
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Basic Rules, pg. 284
1-level Conjuration
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
PHB: P. 231
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerNecromancy Magic
1-level Necromancy
Basic Rules
1-level Evocation
Aeturna
2-level Evocation
2-level Divination
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Basic Rules, pg. 275
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
PHB: P. 279
2-level Enchantment
Basic Rules, pg. 231
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.
PHB
3-level Abjuration
LLK
3-level Conjuration
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
• A bedroom with a bed, chairs, chest, and magical fireplace
• A study with desks, books, bookshelves, parchments, ink, and ink pens
• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
• A lounge with couches, armchairs, side tables and footstools
• A washroom with toilets, washtubs, a magical brazier, and sauna benches
• An observatory with a telescope and maps of the night sky
• An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
3-level Evocation
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Basic Rules , pg. 274
3-level Evocation
Basic Rules, pg. 222
3-level Divination
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from See Invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Statblocks for your Trinkets, businesses, building, castles, empires.