| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus | |
| +1 | Jack of all Trades |
| -1 | Strength | |
| +7 | Dexterity | |
| +1 | Constitution | |
| +1 | Intelligence | |
| +0 | Wisdom | |
| +7 | Charisma |
| +5 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +0 | Athletics | STR | |
| +10 | Deception | CHA | |
| +2 | History | INT | |
| +6 | Insight | WIS | |
| +5 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +3 | Medicine | WIS | |
| +2 | Nature | INT | |
| +1 | Perception | WIS | |
| +5 | Performance | CHA | |
| +7 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +5 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Rapier | +7 | DEX | 1d8+4 | Piercing | |
| Finesse | |||||
| Dagger | +2 | STR | 1d4-1 | Piercing | |
| Finesse, Light, Range, Thrown (20/60) | |||||
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.
PHB
0-level (Cantrip) Abjuration
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Sound Magic
0-level (Cantrip) Evocation
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
PHB
1-level Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions.
A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
| Saving Throw | Wisdom |
|---|
PHB
1-level Enchantment
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
| Saving Throw | Wisdom |
|---|
S:CC
1-level Enchantment
Player’s Handbook
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
PHB
1-level Evocation
S:CC
2-level Transmutation
PHB
2-level Evocation
PHB
2-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerPHB
3-level Abjuration
UA
0-level (Cantrip) Conjuration
BoMT
3-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.
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