+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+7 | Strength | |
+2 | Dexterity | |
+4 | Constitution | |
+1 | Intelligence | |
+9 | Wisdom | |
-1 | Charisma |
+2 | Acrobatics | DEX | |
+9 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+7 | Athletics | STR | |
-1 | Deception | CHA | |
+1 | History | INT | |
+4 | Insight | WIS | |
-1 | Intimidation | CHA | |
+1 | Investigation | INT |
+4 | Medicine | WIS | |
+1 | Nature | INT | |
+9 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+9 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Short Sword | +14 | STR | 1d6+2 | Piercing | |
Long Bow | +14 | STR | 1d8+2 | Piercing | |
Void Breaker | +15 | STR | 1d6+2 | Bludgeoning | |
additional 1d8+wis Radiant | |||||
Shield | +7 | STR | |||
+1 AC |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Varies Requires Attunement
1+ to attack rolls and damage A four sided mace made of a gleaming material of unknown origin. The one given this weapon must only call upon the mace in their mind to summon and dispel it's physical form. Melee attacks also do an additional 1d8+wis radiant damage. Light can be cast on the mace at will. The mace has 5 charges that regenerate every day at dawn 1 charge: dispel magic 1 charge: See invisibility 2 charges: Flame Blade 3 charges: BanishmentType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / 1d8+wis | None |
The statblocks of your class features
Ranger Level | Spell |
3rd | Charm Person |
5th | Misty Step |
9th | Dispel magic |
13th | Dimension door |
17th | Mislead |
d6 | gift |
1 | Illusory butterflies flutter around you while you take a short or long rest. |
2 | Fresh, seasonal flowers sprout from your hair each dawn. |
3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
4 | Your shadow dances while no one is looking directly at it. |
5 | Horns or antlers sprout from your head |
6 | Your skin and hair change color to match the season at each dawn |
Horizon Walker Spells | |
---|---|
Level | Spells |
3rd | Protection from good and evil |
5th | Misty Step |
9th | Haste |
13th | Banishment |
17th | Teleportation Circle |
Level | Spells |
3rd | Protection from Evil and Good |
5th | Zone of Truth |
9th | Magic Circle |
13th | Banishment |
17th | Hold Monster |
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.
MPMM
For Phrelle these must be annotated in roleplay and recorded which they are on the character sheet. You may never gain expertise with skills gained this way.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
0-level (Cantrip) Necromancy
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Evocation
Player's Handbook p255
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
PHB: P. 239
1-level Evocation
Player's Handbook p276
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spell Level | Dice |
---|---|
1 | 5d8 |
2 | 7d8 |
3 | 9d8 |
4 | 11d8 |
5 | 13d8 |
6 | 15d8 |
7 | 17d8 |
8 | 19d8 |
9 | 21d8 |
SRD
1-level Divination
1-level Conjuration
SRD
1-level Conjuration
PHB: P. 230
1-level Evocation
Basic Rules, pg. 248
1-level Evocation
1-level Divination
SRD
2-level Evocation
SRD
2-level Evocation
SRD
2-level Abjuration
SRD
2-level Evocation
SRD
2-level Divination
SRD
1-level Abjuration
SRD
3-level Evocation
SRD
3-level Necromancy
Player's Handbook
3-level Evocation
SRD
3-level Conjuration
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.
PHB
4-level Divination
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
4-level Abjuration
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Player's Handbook, 216
3-level Evocation
3-level Evocation (ritual)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Statblocks for your Trinkets, businesses, building, castles, empires.
Potion
Uncommon
A character who drinks the magical red fluid in this vial regains 4d4+4 hit points.
Weight: 1/2 lb