+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+2 | Dexterity | |
+8 | Constitution | |
+2 | Intelligence | |
+1 | Wisdom | |
+1 | Charisma |
-1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+5 | Arcana | INT | |
-1 | Athletics | STR | |
+4 | Deception | CHA | |
+2 | History | INT | |
+1 | Insight | WIS | |
+1 | Intimidation | CHA | |
+2 | Investigation | INT |
+1 | Medicine | WIS | |
+5 | Nature | INT | |
+1 | Perception | WIS | |
+1 | Performance | CHA | |
+4 | Persuasion | CHA | |
+2 | Religion | INT | |
-1 | Sleight of Hand | DEX | |
-1 | Stealth | DEX | |
+1 | Survival | WIS |
Name | Roll | Attr | Dmg | Dmg Type | |
---|---|---|---|---|---|
Staff | +2 | STR | 1d6/1d8 | Bludgeoning | |
Versatile | |||||
Thorn Whip | +8 | CON | d6 | ||
Cantrip | |||||
Glaive | -1 | STR | d10 |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
AmmunitionType | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d4 | Bludgeoning | 30/120 ft |
Cost: 1 sp
Adventuring Gear
Varies
Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Cost: 40 gp
Spellcasting Focus
Common
An arcane focus is a special item,
designed to channel the power of arcane spells. A
sorcerer, warlock, or wizard can use such an item as a
spellcasting focus.
Cost: 5 gp
Weight: 4 lb
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Coven | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Witch's Blood | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Blessings of Libra | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Coven Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Blessings of Libra | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Coven Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Blessings of Libra | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Coven Feature | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Coven Elder | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
HP Cost | Recover Slot | Maximize Magic | Overcast |
---|---|---|---|
3 | - | Cantrip's Maximum Damage | As if Critical Hit |
5 | Level 1 | Level 1 Spell’s Maximum Damage | Cast as a Level 2 Slot |
8 | Level 2 | Level 2 Spell’s Maximum Damage | Cast as a Level 3 Slot |
12 | Level 3 | Level 3 Spell’s Maximum Damage | Cast as a Level 4 Slot |
17 | Level 4 | Level 4 Spell’s Maximum Damage | Cast as a Level 5 Slot |
23 | Level 5 | Level 5 Spell’s Maximum Damage | Cast as a Level 6 Slot |
30 | Level 6 | Level 6 Spell’s Maximum Damage | Cast as a Level 7 Slot |
38 | Level 7 | Level 7 Spell’s Maximum Damage | Cast as a Level 8 Slot |
47 | Level 8 | Level 8 Spell’s Maximum Damage | Cast as a Level 9 Slot |
57 | Level 9 | Level 9 Spell’s Maximum Damage | Unique Effect or Critical Hit |
CR of Creature | Spell Slot Restored |
---|---|
0-1 | - |
2-3 | 1 |
4-5 | 2 |
6-9 | 3 |
10-13 | 4 |
14-16 | 5 |
17-20 | 6 |
21-25 | 7 |
25-29 | 8 |
30+ | 9 |
Spell Level | Spells |
---|---|
1st Level | Entangle, Cure Wounds |
2nd Level | Blur, Web |
3rd Level | Counterspell, Slow |
4th Level | Aura of Life, Aura of Purity |
5th Level | Circle of Power, Passwall |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase. Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan-typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Languages. You can speak, read, and write Common and two other languages of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Name | Guidance | School | Divination |
---|---|---|---|
Spell Level | 0 | Range | Touch |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
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. |
Name | Druidcraft | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | 30 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
Whispering to the spirits of nature, you create one of the following
effects within range:
• You create a tiny, harmless sensory effect that predicts what the
weather will be at your location for the next 24 hours. The effect
might manifest as a golden orb for clear skies, a cloud for rain,
falling snowflakes for snow, and so on. This effect persists for 1
round. • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. • You instantly light or snuff out a candle, a torch, or a small campfire. |
Name | Thorn Whip | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | 30 feet |
Casting Time | 1 Action | Duration | V, S, M |
Components | the stem of a plant with thorns | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. At higher level This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Name | Shillelagh | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | Touch |
Casting Time | 1 Bonus Action | Duration | 1 minute |
Components | V, S, M | Materials | mistletoe, a shamrock leaf, and a club or quarterstaff |
Ritual | No | Concentration | No |
Description | |||
The wood of a club or quarterstaff you are holding is imbued with
nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon |
Name | Speak with Animals | School | Divination |
---|---|---|---|
Spell Level | 1 | Range | Self |
Casting Time | 1 Action | Duration | 10 minutes |
Components | V, S | Materials | None |
Ritual | Yes | Concentration | No |
Description | |||
You gain the ability to comprehend and verbally communicate with
beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. |
Name | Cure Wounds | School | Evocation |
---|---|---|---|
Spell Level | 1 | Range | Touch |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher level 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. |
Name | Thunderwave | School | Evocation |
---|---|---|---|
Spell Level | 1 | Range | Self (15-foot cube) |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
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 level 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. |
Name | Ice Knife | School | Conjuration |
---|---|---|---|
Spell Level | 1 | Range | 60 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | S, M | Materials | a drop of water or piece of ice |
Ritual | No | Concentration | No |
Description | |||
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. At higher level When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. |
Name | Misty Step | School | Conjuration |
---|---|---|---|
Spell Level | 2 | Range | Self |
Casting Time | 1 Bonus Action | Duration | Instantaneous |
Components | V | Materials | None |
Ritual | No | Concentration | No |
Description | |||
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. |
Name | Shatter | School | Evocation |
---|---|---|---|
Spell Level | 2 | Range | 60 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | a chip of mica |
Ritual | No | Concentration | No |
Description | |||
A sudden loud ringing noise, painfully intense, erupts from a point
of your choice within range. Each creature in a 10-foot-radius
sphere centered on that point must make a Constitution saving
throw. A creature takes 3d8 thunder damage on a failed save, or
half as much damage on a successful one. A creature made of
inorganic material such as stone, crystal, or metal has
disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Name | Gust of Wind | School | Evocation |
---|---|---|---|
Spell Level | 2 | Range | Self (60-foot line) |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S, M | Materials | a legume seed |
Ritual | No | Concentration | Yes |
Description | |||
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. |
Name | Lightning Bolt | School | Evocation |
---|---|---|---|
Spell Level | 3 | Range | Self (100-foot line) |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | A bit of fur and a rod of amber, crystal, or glass |
Ritual | No | Concentration | No |
Description | |||
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At higher level When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. |
Name | Fireball | School | Evocation |
---|---|---|---|
Spell Level | 3 | Range | 150 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | A tiny ball of bat guano and sulfur |
Ritual | No | Concentration | No |
Description | |||
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At higher level When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. |
Name | Conjure Minor Elementals | School | Conjuration |
---|---|---|---|
Spell Level | 4 | Range | 90 feet |
Casting Time | 1 minute | Duration | Up to 1 hour |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
You summon elementals that appear in unoccupied spaces that
you can see within range.
You choose one the following options for what appears:
-One elemental of challenge rating 2 or lower -Two elementals of challenge rating 1 or lower -Four elementals of challenge rating 1/2 or lower -Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At higher level When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. |
Name | Ice Storm | School | Evocation |
---|---|---|---|
Spell Level | 4 | Range | 300 feet |
Casting Time | 1 Hour | Duration | Instantaneous |
Components | V, S, M | Materials | A pinch of dust and a few drops of water |
Ritual | No | Concentration | No |
Description | |||
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 level 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. |
Statblocks for your Trinkets, businesses, building, castles, empires.