+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
-1 | Strength | |
+5 | Dexterity | |
+0 | Constitution | |
+10 | Intelligence | |
+7 | Wisdom | |
+1 | Charisma |
+10 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+10 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+10 | History | INT | |
+7 | Insight | WIS | |
+1 | Intimidation | CHA | |
+5 | Investigation | INT |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+7 | Perception | WIS | |
+6 | Performance | CHA | |
+1 | Persuasion | CHA | |
+5 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
LongBow | +10 | DEX | 1d8+5 | piercing | |
ranged (150/600ft), ammunition, heavy, two-handed | |||||
Dancing Longsword | +10 | DEX | 1d8+5 | piercing | |
Finesse, Versatile (2-handed 1d10 ), b.action (command word) sword flies 30ft, attacks creature next to it. moves 30ft per turn for bonus action. must stay with-in 30ft. returns to owner after 4th attack. | |||||
Moon-Touched Longsword | +10 | DEX | 1d8+5 | slashing | |
Finesse, Versatile (2-handed 1d10 ), 15ft of bright light, 15ft of dim light | |||||
Handaxe | -1 | STR | 1d6-1 | Slashing | |
Light, Thrown (20/60) |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e DMG
Weapon
Very Rare Requires Attunement
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Xanathar's Guide to Everything
Weapon
Common
versatile
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
These stats are for the longsword variant.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing | melee |
Weight: 3 lb.
Xanathar's Guide to Everything
Wondrous Item
Common
This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Spellcasting Focus
Common
An arcane focus is a special item designed to channel the power of arcane spells.
Cost: --
Weight: --
Wondrous Item
Uncommon Requires Attunement
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
DnD 5e PHB
Weapon
Common
Ammunition, Heavy, Two-Handed
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8 | Piercing | 150/600 ft |
Cost: 50gp
Weight: 2 lb
Ammunition
Common
Bundle Size: 20 Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or another container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Cost: 1 gp
Weight: 1Ib
Homebrew
Tool
Rare
A holder of this mark with no spell slots remaining gives off a signal that other holders of this item can trace from anywhere on the same plane. This item can be activated or deactivated by using a bonus action while holding it. When the mark's been active for a total of 10 minutes, the magic ceases to function until you finish a long rest. An active mark grants the following effects:
Weight: 1/2 lb
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Slashing | 20/60 ft | Light, Thrown |
Cost: 5 gp Weight: 2 lb
The statblocks of your class features
You are exceptionally speedy and agile. You gain the following benefits:
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
You learn to move things with your mind, granting you the following benefits:
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
The ability to cast at least 1 spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
Elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
The | Wizard | Spell | Slots | Per | Level | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | Cantrip Formulas (Optional) | 3 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.
Dice 1d8 | Result |
---|---|
1 | I use polysyllabic words that convey the impression of great erudition. |
2 | I've read every book in the world’s greatest libraries—or I like to boast that I have. |
3 | I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. |
4 | There’s nothing I like more than a good mystery. |
5 | I’m willing to listen to every side of an argument before I make my own judgment. |
6 | I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me. |
7 | I am horribly, horribly awkward in social situations. |
8 | I’m convinced that people are always trying to steal my secrets. |
Dice 1d6 | Ideal |
---|---|
1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) |
2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) |
3 | Logic. Emotions must not cloud our logical thinking. (Lawful) |
4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) |
5 | Power. Knowledge is the path to power and domination. (Evil) |
6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) |
Dice 1d6 | Bond |
---|---|
1 | It is my duty to protect my students. |
2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. |
3 | I work to preserve a library, university, scriptorium, or monastery. |
4 | My life’s work is a series of tomes related to a specific field of lore. |
5 | I've been searching my whole life for the answer to a certain question. |
6 | I sold my soul for knowledge. I hope to do great deeds and win it back. |
Dice 1d6 | Flaw |
---|---|
1 | I am easily distracted by the promise of information. |
2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. |
3 | Unlocking an ancient mystery is worth the price of a civilization. |
4 | I overlook obvious solutions in favor of complicated ones. |
