| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| -1 | Strength | |
| +2 | Dexterity | |
| +2 | Constitution | |
| +5 | Intelligence | |
| +3 | Wisdom | |
| +0 | Charisma |
| +2 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +5 | Arcana | INT | |
| -1 | Athletics | STR | |
| +0 | Deception | CHA | |
| +7 | History | INT | |
| +1 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +3 | Investigation | INT |
| +1 | Medicine | WIS | |
| +3 | Nature | INT | |
| +1 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Quarterstaff | +1 | STR | 1d6or1d8-1 | bludgeoning | |
| Versatile | |||||
Quarterstaff -> think gandalf staff, crystal in top part embedded, gnarly wood
Component Pouch
Explorer's Pack
Spellbook: small, leatherbound, tied shut with leather rope.
Common
Draconic
Ancient Draconic
Simple Weapons
Calligrapher's Supplies: Utilize: Write text with impressive flourishes that guard against forgery (DC 15 D20+Prof.) Craft: Ink, Spell Scroll
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
SRD, TCoE
| Level | Proficiency | Features | Cantrips | --- Spell Slots Per Spell Level --- | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ^ | Bonus ^ | ^ | Known ^ | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||
| :-----: | :-----------: | :------------- | :--------: | :--: | :--: | :--: | :--: | :--: | :--: | :--: | :--: | :--: | ||
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | ā | ā | ā | ā | ā | ā | ā | ā | ||
| 2nd | +2 | Arcane Tradition | 3 | 3 | ā | ā | ā | ā | ā | ā | ā | ā | ||
| 3rd | +2 | Cantrip Formulas (Optional) | 3 | 4 | 2 | ā | ā | ā | ā | ā | ā | ā | ||
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | ā | ā | ā | ā | ā | ā | ā | ||
| 5th | +3 | ā | 4 | 4 | 3 | 2 | ā | ā | ā | ā | ā | ā | ||
| 6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | ā | ā | ā | ā | ā | ā | ||
| 7th | +3 | ā | 4 | 4 | 3 | 3 | 1 | ā | ā | ā | ā | ā | ||
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | ā | ā | ā | ā | ā | ||
| 9th | +4 | ā | 4 | 4 | 3 | 3 | 2 | 1 | ā | ā | ā | ā | ||
| 10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 2 | 2 | ā | ā | ā | ā | ||
| 11th | +4 | ā | 5 | 4 | 3 | 3 | 2 | 2 | 1 | ā | ā | ā | ||
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | 2 | 1 | ā | ā | ā | ||
| 13th | +5 | ā | 5 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | ā | ā | ||
| 14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | ā | ā | ||
| 15th | +5 | ā | 5 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | ā | ||
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | ā | ||
| 17th | +6 | ā | 5 | 4 | 3 | 3 | 2 | 3 | 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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook pg 267
0-level (Cantrip) Transmutation
Player's Handbook
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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 magic items, or carry more than 10 pounds.
Player's Handbook
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.
Player's Handbook
1-level Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
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.
Player's Handbook
1-level Evocation
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Player's Handbook
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 if the target dons armor or if you dismiss the spell as an action.
PHB'24 p.295
1-level Evocation
Strixhaven: A Curriculum of Chaos
1-level Enchantment
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Player's Handbook
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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.
Undead and creatures immune to being charmed aren't affected by this spell.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Player's Handbook
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerFor 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 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.
Player's Handbook
1-level Conjuration
You gain the service of a familiar, a spirit that takes an animal form you choose, and uses the stat block of one of the following: bat, cat, crab, frog, hawk, lizard, octopus, owl, snake, fish, 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. As an action, you can temporarily dismiss the familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
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.
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.
Basic Rules (2014) - Modified
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. Constructs have disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
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.
Basic Rules (2014)
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Statblocks for your Trinkets, businesses, building, castles, empires.
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