+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+0 | Strength | |
+1 | Dexterity | |
+6 | Constitution | |
+4 | Intelligence | |
+2 | Wisdom | |
+9 | Charisma |
+1 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+8 | Arcana | INT | |
+0 | Athletics | STR | |
+9 | Deception | CHA | |
+4 | History | INT | |
+6 | Insight | WIS | |
+5 | Intimidation | CHA | |
+4 | Investigation | INT |
+2 | Medicine | WIS | |
+4 | Nature | INT | |
+2 | Perception | WIS | |
+5 | Performance | CHA | |
+9 | Persuasion | CHA | |
+4 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Sorcerer Level | Spells |
---|---|
1st | Mind Sliver, Disguise Self, Charm Person |
3rd | Invisibility, Blur |
5th | Major Image, Hypnotic Pattern |
7th | Confusion, Greater Invisibility |
9th | Dominate Person, Creation |
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.
SRD
0-level (Cantrip) Illusion
SRD
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
D&D 5e PHB Page 256
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 magic items, or carry more than 10 pounds.
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
SRD
1-level Abjuration
SRD
1-level Illusion
SRD
1-level Enchantment
Basic Rules , pg. 257
1-level Evocation
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.
SRD
2-level Enchantment
Player's Handbook, SRD, Basic Rules
2-level Illusion
2-level Illusion
PHB
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
SRD
3-level Evocation
Basic Rules , pg. 228
3-level Abjuration
Basic Rules , pg. 234
3-level Abjuration
4-level Enchantment
PHB
5-level Enchantment
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Player's Handbook
6-level Abjuration
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Statblocks for your Trinkets, businesses, building, castles, empires.