| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +0 | Strength | |
| +1 | Dexterity | |
| +2 | Constitution | |
| +7 | Intelligence | |
| +5 | Wisdom | |
| +0 | Charisma |
| +1 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +10 | Arcana | INT | |
| +3 | Athletics | STR | |
| +0 | Deception | CHA | |
| +4 | History | INT | |
| +5 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +7 | Investigation | INT |
| +2 | Medicine | WIS | |
| +4 | Nature | INT | |
| +5 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +5 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Daggers | +1 | DEX | 1d4+1 | Piercing | |
| Finesse, Light, Range, Thrown | |||||
Elowen can read and write Common, Elvish, Giant, Celestial, Druidic, and Sylvan.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
| Level | Prof. Bonus | Features | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Arcane Recovery, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Arcane Tradition | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Arcane Tradition 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 | Arcane Tradition feature | 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 | Arcane Tradition 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 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Spell Mastery | 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 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
You may pick either (a) or (b):
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
| Roll a d8 1d8 | Personality Trait | |||
|---|---|---|---|---|
1 |
I'm driven by a wanderlust that led me away from home. | |||
2 |
I watch over my friends as if they were a litter of newborn pups. | |||
3 |
I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to. | |||
4 |
I have a lesson for every situation, drawn from observing nature. | |||
5 |
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. | |||
6 |
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | |||
7 |
I feel far more comfortable around animals than people. | |||
8 |
I was, in fact, raised by wolves. |
| Roll a d6 1d6 | Ideal | |||
|---|---|---|---|---|
1 |
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | |||
2 |
Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) | |||
3 |
Honour. If I dishonour myself, I dishonour my whole clan. (Lawful) | |||
4 |
Might. The strongest are meant to rule. (Evil) | |||
5 |
Nature. The natural world is more important than all the constructs of civilisation. (Neutral) | |||
6 |
Glory. I must earn glory in battle, for myself and my clan. (Any) |
| Roll a d6 1d6 | Bond | |||
|---|---|---|---|---|
1 |
My family, clan, or tribe is the most important thing in my life, even when they are far from me. | |||
2 |
An injury to the unspoiled wilderness of my home is an injury to me. | |||
3 |
I will bring terrible wrath down on the evildoers who destroyed my homeland. | |||
4 |
I am the last of my tribe, and it is up to me to ensure their names enter legend. | |||
5 |
I suffer awful visions of a coming disaster and will do anything to prevent it. | |||
6 |
It is my duty to provide children to sustain my tribe. |
| Roll a d6 1d6 | Flaw | |||
|---|---|---|---|---|
1 |
I am too enamoured of ale, wine, and other intoxicants. | |||
2 |
There's no room for caution in a life lived to the fullest. | |||
3 |
I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. | |||
4 |
I am slow to trust members of other races, tribes, and societies. | |||
5 |
Violence is my answer to almost any challenge. | |||
6 |
Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
D&D Free Rules (2024)
| Primary Ability | Wisdom |
|---|---|
| Hit Point Die | D8 per Cleric level |
| Saving Throw Proficiencies | Wisdom and Charisma |
| Skill Proficiencies | Choose 2: History, Insight, Medicine, Persuasion, or Religion |
| Weapon Proficiencies | Simple weapons |
| Tool Proficiencies | |
| Armor Training | Light and Medium armor and Shields |
| Starting Equipment | Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP |
| Level | Proficiency Bonus | Class Features | Channel Divinity | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Divine Order | — | 3 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Channel Divinity | 2 | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Cleric Subclass | 2 | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Sear Undead | 2 | 4 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Subclass feature | 3 | 4 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | Blessed Strikes | 3 | 4 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | — | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Divine Intervention | 3 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | — | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | 3 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | — | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Improved Blessed Strikes | 3 | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | — | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | 3 | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | Subclass feature | 3 | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | — | 4 | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 4 | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Greater Divine Intervention | 4 | 5 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Firbolg Magic: You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages. You can speak, read, and write Common, Elvish, and Giant.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
| Ranged Spell Attack | 1d8 | Cold Damage |
|---|
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.
Player's Handbook
1-level Illusion
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
PHB
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Evolving Cantrips
0-level (Cantrip) Abjuration
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.
At higher levels: At 5th Level.
You gain a deeper control over the elements and can create one of the following effects within range:
As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Wizard
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
PHB
0-level (Cantrip) Transmutation
Player's Handbook 5E (WoC)
0-level (Cantrip) Necromancy
You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
Advantage. Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an Attack Roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
PHB
0-level (Cantrip) Divination
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.
PHB
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.
| Saving Throw | Dexterity |
|---|
PHB
0-level (Cantrip) Abjuration
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. it can roll the die before or after making the saving throw. The spell then ends.
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Basic Rules , pg. 257
1-level Evocation
Player's Handbook
1-level Conjuration (ritual)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Can be cast as a ritual.
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
SRD
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
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 |
|---|
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 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 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
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 |
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit points 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.
PHB 253
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.
PHB pg 270
1-level Transmutation
All nonmagical food and drink within a 5 foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
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 pg 275
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.
PHB
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
2-level Evocation
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
PHB
2-level Transmutation
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
PHB
2-level Conjuration
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
PHB, Page 241
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point 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 levels: 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.
| 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|
| 9d6 | 10d6 | 11d6 | 12d6 | 13d6 | 14d6 |
Statblocks for your Trinkets, businesses, building, castles, empires.
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