5 | I speak without really thinking through my words, invariably insulting others. |
6 | I can’t keep a secret to save my life, or anyone else’s. |
Dice 1d8 | Specialty |
---|---|
1 | Alchemist |
2 | Astronomer |
3 | Discredited academic |
4 | Librarian |
5 | Professor |
6 | Researcher |
7 | Wizard’s apprentice |
8 | Scribe |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+4 | Strength | |
+3 | Dexterity | |
+8 | Constitution | |
+5 | Intelligence | |
-1 | Wisdom | |
+2 | Charisma |
+0 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+8 | Athletics | STR | |
+2 | Deception | CHA | |
+1 | History | INT | |
-1 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT | |
+9 | History (Stonework) | INT |
-1 | Medicine | WIS | |
+1 | Nature | INT | |
+3 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Warhammer | +9 | STR | 1d8+1+4 | bludgeoning | |
2-handed 1d10 , Adamantine(damage die+1, Crit on 16+, doesn't break), Returning Weapon, thrown (range 20/60) | |||||
Thunder Gauntlet | +8 | STR | 1d8+4 | thunder | |
hits impose disadvantage on attack rolls against targets other than you until the start of your next turn |
+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+6 | Strength | |
+8 | Dexterity | |
+1 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+6 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+8 | Insight | WIS | |
+0 | Intimidation | CHA | |
+6 | Investigation | INT |
+3 | Medicine | WIS | |
+6 | Nature | INT | |
+8 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+8 | Stealth | DEX | |
+8 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Emerald Dragon's Wrath Longbow (Wakened) | +12 | DEX | 2d8+2+3 | Piercing | |
2d6 psychic damage, (range 150/600ft), nat20 5ft explosion of 5 psychic damage, (1/dawn) 30ft cone 8d6 psychic damage DC16 dex save | |||||
Sunblade | +10 | DEX | 1d8+4+3 | Slashing | |
versatile ( 1d10+2+3 when 2-handing), radiant instead of slashing against undead & extra 1d8 damage, Finesse, 15ft bright light, 15ft dim light |
+12 | Expertise Bonus | |
+6 | Proficiency Bonus |
+8 | Strength | |
+6 | Dexterity | |
+13 | Constitution | |
+3 | Intelligence | |
+7 | Wisdom | |
+11 | Charisma |
+0 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+8 | Athletics | STR | |
+5 | Deception | CHA | |
+9 | History | INT | |
+1 | Insight | WIS | |
+5 | Intimidation | CHA | |
+3 | Investigation | INT |
+7 | Medicine | WIS | |
+3 | Nature | INT | |
+13 | Perception | WIS | |
+5 | Performance | CHA | |
+11 | Persuasion | CHA | |
+9 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +14 | STR | 2d10+8 | Piercing | |
reach 10ft, d8+3 cold damage, bit creatures make DC 16 Con Save becoming paralyzed until the start of your next turn on a failure. | |||||
Silvered Sickle Claw | +17 | STR | 2d6+3+8 | Slashing | |
reach 5ft, Silvered, Always make 2 attacks with this weapon | |||||
Tail | +14 | STR | 2d8+8 | Bludgeoning | |
reach 15ft | |||||
Cold Breath | +5 | CHA | 11d8+3 | Cold | |
60ft-cone, DC19 Con save, failed save = half speed for 1 minute. Optional: creatures of your choice in the area gain temporary HP = to half the roll instead of taking damage. Temp hp also halves speed | |||||
Paralyzing Breath | +5 | CHA | Paralyzed | ||
60ft-cone, DC19 Con save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Optional: creatures of your choice in the area gain + d4 on their Con saves for the next minute instead. |
+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+13 | Strength | |
+2 | Dexterity | |
+12 | Constitution | |
-1 | Intelligence | |
+5 | Wisdom | |
+3 | Charisma |
+7 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+13 | Athletics | STR | |
+3 | Deception | CHA | |
-1 | History | INT | |
+10 | Insight | WIS | |
+8 | Intimidation | CHA | |
-1 | Investigation | INT |
+5 | Medicine | WIS | |
-1 | Nature | INT | |
+10 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+15 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +13 | STR | 3d10+8 | Piercing | |
reach 10ft, extra 2d10 against Large or bigger creatures | |||||
Claw & DK Longsword | +13 | STR | 2d6+8 | Slashing | |
reach 5ft, (Sentient) make an extra attack that deals 4d8+8 necrotic damage. Versatile | |||||
Claw & Sword of Sharpness | +13 | STR | 2d6+8 | Slashing | |
reach 5ft, make an extra attack that deals 1d8+8 slashing damage. Nat 20: extra 14 damage + roll again, another 20 lops off a limb. Command word: 10ft bright light, 10ft dim light. Versatile | |||||
Tail & Hammers | +13 | STR | 2d8+8 | Bludgeoning | |
Once per round, reach 15ft, if the target's within 10ft make 2 extra attacks that deal 1d6+8 thunder damage each | |||||
Fire Breath | +7 | CON | 7d6 | Fire | |
15ft cone, DC20 DEX save, Breath Weapon. 1d6 x (Con mod) fire damage. DC = 8+Con Mod+Prof | |||||
Lightning Breath | +7 | CON | 5d10 | Lightning | |
30ft line, DC20 DEX save, Breath Weapon. 1d10 x (Prof) lightning damage. DC = 8+Con Mod+Prof |
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+5 | Strength | |
+3 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+4 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+2 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +5 | STR | 2d6+2 | Piercing | |
