| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +4 | Strength | |
| +2 | Dexterity | |
| +3 | Constitution | |
| +0 | Intelligence | |
| +8 | Wisdom | |
| +2 | Charisma |
| +2 | Acrobatics | DEX | |
| +5 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +4 | Athletics | STR | |
| -1 | Deception | CHA | |
| +0 | History | INT | |
| +8 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +8 | Medicine | WIS | |
| +0 | Nature | INT | |
| +5 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| +5 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Crossbow | +5 | DEX | 1d8+2 | Piercing | |
| Warhammer | +7 | STR | 1d8+4 | Bludgeoning |
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) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
1-level Evocation
Player's Handbook
1-level Enchantment
One DnD Playtest
1-level Abjuration
Basic Rules, pg. 253
1-level Necromancy
Basic Rules (2014) - Modified
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 command is directly harmful to it.
Choose a command from these options. You might issue a command other than one described here. If you do so, the DM determines how the target behaves.
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.
You can affect one additional creature for each spell slot level above 1.
D&D Free Rules (2024)
1-level Abjuration
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
2-level Enchantment
PHB
2-level Necromancy
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
PHB
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
PHB
2-level Evocation
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
| Bonus Action | Melee Spell Attack | Range: 20 feet |
|---|---|---|
| 1d8 + Spellcasting Ability Modifier | Force Damage |
Player's Handbook 251
2-level Enchantment
3-level Necromancy
PHB
3-level Conjuration
Acquisitions Incorporated
3-level Enchantment
Player's Handbook
3-level Necromancy
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
DND Beyond
3-level Abjuration
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Basic Rules , pg. 217
4-level Abjuration
4-level Abjuration
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
4-level Conjuration
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Statblocks for your Trinkets, businesses, building, castles, empires.