+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
+2 | Strength | |
+7 | Dexterity | |
+3 | Constitution | |
+2 | Intelligence | |
+3 | Wisdom | |
+8 | Charisma |
+7 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+5 | Athletics | STR | |
+8 | Deception | CHA | |
+3 | History | INT | |
+9 | Insight | WIS | |
+6 | Intimidation | CHA | |
+3 | Investigation | INT |
+4 | Medicine | WIS | |
+3 | Nature | INT | |
+9 | Perception | WIS | |
+6 | Performance | CHA | |
+6 | Persuasion | CHA | |
+3 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Silvered Rapier | +7 | DEX | 1d8+4 | piercing | |
Light, silvered | |||||
Dagger | +7 | DEX | 1d4+4 | piercing | |
Thrown (20/60ft) | |||||
Hand Crossbow | +7 | DEX | 1d6+4 | piercing | |
Ranged (30/320ft) |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Evocation
SCAG
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
Ritual - does not require spell slot, takes 10 minutes longerPHB, page 267. Available in the SRD and the Basic Rules.
0-level (Cantrip) Transmutation
SCAG
0-level (Cantrip) Conjuration
PHB
0-level (Cantrip) Enchantment
Xanathar's Guide to Everything 5E
1-level Evocation
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
PHB: P. 230
1-level Evocation
PHB p239 (modified)
1-level Evocation
1-level Evocation
SRD
1-level Evocation
SRD
1-level Evocation
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.
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 centred 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.
2-level Enchantment
You create a magical zone that guards against deception in a 15 foot radius sphere centred on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
PHB page 260
2-level Conjuration
3-level Abjuration
3-level Abjuration
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20 foot radius sphere centred on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centred on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Statblocks for your Trinkets, businesses, building, castles, empires.