+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+2 | Dexterity | |
+2 | Constitution | |
+6 | Intelligence | |
+4 | Wisdom | |
+1 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+6 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+4 | History | INT | |
+4 | Insight | WIS | |
+1 | Intimidation | CHA | |
+4 | Investigation | INT |
+4 | Medicine | WIS | |
+4 | Nature | INT | |
+2 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+6 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +4 | DEX | 1d4+2 | Piercing | |
Finesse, Light, Thrown, Nick | |||||
Dagger | +4 | DEX | 1d4+2 | Piercing | |
Finesse, Light, Thrown, Nick | |||||
Quarterstaff | +1 | STR | 1d6-1 | Bludgeoning | |
Versatile, Topple | |||||
Wand of Magic Missile | +6 | INT | 3d4+1 | Force | |
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4+1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1. |
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.
Dungeon & Dragons Player's Handbook (2024)
0-level (Cantrip) Evocation
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
The damage increases by 1d6 when you reach levels 5 2d6 , 11 3d6 , and 17 4d6 .
Dungeon & Dragons Player's Handbook (2024)
0-level (Cantrip) Necromancy
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 2d10 , 11 3d10 , and 17 4d10 .
Dungeons & Dragons Player's Handbook (2024)
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or an 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 starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 2d10 , 11 3d10 , and 17 4d10
Dungeons & Dragons Player's Handbook (2024)
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 hit, the target takes 1d10 Piercing damage. Hit or miss, the shard explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold Damage.
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
Dungeon & Dragons Player's Handbook (2024)
1-level Evocation
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Dungeons & Dragons Player's Handbook (2024)
1-level Enchantment
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Dungeons & Dragons Player's Handbook (2024)
1-level Evocation
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1
Dungeons & Dragons Player's Handbook (2024)
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Dungeon & Dragons Player's Handbook (2024)
1-level Evocation
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4+1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Dungeon & Dragons Player's Handbook (2024)
1-level Evocation
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Statblocks for your Trinkets, businesses, building, castles, empires.