+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-2 | Strength | |
+3 | Dexterity | |
+1 | Constitution | |
+7 | Intelligence | |
+3 | Wisdom | |
+1 | Charisma |
+14 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+12 | Arcana | INT | |
-6 | Athletics | STR | |
+2 | Deception | CHA | |
+6 | History | INT | |
+8 | Insight | WIS | |
+2 | Intimidation | CHA | |
+12 | Investigation | INT |
+2 | Medicine | WIS | |
+6 | Nature | INT | |
+2 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+9 | Religion | INT | |
+8 | Sleight of Hand | DEX | |
+14 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Claws | +4 | STR | 1d4-2 | Slashing | |
Finesse, light |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e DMG
Wand
Uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Weight: 1 lb
DnD 5e DMG
Wand
Uncommon requires attunement by a spellcaster Requires Attunement
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Weight: 1 lb
Wondrous Item
Uncommon Requires Attunement
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the Magic Missile spell.
Xanathar's Guide to Everything
Wondrous Item
Common Wizard Requires Attunement
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
DMG
Wondrous Item
Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum of 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.
Weight: 15 lb.
TCE
Adventuring Gear
Uncommon Requires attunement by a Wizard Requires Attunement
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus of +1 to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Spells already in the spell book. All spells are written in Raa'sh. Level 1 Spell: Alarm Level 1 Spell: Mage Armor Level 1 Spell: Burning Hands Level 1 Spell: Charm Person Level 1 Spell: Chromatic Orb Level 1 Spell: Color Spray Level 2 Spell: Arcane Lock Level 2 Spell: Alter Self Level 2 Spell: Blindness / Deafness Level 2 Spell: Blur Level 2 Spell: Cloud of Daggers Level 2 Spell: Continual Flame Level 3 Spell: Counterspell Level 3 Spell: Dispel Magic Level 3 Spell: Animate Dead Level 3 Spell: Bestow Curse Level 3 Spell: Blink
Cost: 50,000 cp
Weight: 2 lbs
The statblocks of your class features
Quick to notice details of your environment, you gain the following benefits:
Always on the lookout for danger, you gain the following benefits:
Statblocks for your familiars, mounts etc.
You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Tiny Construct Armor Class: 15 (natural armor) Hit Points: 10 (4d4) Speed: 30ft., climb 30 ft. STR DEX CON INT WIS CHA (-3) (+3) (-4) (+0) (-5) Damage Immunities poison, psychic Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10 Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
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.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
0-level (Cantrip) Enchantment
Player's Handbook p256
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.
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.
SRD
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Transmutation
SRD
1-level Transmutation
1-level Divination
SRD
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Abjuration
SRD
1-level Transmutation
SRD
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Transmutation
SRD
1-level Necromancy
SRD
1-level Abjuration
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerPlayer's Handbook p276
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spell Level | Dice |
---|---|
1 | 5d8 |
2 | 7d8 |
3 | 9d8 |
4 | 11d8 |
5 | 13d8 |
6 | 15d8 |
7 | 17d8 |
8 | 19d8 |
9 | 21d8 |
SRD
1-level Transmutation
SRD
1-level Transmutation
PHB
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
2-level Transmutation
2-level Illusion
SRD
2-level Transmutation
SRD
2-level Transmutation
SRD
2-level Transmutation
SRD
2-level Transmutation
SRD
2-level Transmutation
SRD
2-level Transmutation
EGW
2-level Transmutation
SRD
2-level Transmutation
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 Illusion
Ritual - does not require spell slot, takes 10 minutes longerSRD
2-level Transmutation
SRD
2-level Transmutation
SRD
2-level Transmutation
SRD
2-level Transmutation
SRD
3-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerSRD
3-level Abjuration
SRD
3-level Transmutation
SRD
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerSRD
3-level Transmutation
SRD
3-level Transmutation
SRD
3-level Transmutation
SRD
3-level Transmutation
SRD
3-level Abjuration
SRD
3-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.