+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
-1 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+5 | Wisdom | |
+3 | Charisma |
-1 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+3 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+5 | Insight | WIS | |
+1 | Intimidation | CHA | |
+0 | Investigation | INT |
+5 | Medicine | WIS | |
+0 | Nature | INT | |
+3 | Perception | WIS | |
+1 | Performance | CHA | |
+3 | Persuasion | CHA | |
+2 | Religion | INT | |
-1 | Sleight of Hand | DEX | |
-1 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Properties: VersatileType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Bludgeoning | 5 ft |
Cost: 15 gp
Weight: 2 lb
DnD 5e SRD
Weapon Ammunition, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | 1d8 | Piercing | 80/320 ft | Ammunition, Loading, Two-Handed |
Cost: 25 gp Weight: 5 lb
DnD 5e PHB
Armor (Shield)
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | +2 | No |
Cost: 10gp
Weight: 6 lb
The statblocks of your class features
The | Cleric | Spell | Slots | Per | Level | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | +2 | Spellcasting, Divine Domain | 3 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional) | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | Channel Divinity (x2), Divine Domain feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | Ability Score Improvement, Cantrip Versatility (Optional) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | +5 | Ability Score Improvement, Cantrip Versatility (Optional) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | Destroy Undead (CR 4), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Channel Divinity (x3) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement, Cantrip Versatility (Optional) | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Xanathar's Guide to Everything
0-level (Cantrip) Evocation
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Basic Rules , pg. 248
0-level (Cantrip) Divination
0-level (Cantrip) Abjuration
You touch one creature, imbuing it with vitality. If the target has at least 1 hp, it gains a number of temp hp equal to 1d4+ your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
Player's Handbook 5E (WoC)
0-level (Cantrip) Evocation
Basic Rules , pg. 216
1-level Enchantment
PHB
1-level Enchantment
You bless up to three creatures of your choice within range. whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of nd level or higher, you can target one additional creature for each slot level above 1st.
Attack Roll or Saving Throw | + 1d4 |
---|
XGE pg 151
1-level Abjuration (ritual)
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can add a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of the wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
PHB pg 223
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 GM 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.
PHB pg 229
1-level Transmutation
You either create or destry water.
Create water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30 foot cube within range extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30 foot cube within range.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, yu create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
PHB
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
1d8 + Spellcasting Ability modifier | Healing |
---|
PHB pg 231
1-level Divination
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB pg 231
1-level Divination (ritual)
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB
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 this target before the end of your next turn has advantage, thanks tot he mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 1nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Ranged Spell Attack | 1d20 + Spell Attack Ability Modifier |
---|---|
4d6 | Radiant Damage |
0-level (Cantrip) Abjuration
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit pints equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: 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
1d4+SpellcastingAbilityModifier | Healing |
---|
Player's Handbook
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
PHB pg 270
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creature: aberrations, celestials, elementals, fey, fiends, and undead The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Basic Rules, pg. 270
1-level Transmutation (ritual)
PHB pg 272
1-level Abjuration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack casts a spell that affects an enemy, this spell ends.
PHB
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Bonus AC | +2 |
---|
Player's Handbook
1-level Evocation
PHB: P. 239
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear
Common
• a Backpack
• a Blanket
• 10 Candles
• a Tinderbox
• an alms box
• 2 blocks of incense
• a censer
• vestments
• 2 days of Rations
• a Waterskin.