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Daniil Dankovsky

3 Level (0/2700 XP for level-up) Noble Background Human Race / Species / Heritage Neutral Alignment
Wizard
Level 3
Hit Dice: 3/3
1d6+1 Class 1

STR
11
+0
DEX
11
+0
CON
13
+1
INT
19
+4
WIS
12
+1
CHA
7
-2
17
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+1 Constitution
+6 Intelligence
+3 Wisdom
-2 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
-2 Deception CHA
+6 History INT
+3 Insight WIS
-2 Intimidation CHA
+6 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
-2 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4 Piercing
 Finesse, Light, Thrown
Staff +4 STR 1d8 Bludgeoning
Attacks

Spell Book

Dagger, Backpack, Clothes Fine, Signet Ring, Spellbook, Staff, Book, Ink (1 ounce bottle), Ink Pen, Parchment (one sheet), Little Bag of Sand, Small Knife

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Common, Deep Speech, Giant, Crossbow, Light, Dagger, Dart, Quarterstaff, Sling

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e PHB

Dagger

Weapon

Common

Finesse, light, thrown

Finesse
When making an attack with a finesse weapon, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft

Cost: 2gp
Weight: 1 lb

The statblocks of your class features

Necromancer

Quick Build: You can make a Necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score as your spell casting and class feature highly dependent on Intelligence, followed by your Constitution or Dexterity.
hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 + Constitution modifier
armor proficiencies: Light Armor, Medium Armor
weapon proficiencies: Simple Weapons
tools: None
saving throws: Intelligence and Wisdom
skills: Choose two from Arcana, History, Insight, Medicine, Perception, Persuasion and Religion
starting equipment:

  • (A) a Quarterstaff, or (B) any simple weapon

  • (A) a Light Crossbow with 20 bolts, or (B) any simple weapon

  • (A) Leather Armor, or (B) Scale Armor

  • (A) a Priest’s Pack, or (B) a Dungeoneer’s Pack

  •  A Necromantic Focus, a spellbook and two Daggers


spellcasting:
Level Cantrips Known 1st level slot 2 3 4 5 6 7 8 9
1 3 2
2 3 3
3 3 4 2
4 4 4 3
5 4 4 3 2
6 4 4 3 3
7 4 4 3 3 1
8 4 4 3 3 2
9 4 4 3 3 2 1
10 5 4 3 3 2 1
11 5 4 3 3 2 1 1
12 5 4 3 3 2 1 1
13 5 4 3 3 2 1 1
14 5 4 3 3 2 1 1
15 5 4 3 3 2 1 1 1
16 5 4 3 3 2 1 1 1 1
17 5 4 3 3 2 1 1 1 1
18 5 4 3 3 2 1 1 1 1
19 5 4 3 3 3 2 1 1 1 1
20 5 4 3 3 3 2 1 1 1 1
  Following Wizard available spells. Spells can only be added if it is written on the spell book. You can prepare spells after every long rest, will require at least 1 hour of preparation time. You can prepared as many spells = Intelligence Modifier + Necromancer Level. Prepared spell must be spells that is equal or lower than your available spell slot.
class features:

Charnel Marks

You have an internal reservoir of necromantic energy that you use to fuel various abilities. This energy is represented as Charnel Marks. Each ability that uses Charnel Marks describes effects that you can create when spending your Marks.   The number of Charnel Marks you have is based on your Necromancer Level, as shown on the Charnel Mark column on the Necromancer Table. The number shown for your level is our Mark maximum. Your Charnel Mark total returns to its maximum number after you finish a short or long rest. The number of Marks you posses cannot go below 0 or above your maximum.  

Mark Limit

Though your power is vast and your mastery over death is absolute, it takes proper training in order to fully tap into your well of dark energy. There is a set limit to how many Charnel Marks you can spend on an ability. This limit is based on your Necromancer Level in the Mark Maximum column on the Necromancer table. For example, a 4th Level Necromancer can spend no more than 3 Charnel Marks on an ability each time you use it; now matter how many Charnel Marks they have.  

