+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
-1 | Dexterity | |
+4 | Constitution | |
+6 | Intelligence | |
+4 | Wisdom | |
+1 | Charisma |
-1 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+8 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+6 | History | INT | |
+2 | Insight | WIS | |
+1 | Intimidation | CHA | |
+4 | Investigation | INT |
+2 | Medicine | WIS | |
+4 | Nature | INT | |
+2 | Perception | WIS | |
+1 | Performance | CHA | |
+3 | Persuasion | CHA | |
+4 | Religion | INT | |
-1 | Sleight of Hand | DEX | |
-1 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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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.
Homebrew
1-level Abjuration
XGE
0-level (Cantrip) Conjuration
Tasha's Cauldron of Everything
0-level (Cantrip) Enchantment
PHB
1-level Evocation
PHB
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerElemental Evil Player's Companion
1-level Evocation
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
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.
Basic Rules (2014)
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.
* - which you take when you or a creature within 60 feet of you falls
D&D Free Rules (2024) - Modified
1-level Enchantment
Each creature of your choice in a 10-foot-radius sphere centered on a point within range must succeed on a Wisdom saving throw or fall unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Creatures that don't sleep, such as elves, or are immune to being charmed automatically succeed on saves against this spell.
Basic Rules (2014)
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerThis spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Statblocks for your Trinkets, businesses, building, castles, empires.