| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +2 | Strength | |
| +1 | Dexterity | |
| +1 | Constitution | |
| +5 | Intelligence | |
| +7 | Wisdom | |
| -1 | Charisma |
| +1 | Acrobatics | DEX | |
| +4 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +5 | Athletics | STR | |
| -1 | Deception | CHA | |
| +2 | History | INT | |
| +7 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +4 | Medicine | WIS | |
| +2 | Nature | INT | |
| +7 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +7 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Scimitar | +2 | STR | 1d6+2 | Slashing | |
| Finesse, light | |||||
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) Transmutation
0-level (Cantrip) Transmutation
Evolving Cantrips
0-level (Cantrip) Evocation
You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
At higher levels: At 5th Level.
When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube.
At 11th Level.
This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet.
At 17th Level.
This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.
PHB, page 248
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 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.
Elemental Evil Player's Companion, pg. 156
0-level (Cantrip) Evocation
1-level Evocation
1-level Conjuration
PHB
1-level Conjuration
Grasping weeds and vines sprout from the ground in 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
| Saving Throw | Strength |
|---|
PHB
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
| Area of Effect | 15-foot Cube | |
|---|---|---|
| Saving Throw | Constitution | |
| 2d8 | Thunder Damage | Pushed 10 feet |
XGE, page 150. Also found in EEPC, page 15.
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
D&D 5e PHB Page 248
1-level Evocation
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against the target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Player's Handbook
2-level Transmutation
PHB
2-level Evocation
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
| Area of Effect | 5-foot-radius, 40-foot-high-cylinder |
|---|---|
| Saving Throw | Constitution |
| 2d10 | Radiant Damage |
Conjuration Magic
2-level Conjuration
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.
Player's Handbook
2-level Evocation
You evoke a blade of magical fire in your free hand.
The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Player's Handbook, 216
3-level Evocation
3-level Conjuration
Player's Handbook, 272
3-level Necromancy
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 Evocation
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Statblocks for your Trinkets, businesses, building, castles, empires.