| +8 | Expertise Bonus | |
| +4 | Proficiency Bonus |
| -1 | Strength | |
| +1 | Dexterity | |
| +1 | Constitution | |
| -1 | Intelligence | |
| +5 | Wisdom | |
| +6 | Charisma |
| +1 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +3 | Arcana | INT | |
| -1 | Athletics | STR | |
| +6 | Deception | CHA | |
| -1 | History | INT | |
| +5 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| -1 | Investigation | INT |
| +1 | Medicine | WIS | |
| -1 | Nature | INT | |
| +5 | Perception | WIS | |
| +6 | Performance | CHA | |
| +6 | Persuasion | CHA | |
| -1 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Pitchfork | +5 | DEX | 1d6+1 | piercing | |
| Finesse, thrown (20/60), versatile (1d8) | |||||
Remember, you regain your spell slots on a short rest rather than a long rest,
all your spells level up to fifth level. Most spells get a buff from being cast at higher levels
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.
PHB, page 237
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Evolving Cantrips
0-level (Cantrip) Enchantment
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
At higher levels: At 5th Level:
If a target would not automatically succeed on their Wisdom save, you may choose to have them fail their save when you cast this spell. If you do so, they will also become hostile towards you when the spell ends and they realize they were Charmed by you.
At 11th Level.
You can substitute the somatic and material components of this cantrip with a verbal component that you can weave into a sentence by including the word "friend".
At 17th Level.
This spell does not require concentration when you cast it. The creature does not realize it was charmed by this spell until 1 minute after the spell ends.
Unearthed Arcana
0-level (Cantrip) Enchantment
Xanathar's Guide to Everything, page 152
0-level (Cantrip) Conjuration
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sword Coast Adventuring Guide
0-level (Cantrip) Evocation
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
Basic Rules , pg. 250
1-level Evocation
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 |
3-level Enchantment
Player's Handbook
3-level Illusion
You create a twisting pattern of colors that weaves through the air inside a 30-ft cube. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom save. On a fail, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends if they take damage, or are shaken awake.
Unearthed Arcana
4-level Enchantment
Player's Handbook
5-level Enchantment
Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Player's Handbook
5-level Evocation
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Statblocks for your Trinkets, businesses, building, castles, empires.
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