| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +2 | Strength | |
| +0 | Dexterity | |
| +1 | Constitution | |
| +1 | Intelligence | |
| +6 | Wisdom | |
| +2 | Charisma |
| +0 | Acrobatics | DEX | |
| +4 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +4 | Athletics | STR | |
| +0 | Deception | CHA | |
| +1 | History | INT | |
| +6 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +4 | Medicine | WIS | |
| +1 | Nature | INT | |
| +4 | Perception | WIS | |
| +0 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +0 | Stealth | DEX | |
| +6 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Greatclub | +4 | STR | 1d8+2 | bludgeoning | |
| Two-Handed | |||||
| Light Crossbow | +4 | STR | 1d8+2 | piercing | |
| Two-Handed, Ranged 80/320 | |||||
Mace
Leather Armor
Light Crossbow
Priest's Pack
Shield
Holy Symbol
Staff
Hunting Trap
Rabbit Skull
Traveler's Clothes
Armor: Light, Medium, Shields
Weapons: Simple
Languages: Common, Elven, Sylvan, Undercommon
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.
0-level (Cantrip) Evocation
You may say a divine word of your choice, and each creature of your choice that you can see must take a constitution saving throw. Upon failure, they will receive 1d6 radiant damage.
Damage increases by 1d6 at level 5, again at level 11, and again at level 17.
0-level (Cantrip) Divination
Action, Divination; You may touch one willing creature. Once before the spell ends, the target may roll a d4 and add the result to one ability check of their choice.
0-level (Cantrip) Evocation
Each creature of your choice within ~5 ft must take a constitution saving throw. Upon failure, they will take 1d6 radiant damage.
Damage increases by 1d6 at level 5, again at level 11, and again at level 17.
1-level Enchantment
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
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.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
0-level (Cantrip) Evocation
You may say a divine word of your choice, and each creature of your choice that you can see must take a constitution saving throw. Upon failure, they will receive 1d6 radiant damage.
Damage increases by 1d6 at level 5, again at level 11, and again at level 17.
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.
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, or deals damage to another creature, this spell ends.
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.
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: 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.
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.
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.
1-level Divination
You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.
When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.
If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
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 to the mystical dim light glittering on the target until then.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1-level Divination
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.
1-level Divination
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.
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.
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 or constructs.
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.
1-level Transmutation
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.
When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
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.
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 DM determines how the target behaves. If the target can’t follow your command, the spell ends.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.
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