Basic. Can teleport before or after using. | |||||
Stomp | +5 | STR | 1d12+2 | Bludeoning | |
Secondary. Heavy |
+12 | Expertise Bonus | |
+6 | Proficiency Bonus |
+2 | Strength | |
+8 | Dexterity | |
+3 | Constitution | |
+14 | Intelligence | |
+11 | Wisdom | |
+4 | Charisma |
+11 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+11 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+11 | History | INT | |
+8 | Insight | WIS | |
+1 | Intimidation | CHA | |
+5 | Investigation | INT |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+8 | Perception | WIS | |
+7 | Performance | CHA | |
+1 | Persuasion | CHA | |
+5 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Elsendris (moonblade) | +14 | DEX | 1d8+3+5 | slashing | |
while drawn: bladesong is active, 5d8 psychic damage, versatile (2-handed 1d10+3+5 ), finesse, light, thrown (20/60ft), spell-storing, 'dancing' 60ft, advantage on attacks in dim light or darkness | |||||
Staff of Power | +7 | STR | 1d6+2-1 | bludgeoning | |
versatile (2-handed 1d8+2 ), Power Strike: 1 charge = 1d6 force damage, spellcasting | |||||
Left Platinum Lord Bracer | +12 | DEX | 1d8+1+5 | piercing | |
ranged (120/200ft), creatures struck by this weapon make a STR save (spell DC) or become stuck in your telekinetic grip. You can hold no more than 2 creatures this way. If the creature leaves the range of the weapon, they are released. The creature can repeat the save at the end of their turn to release themselves. | |||||
Moon-Touched Longsword | +11 | DEX | 1d8+5 | slashing | |
Finesse, Versatile (2-handed 1d10+5 ), 15ft of bright light, 15ft of dim light | |||||
Longbow | +11 | DEX | 1d8+5 | piercing | |
ranged (150/600ft), ammunition, heavy, two-handed |
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
PHB
0-level (Cantrip) Abjuration
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
0-level (Cantrip) Enchantment
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a 1d4 and subtract the number rolled from the save.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
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 magical items, or carry more than 10 pounds.
0-level (Cantrip) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).
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.
1-level Abjuration
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. * - which you take when you are hit by an attack or targeted by the magic missile spell
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
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
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 |
---|
PHB
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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
PHB
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
PHB
1-level Divination (ritual)
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.
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Xanathar's Guide to Everything
2-level Illusion
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
PHB
2-level Illusion
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
SRD
2-level Enchantment
2-level Conjuration
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Abjuration Magic
3-level Abjuration
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Player's Handbook
3-level Transmutation
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Player's Handbook
3-level Illusion
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on an Intelligence saving throw or drop whatever it is holding and become panicked for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make an Intelligence saving throw. On a successful save, the spell ends for that creature.
3-level Transmutation
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
4-level Transmutation
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
4-level Conjuration
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
4-level Enchantment
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 | Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
2-6 | The creature doesn't move or take actions this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | The creature can act and move normally |
4-level Evocation
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing — not physical objects, energy, or other spell effects — can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside it.
Xanathar's Guide to Everything
4-level Evocation
Player's Handbook
5-level Evocation
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Player's Handbook
5-level Conjuration
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Player's Handbook
5-level Divination (ritual)
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
Player's Handbook
5-level Evocation
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Xanathar's Guide to Everything
6-level Conjuration
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
6-level Evocation
SRD
6-level Abjuration
SRD
6-level Evocation
SRD
8-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.