Mark Ability

Intelligence is your ability score for your abilities that use your Charnel Marks. You use your intelligence modifier when setting the Saving Throw DC for an ability or when making an attack roll with one   Mark Save DC: 8 + your proficiency bonus + your Intelligence modifier   Mark Attack Modifier: your proficiency bonus + your Intelligence modifier  

Skeletal Minion

Starting when you choose the Necromancer Class at 1st level, you have learned to breathe life anew into a fallen enemy.   You may spend a Charnel Mark and target a dead humanoid, when you do so, the skeleton of the creature bursts from its meaty shell and rises to serve you, its new master as Skeletal Minion.    

Reaper’s Grip

When your reach level 2 in the Necromancer class, you have learned to siphon life from your foes to fuel yourself and your allies.   As an action, you may spend one Charnel mark and target one creature you can see within 60 feet. That creature must make a Constitution saving throw or take 1d4 + your Intelligence modifier in Necrotic damage. If the attack deals damage, you may then select a friendly creature within the ability’s range and restore hit points to them equal to the damage dealt. Undead creatures created by you that are healed are instead healed as if you dealt maximum damage against your original target.   You may spend additional Charnel Marks on this ability to increase its power. For each additional Mark channeled into the casting of this ability, the damage you deal is increases by an additional 1d4.  

Undying Path

As a Necromancer gains in power, they attune themselves to a certain aspect of the dark art. This attunement leads to one of three possible specializations. At 3rd Level, you choose an Undying Path from the Dark Summoner, the Vile Apothecary, or the Hex Knight. Your Path gives you additional abilities at 3rd, 6th, 11th, 16th, and 20th levels.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra Attack

When you reach 5th level, you may make an additional attack when taking the Attack Action. On the other hand, you can use your Reaper’s Grip ability to target 2 enemy or doing the same attack on the single enemy, and heal two allies or one ally two times, using one damage roll for both enemy targets, consuming only 1 Charnel mark. Alternatively, you can make 1 attack and take the extra action to use your Reaper's Grip (vise versa) consuming only 1 Charnel mark. Empowered Reaper's Grip will require additional Charnel Mark for each Reaper's Grip used and MUST Empowered all Reaper's Grip used in Extra Attack. Example: If 1 normal attack with 1 Empowered Reaper's Grip increasing the damage by 1 additional die, will cost 1 Charnel mark for the usage and 1 more for the empowered. If using a single Reaper's Grip to target 2 enemy, and empowered it by increasing the damage by 1 additional die, will cost 1 Charnel mark for the usage and 1 for each enemy target (including the same enemy target twice) to a total of 3 Charnel Mark.

Command Undead

When you reach 7th level, you gain the ability to exert your will over all undead that you see. As an action you may spend Charnel Marks equal to the Challenge Rating of the creature you are attempting to control (Minimum of 1). If you don not have enough Charnel Marks, the creature’s CR is too high for your level, or if that creature passes a Charisma Saving throw, this attempt will fail. You do not expend Marks used in a failed attempt. If this attempt succeeds, you may immediately command that creature to move and take an action. At 7th level, you may command undead up to a CR of 1, that CR increasing to 3 at level 13. At 18th level, there is no CR limit; only the Mark Limit based on your level.  

Bone Carapace

When you reach 9th level, you learn to enhance your defenses with a bulwark of bone. As a bonus action, target a dead creature within 30 feet of you and spend one Charnel Mark. The creature’s bones tear from its corpse and begin to circle around you, giving you 6 temporary hit points. You may spend additional Marks to gain more temporary hit points. For each additional Mark spent, you may target another dead creature and gain an additional 6 temporary hit points. If there are no dead creatures within range, you may instead destroy your Skeletal Minion to gain this benefit.  

Grave Immunity

Starting at 10th Level, when you fall unconscious, you may spend one Charnel Mark on your turn to automatically pass a death saving throw. When you reach 14th Level, you may use your bonus action to spend one Charnel mark and target an unconscious creature within 60 feet of you, erasing one of their failed death saving throws or causing them to pass a saving throw if they have no failures.  

