+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. |
The statblocks of your Weapons, armor and other important/magical equipment
Homebrew
Weapon
Legendary Requires Attunement
While holding this magic weapon, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells. In addition, you can use the sickle as a spellcasting focus. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +3 bonus to one damage roll of the spell, provided the damage is Cold. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Parry. If a melee attack would hit you, you can spend your reaction to add your profieceny bonus to your AC. To do so, you must see the attacker and be wielding this weapon.Steeping Level | Abilities |
---|---|
Slumbering | You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. |
Stirring | When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw. |
Wakened | You can use it to cast Fizban's Platinum Shield and Legend Lore. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. |
Ascendant | When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn. |
This silver-bladed sickle glimmers softly with moonlight and has a handle of Risian Pine. Having steeped in a silver dragon hoard, this magical sickle is blinding to those that can see magical auras.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4+3 | Slashing | 5ft |
Weight: 2lb
The statblocks of your class features
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
The | Sorcerer | Spell | Slots | Per | Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Levels | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | +2 | 1 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | 4 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | 5 | Magical Guidance (Optional) | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | 8 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | 12 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | +5 | 16 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | 19 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating Spell Slots Chart | |
---|---|
Spell Slot per Level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Statblocks for your familiars, mounts etc.
Monster Manual
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
Magic Weapons. The couatl's weapon attacks are magical. Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) 1d6+5 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) 2d6+3 bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
Environments. Desert, Forest, Grassland, Urban
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
Charge. If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 2d8 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn's weapon attacks are magical.
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 2d8+2 hit points.
Statblocks for race/species of the character.
Homebrew
Statblocks for companions, followers and other allies.
+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 |
+12 | Expertise Bonus | |
+6 | Proficiency Bonus |
+8 | Strength | |
+0 | Dexterity | |
+7 | Constitution | |
+3 | Intelligence | |
+9 | Wisdom | |
+11 | Charisma |
+0 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+8 | Athletics | STR | |
+5 | Deception | CHA | |
+3 | History | INT | |
+9 | Insight | WIS | |
+11 | Intimidation | CHA | |
+3 | Investigation | INT |
+3 | Medicine | WIS | |
+3 | Nature | INT | |
+9 | Perception | WIS | |
+5 | Performance | CHA | |
+5 | Persuasion | CHA | |
+3 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +14 | STR | 2d10+8 | Piercing | |
reach 10ft, 1d8 radiant damage | |||||
Claws | +14 | STR | 2d6+8 | Slashing | |
reach 5ft, 1d8 radiant damage | |||||
Tail | +14 | STR | 2d8+8 | Bludgeoning | |
Reach 15ft, 1d8 radiant damage | |||||
Lightning Breath | +5 | CHA | 12d10 | Lightning | |
Line, range 90ft, DC19 DEX | |||||
Repulsion Breath | +5 | CHA | |||
Cone, range 30ft, DC19 STR, Push 60ft |
+12 | Expertise Bonus | |
+6 | Proficiency Bonus |
+13 | Strength | |
+6 | Dexterity | |
+12 | Constitution | |
+9 | Intelligence | |
+8 | Wisdom | |
+10 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+7 | Athletics | STR | |
+4 | Deception | CHA | |
+3 | History | INT | |
+8 | Insight | WIS | |
+4 | Intimidation | CHA | |
+3 | Investigation | INT |
+2 | Medicine | WIS | |
+3 | Nature | INT | |
+8 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
+3 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +13 | STR | 2d10+7 | Piercing | |
reach 10ft | |||||
Claws | +13 | STR | 2d6+7 | Slashing | |
reach 5ft | |||||
Tail | +13 | STR | 2d8+7 | Bludeoning | |
Reach 15ft | |||||
Lightning Breath | +4 | CHA | 12d10 | Lightning | |
Line, range 90ft, DC19 DEX | |||||
Repulsion Breath | +4 | CHA | |||
Cone, range 30ft, DC19 STR, Push 60ft |
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
PHB
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your 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 ).
PHB, page 248
0-level (Cantrip) Divination
SRD
0-level (Cantrip) Necromancy
PHB
9-level Transmutation
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number o f hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to w ear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
SRD
1-level Evocation
Player's Handbook
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.
PHB
1-level Conjuration
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.
Strixhaven: A Curriculum of Chaos p.38
1-level Enchantment
2-level Evocation
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
SRD
3-level Evocation
4-level Abjuration
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
4-level Abjuration
Player's Handbook
5-level Evocation
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
PHB, page 246
5-level Abjuration
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
PHB
5-level Divination
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer w hose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”
Xanathar's Guide to Everything
6-level Transmutation
Until the spell ends, ice rimes your body, and you gain the following benefits:
SRD
6-level Abjuration
PHB
6-level Conjuration
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name w hen you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
7-level Conjuration
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
7-level Conjuration
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
The DM has the celestial’s statistics.
At higher levels: At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Statblocks for your Trinkets, businesses, building, castles, empires.