+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+2 | Dexterity | |
+4 | Constitution | |
+7 | Intelligence | |
+0 | Wisdom | |
+2 | Charisma |
+2 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+5 | Athletics | STR | |
+2 | Deception | CHA | |
+7 | History | INT | |
+0 | Insight | WIS | |
+2 | Intimidation | CHA | |
+7 | Investigation | INT |
+0 | Medicine | WIS | |
+4 | Nature | INT | |
+0 | Perception | WIS | |
+5 | Performance | CHA | |
+2 | Persuasion | CHA | |
+4 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Fists of Fury | +6 | STR | 1d4+1+2 | Bludgeoning | |
Light, reach (These are just reflavored clubs) | |||||
Light Crossbow | +5 | DEX | 1d8+2 | Piercing | |
Ammunition (80/320), loading, two-handed |
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.
SRD
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Conjuration
PHB: P. 230
1-level Evocation
PHB: P. 239
1-level Evocation
SRD
1-level Conjuration
Homebrew
1-level Conjuration
Xanathar's Guide to Everything
1-level Evocation
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
PHB
1-level Illusion
dazzling array of flashing, colored light springs from your hand. Roll 6d10 ; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Spelljammer: Adventures in Space
2-level Conjuration
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
2-level Transmutation
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
2-level Transmutation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: 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.
2-level Illusion
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Mordenkainen's Lost Notebook
2-level Transmutation
You cause one of two effects originating from a source of a fire within range. You can cause the fire to erupt in a bright display of fireworks that causes all creatures within 60 feet of the fire that rely on vision and have a direct line of sight to it to make a Constitution saving throw or be blinded until the end of their next turn. Alternatively, you can cause the fire to be extinguished and give off a billowing cloud of smoke that fills surrounding spaces within 5 feet of it and then continues to move outward from the fire source. The cloud fills all spaces within 5 feet of it on the first turn, and then moves outward from the previous adjacent spaces another 5 feet at the beginning of each of your turns for the duration (1 minute). The cloud is toxic and heavily obscured. Any creature that starts its turn within the cloud or enters its area for the first time on a turn has disadvantage on all d20 rolls that turn.
Statblocks for your Trinkets, businesses, building, castles, empires.