Skeletal Harvest

When you reach 14th level, you no longer need to have a dead creature in range to use your abilities; your materials are summoned forth directly from the Shadowfell. For example, your Skeletal Minion now bursts from the ground as if from an unmarked grave; and your Bone Carapace now tears holes in the fabric of reality to gather bones from the land of the dead.
subclass options:

Dark Summoner

Necromancer that choose to specialize into a Dark Summoner learn to create more powerful forms of undead and may control more undead creatures that the other Archetypes.  

Army of Darkness

Starting when you choose this path at 3rd level, you may control two skeletal minions. When you use your bonus action to command your minion, you may command all your minions.  

Summoning Mastery

Also, at 3rd level, undead creatures that you control gain extra hit points equal to your Proficiency Bonus when created.  

Summoning Augment I

When you reach 6th level, choose two of the following modifiers to add to your skeletal minions.
  • Additional Servant: You may now control up to 3 Skeletal Minions
  • Armor Use: Skeletal minions may now wear light armor
  • Skeletal Mages: Summoning Skeletal Minions now costs 2 Charnel Marks and they may know the Acid Splash, Fire Bolt, Poison Spray, or Ray of Frost cantrip. They use your Mark Attack Modifier for attacks made with these spells. No matter your level, the damage dice for the cantrip never rises.
  • Summoning Resistance: Your Skeletal minions gain resistance to slashing and bludgeoning from non-magic weapons.
  • Weapon Use: Skeletal minions may now use Simple Weapons.
  • Summoning Augment II

    When you reach 11th level, choose one of the following modifiers to your skeletal minions
  • Additional Servant: You may now control up to 3 Skeletal Minions (4 if you chose this modifier at 6th level)
  • Corpse Eruption: When you create your skeletal minion, creatures within 10 feet of the chosen corpse must make a Dexterity saving throw or take 4d6 necrotic damage from the corpse exploding as the skeleton comes forth
  • Skeletal Knight (Requires Armor or Weapon Use): Your Skeletal minions may now wield shields and martial weapons
  • Lich Body

    At 17th level, you gain the following benefits:
  • Resistance to Bludgeoning, Slashing, and Piercing damage from non-magical sources.
  • Instead of being damaged by necrotic damage, you are instead healed by it.
  • Phylactery

    When you reach 20th level; a portion of your soul has been torn from your body and placed in a place of honor in the lands of the dead. You no longer age and do not need to eat, drink, sleep, or breathe to survive; though you may do so if you wish. If you die, there is a 50% chance that you and your equipment will vanish and reappear anywhere on the material plane that you wish 1d10 days later.  

    Vile Apothecary

    The Vile Apothecary focuses on the utilization of the plague and other horrid diseases. They may also summon zombie minions to serve them and act as vessels for their concoctions.  

    Poisoner’s Arsenal

    Starting when you take this archetype at 3rd level, you gain proficiency with Martial Weapons and the Poisoner’s Kit. In addition, you gain resistance to poison damage.  

    Envenomed Weapon

    Also, at 3rd level, you learn how to coat your arsenal with wicked poisons. When you hit with a melee or ranged weapon attack, you may spend Charnel Marks to deal an additional xd4 poison damage with the attack; where ‘x’ stands for how many Marks you spent.  

    Rotting Servant

    At 6th level, you have learned to gently coax the dead to life, allowing your minion to retain the meat on its bones. You now raise Zombie Minion instead of skeletal ones. When your zombie hits with an attack, you may use your Envenomed Weapon ability on that damage as well.  

    Defile

    At 11th level, you gain the ability to desecrate the corpses of the recently fallen with the power of your plague. As an action, you may spend Charnel Marks to target a corpse within 60 feet that has been dead for no more than a week and cause it to erupt in rot. All creatures within 20 feet of the creature must make a Constitution saving throw or take xd12 poison damage; where ‘x’ stands for the number of Marks you spent. If they pass, they take half damage.  

    Create Abomination

    When you reach 17th level, you learn a dark formula for modifying your already disgusting zombie companion. Over the course of a week, you may transform your Zombie Servant into an Abomination of blood and bone. This Abomination counts as your zombie servant and it cannot be healed by any means. Once it is destroyed, you must take the time to create another.  

