+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+5 | Intelligence | |
+3 | Wisdom | |
-1 | Charisma |
+4 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+5 | Arcana | INT | |
-1 | Athletics | STR | |
-1 | Deception | CHA | |
+5 | History | INT | |
+1 | Insight | WIS | |
-1 | Intimidation | CHA | |
+3 | Investigation | INT |
+1 | Medicine | WIS | |
+5 | Nature | INT | |
+1 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+3 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Adaga | +4 | DEX | 1d4+2 | piercing/slashing | |
leve, acuidade | |||||
Toque necrótico | +5 | INT | 1d8 | necrótico | |
Faca de gelo | +5 | INT | 1d10+2d6 | perfurante+frio | |
2d6 em área de 1,5 m (SG Dex) | |||||
Bafo de dragão | +5 | INT | 3d6 | alternativo | |
cone de até 5m |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known |
---|---|---|---|
1 | +2 | Spellcasting, Arcane Recovery | 3 |
2 | +2 | Arcane Tradition : Conjuration, Tradition Feature : Conjuration Savant, Tradition Feature : Minor Conjuration | 3 |
3 | +2 | 3 | |
4 | +2 | Ability Score Improvement | 4 |
5 | +3 | 4 | |
6 | +3 | Tradition Feature : Benign Transportation | 4 |
7 | +3 | 4 | |
8 | +3 | Ability Score Improvement | 4 |
9 | +4 | 4 | |
10 | +4 | Tradition Feature : Focused Conjuration | 4 |
11 | +4 | 5 | |
12 | +4 | Ability Score Improvement | 5 |
13 | +5 | 5 | |
14 | +5 | Tradition Feature : Durable Summons | 5 |
15 | +5 | 5 | |
16 | +5 | Ability Score Improvement | 5 |
17 | +6 | 5 | |
18 | +6 | Spell Mastery | 5 |
19 | +6 | Ability Score Improvement | 5 |
20 | +6 | Signature Spells | 5 |
You start with the following equipment, in addition to the equipment granted by your background:
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - | - | - | - |
2 | 3 | - | - | - | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - | - | - | - |
4 | 4 | 3 | - | - | - | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. Sources: Player's Handbook
Statblocks for your familiars, mounts etc.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Statblocks for race/species of the character.
Skills - You gain proficiency in one skill of your choice. Feat - You gain one feat of your choice.
Languages. Common, one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB pg 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 colored 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.
Basic Rules, pg. 221
0-level (Cantrip) Necromancy
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Player's Handbook
1-level Divination (ritual)
You 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.
PHB
1-level Transmutation
You touch a creature. The creature's jump distance is tripled until the spell ends.
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 |
---|
Basic Rules , pg. 275
1-level Abjuration
Player's Handbook
1-level Conjuration (ritual)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Basic Rules , pg. 257
1-level Evocation
PHB, page 231
1-level Divination (ritual)
For 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 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 Transmutation
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Xanathar's Guide to Everything
1-level Evocation
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 the point where the ice exploded 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.
Xanathar's Guide to Everything
2-level Transmutation
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
PHB
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.