| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| -1 | Strength | |
| +1 | Dexterity | |
| +6 | Constitution | |
| +0 | Intelligence | |
| +0 | Wisdom | |
| +7 | Charisma |
| +1 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +3 | Arcana | INT | |
| -1 | Athletics | STR | |
| +4 | Deception | CHA | |
| +0 | History | INT | |
| +3 | Insight | WIS | |
| +4 | Intimidation | CHA | |
| +0 | Investigation | INT | |
| +2 | Trance 1 | STR | |
| +2 | Trance 2 | STR |
| +0 | Medicine | WIS | |
| +0 | Nature | INT | |
| +3 | Perception | WIS | |
| +4 | Performance | CHA | |
| +7 | Persuasion | CHA | |
| +3 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Mind Sliver | +4 | CHA | 2d6 | Psychic | |
| Cantrip, 1 action V, 1 can see <60ft, Int DC15, sub 1d4 next save | |||||
| Magic Missile | +4 | CHA | 1d4+1 | Force | |
| 1st Lvl, 1 action VS, 3 darts, can see <120ft, +1 dart upcast | |||||
| Spiritual Weapon | +7 | CHA | 1d8+4 | Force | |
| 2nd Lvl, Cast/attack w/ bonus action,VS, create weapon <60ft w/ 20ft move 5ft range, lasts 1min | |||||
| Fireball | +4 | CHA | 8d6 | Fire | |
| 3rd Lvl, 1 action VSM, 20ft radius centered <150ft, Dex DC15 for half, corners and ignites | |||||
| Light Crossbow | +4 | DEX | 1d8+1 | Piercing | |
| Range 80/320ft | |||||
| Dagger | +4 | DEX | 1d4+1 | Piercing | |
| 20/60ft range | |||||
| Healing Word | +4 | CHA | 1d4+4 | Healing | |
| 1st Lvl, Bonus action, V, one can see <60ft, +1d4 upcast | |||||
| Spirit Guardians | +4 | CHA | 3d8 | Radiant | |
| 15ft rad on me, 1/2spd, entering or start turn, Wis save for 1/2dmg | |||||
| Rock throw | +9 | STR | 7d6+7-1 | Bludgeoning | |
| Giant ape 50ft/100ft ranged attack | |||||
4th Level Feat: Telekinetic - +1 to Cha. Learn Mage hand and cast w/o VS, can be invisible. Bonus action can shove creature can see <30ft Str ST DC15 or move 5ft towards/away.
A holy symbol (spell focus) Enne
20 crossbow bolts
Spell components pouch (needs periodic upkeep)
Pouch containing small pot and eating utensils
Explorer's Pack (Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 2 days of rations, and a waterskin. 50ft of hempen rope.)
Sewing and mending kit
Good traveler's boots
Traveling cloak with hood
Soap
A prayer book, 5 sticks of incense, vestments, a set of common clothes, coin pouch
Ring of Spell Storing
Spell scroll: Ceremony
Spell scroll: Augury
Robes of Summer
Barrier Tattoo - Rare
~10lbs coal wrapped in spare blanket
Common, Elvish, Dwarfish, Celestial (read and write only, not spoken)
The statblocks of your Weapons, armor and other important/magical equipment
PHB
Weapon
Common
Ammunition, loading, two-handed| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Ranged | 1d8 | Piercing | 80/320 ft |
Cost: 25 gp
Weight: 5 lb
PHB
Weapon
Common
Finesse, light, thrown| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4 | Piercing | 20/60 ft |
Cost: 2 gp
Weight: 1 lb
Lost Notes of the Crimson Regalia
Ring Rare
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space
Tales from the Yawning Portal
Wondrous Item
Rare Requires Attunement
This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.
Tasha's Cauldron of Everything
Wondrous Item
Varies Requires Attunement
Protection. While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit.
The statblocks of your class features
| The | Sorcerer | Spell | Slots | Per | Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Levels | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1 | +2 | 1 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2 | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3 | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | +2 | 4 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | +3 | 5 | Magical Guidance (Optional) | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | +3 | 8 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | +4 | 12 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | +5 | 16 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17 | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | 19 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
| Creating Spell Slots Chart | |
|---|---|
| Spell Slot per Level | Sorcery Point Cost |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
MotM, pg. 13
Statblocks for companions, followers and other allies.
Athletics +9 , Perception +4
passive Perception 14
Multiattack. The ape makes two fist attacks.
Fist. Melee weapon attack: +9 to hit, reach 10ft, one target. Hit 22 3d10+6 bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100ft, one target. Hit: 30 7d6+6 bludgeoning damage.
Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. Flyby. The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 3d10+6 piercing damage.
a giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
SRD
Hold Breath. While out of water, the octopus can hold its breath for 1 hour. Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater.
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 slashing damage.
A giant eagle is a noble creature that speaks its own language and understands speech in the common tongue. A mater pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 2d6+1 slashing damage.
Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.
MM'14 p.333
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage

Arctic, Forest, Hill
Monster Manual
Keen Smell. The rat has advantage on Perception Checks that rely on smell.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft, one target. Hit: 1-2 1d2 piercing damage.
Environment. Forest, Marsh, Swamp, Urban
Statblocks for your spells.
Player's Handbook
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 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) 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.
UA
0-level (Cantrip) Enchantment
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a 1d4 and subtract the number rolled from the save.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
Basic Rules (2014)
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
PHB
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
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.
Basic Rules (2014)
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
The spell creates one more dart for each slot level above 1st.
Player's Handbook
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.
S:CC
1-level Enchantment
PHB
2-level Evocation
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.
PHB
2-level Illusion
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
PHB
3-level Conjuration
3-level Evocation
4-level Transmutation
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Statblocks for your Trinkets, businesses, building, castles, empires.
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