    Plague Carrier

    At 20th Level, you have adapted to the strains of decay you cultivate and have learned to rend the measures taken by some creatures to shield themselves for rot. You are now immune to poison damage and all disease. In addition, poison damage you deal ignores resistances.  

    Hex Knight

    Unlike other necromancers, the Hex Knight prefers to wade into the frontlines of combat, hacking and slashing with heavier weapons and armor. To augment these martial skills, they also posses an arsenal of curses to lay upon those they fight.  

    Bonus Proficiencies

    Starting when you choose this archetype at 3rd level, you gain proficiency with Heavy Armor, Martial Weapons, and Shields.  

    Hexing Touch

    Also, at 3rd level, you may spend one Charnel Mark to cast the Hex spell at 1st level. Your damage die for this spell is increased to 1d8.  

    Undying Shield

    When you reach 6th level, you can divert fatal blows to your undead servants. When you take damage, you may spend 5 Charnel marks to instead divert the damage to your Skeletal minion.  

    Cursed Existence

    At 11th level, your presence on the field of battle heralds the doom of your foes. As an action you may spend Marks and target a number of creatures within 20 feet equal to the number of Marks Spent. Targeted creatures must make a Wisdom Saving throw or take an extra 2d8 necrotic damage when they next take damage from any source.  

    Sustained by Death

    At 17th level, you become a machine of war, the blood of your cursed enemies fueling your rampages. When a creature takes damage from your Hexing Touch or Cursed Existence features, you regain hit points equal to the damage dealt  

    Ossuary Avatar

    At 20th level, the Hex Knight become an unstoppable force, tearing bones from his enemies as he wades into battle. When you have temporary hit points from the Bone Carapace ability, you gain resistance to all types of damage except for Psychic and Non-Magical Slashing, Piercing, and Bludgeoning damage. Also, when you reduce a creature to zero hit points, you may immediately target that creature with Bone Carapace.
    LevelProficiency BonusCharnel MarksMark LimitFeatures
    1+211Charnel Marks, Skeletal Minion
    2+222Reaper's Grip
    3+233Undying Path
    4+243Ability Score Improvement
    5+355Extra Attack
    6+365Path Feature
    7+376Command Undead (CR 1)
    8+386Ability Score Improvement
    9+497Bone Carapace
    10+4107Grave Immunity (Self)
    11+4107Path Feature
    12+4128Ability Score Improvement
    13+5138Command Undead (CR 3)
    14+6148Skeletal Harvest
    15+5159Grave Immunity (Others)
    16+5169Ability Score Improvement
    17+6179Path Feature
    18+61810Command Mastery
    19+61910Ability Score Improvement
    20+62010Path Feature

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Human

    As explorers and settlers of the known world, humans are one of the most physical diverse group of races. There is no typical human or humanoid. Individuals, may stand from as little as 5 feet, to just under 7 feet tall. They may weight from 120 to 260 pounds, and skin and hair shaes may range from black to milky pale. They might have hair that is curly or straight, and amles often wear facial hair, course of thick. With all that variaty it is not supprising that many humans have non-human blood, revealing hints of anicent giant blood, or mingling with the fey or other lineages magic and mundane. Humans reach adulthood in their late teens and rarely live even a single century.
    ability score increase: +2 to any stat or +1 if using a subrace
    age:
    alignment: Alignments are based on the individual
    Size: Medium
    speed: 20ft per action point
    Languages: Common language of the area
    race features:
    Weak Genology The human bloodlines are weak, and easily influenced by the forces of magic, magical guardyans, and the whims of the gods. Humans suffer disadvantage on any saves for spells that have the transmutation, curse or enchantment keywords.   Adaptable If you play a human pureblood, you gain a +2 racial ability score increase in any ability area you wish. If you choose a human subrace, you instead gain a +1 racial ability score increase in any ability area, plus your subrace +2 in a specified ability area.   Human Ingenuity As settlers in many lands, and builders of complex civilisations and societies, humans are rarely without their own person knacks or skills. At 1st level a human character gains 1 bonus proficency in any skill of their choice.
    Human lands and cultures exist in all parts of the known world. Avid explorers and settlers a humans strengths are in their adaptabilty. They are the true mongrel race, hailing from their lands in the east, yet over centures any millenia spread from place to place. This adaptability is also their flaw, a weak genology and perchant for their cultures wanton uses of magic, has lead to many offshoots of humanoidic races that now populate the world.   In places there are the so called 'beastmen' a line of humans warped by anicent magics rejected by civilisation, and now who multiply and roam the world in semi-nomadic herds. They are wilde, looked down upon, and nearly always underestimated. Then there are Augryn, the bastardisation of men and giants small of mind, but more than making up for that in strength. In some places, Augryn are civilised, while in others they are man-eaters maruding the lands in search of flesh, and who deliet in the sport of 'man-baiting'. Finally there are the Sidhe (Shee), who from fey medling have become bewyched into otherness.   When understanding the human genology, there are four branches:
    • Humanoids - Human and human-kind, purebloods.
    • Ogroids - The shared desendents of Yotan and Human, mixed bloods and halfbreeds
    • Bestiloids - The product of magic gone arwy centuries past, bad polymorph potions, and skinchanger rituals
    • Pixoid - Those humans tricked and bewyched into becoming servants and minions of the fey Courts and powers including; changelings, gangers, dryads, and other such

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Acid Splash

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S
    Duration: Instantaneous
    You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
    At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
    Available for: Artificer, Sorcerer, Wizard

    SRD

    Chill Touch

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: 1 round
    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
    At higher levels: This spell’s damage increases by 1d8 when you reach 5th level 2d8 , 11th level (3d8), and 17th level 4d8 .
    Available for: Sorcerer, Warlock, Wizard

    SRD

    True Strike

    0-level (Cantrip) Divination

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: S
    Duration: up to 1 round
    You point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Level 1 Spells

    Player's Handbook

    Burning Hands

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self (15-foot cone)
    Components: V, S
    Duration: Instantaneous
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
    Available for: Sorcerer, Wizard

    SRD

    Comprehend Languages

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A pinch of soot and salt, or focus
    Duration: 1 hour
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
    Available for: Bard, Sorcerer, Warlock, Wizard

    SRD

    False Life

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A small amount of alcohol or distilled spirits, or focus
    Duration: 1 hour
    Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.
    Available for: Artificer, Sorcerer, Wizard

    SRD

    Ice Knife

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: SM
    Materials: A drop of water, or a piece of ice, or focus
    Duration: instantaneous
    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.
    Available for: Druid, Sorcerer, Wizard

    SRD

    Identify

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: touch
    Components: VSM
    Materials: A pearl worth at least 100 gp and an owl feather
    Duration: instantaneous
    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.
    Available for: Artificer, Bard, Wizard

    SRD

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
    Range/Area: self
    Components: VS
    Duration: 1 round
    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.
    Available for: Sorcerer, Wizard

    Level 2 Spells

    PHB

    Detect Thoughts

    2-level Divination

    Casting Time: 1 action
    Range/Area: Self
    Components: VSM
    Duration: 1 minute, Concentration
    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.
    Available for: Bard, Sorcerer, Wizard

    Statblocks for your Trinkets, businesses, building, castles, empires.

    DnD 5e SRD

    Clothes, Fine

    Adventuring Gear Common

    This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

    Cost: 15gp Weight: 6lb


     

    D

    Signet Ring

    Adventuring Gear Common

    Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

    Cost: 5gp Weight: --


     

    DnD 5e SRD

    Spellbook

    Adventuring Gear Common

    Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

    Cost: 50gp Weight: 3lb


     

    SRD

    Ink (1 ounce bottle)

    Adventuring Gear Common

    Cost: 10gp


     

    SRD

    Ink Pen

    Adventuring Gear Common

    Cost: 2cp


     

    DnD 5e SRD

    Small Knife

    Adventuring Gear Common

    A small knife, typically found in a scholar's pack.


     

    Created by

    sucktoes2015.

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