| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +2 | Strength | |
| +4 | Dexterity | |
| +4 | Constitution | |
| +8 | Intelligence | |
| +6 | Wisdom | |
| -1 | Charisma |
| +4 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +8 | Arcana | INT | |
| +2 | Athletics | STR | |
| +2 | Deception | CHA | |
| +5 | History | INT | |
| +6 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +5 | Investigation | INT | |
| +110 | gAmBliNg | INT |
| +6 | Medicine | WIS | |
| +5 | Nature | INT | |
| +3 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Stinger Scepter | +5 | STR | 1d6+2 | bludgeoning | |
| Pristine Blade | +7 | DEX | 1d4+4 | piercing | |
| Finesse, Light | |||||
- Languages: Common, Elven, Giant
- Weapons: Darts, Daggers, Light Crossbows, Quarter Staffs, Slings
- Gaming Sets: Cards
The statblocks of your Weapons, armor and other important/magical equipment
Staff
Uncommon Requires Attunement
Can use the Poison Spray Cantrip.
Makes the user resistant to Poison while attuned.
Cost: 400 gp (Scorpion Required)
Weight: 5 lb
Weapon
Very Rare Requires Attunement
"The blade is your implement. You'll need it if you want to do this right."
Allows the user to manipulate the area within the 'Basement'.
The blade cannot change form, not even visually. It remains constant in every instant.
It ignores any immunities.
Execute, Finesse, Light, Thrown (range 20/60)
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4 | Piercing | 5 ft. |
Weight: 1 lb
The statblocks of your class features
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Xanatar's Guide to Everything
0-level (Cantrip) Evocation
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
SRD
0-level (Cantrip) Illusion
Player's Handbook
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Homebrew
0-level (Cantrip) Transmutation
Has a coin-flip chance to either double a non-living item, or to have it cease to exist. Can not be used on legendary items and quest objects.
0-level (Cantrip) Evocation
You conjure and then throw a magical card with a random effect. Make a ranged spell attack against the target. On a hit, a target is hit by a card of one of the following colors, which each have a unique effect and purpose. For each target, roll a d6 to determine which color card effects it.
The spell creates more than one card when you reach higher levels: two cards at 5th level, three cards at 11th level, and four cards at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll for each card.
Basic Rules , pg. 233
1-level Illusion
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.
Basic Rules
1-level Evocation
PHB
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
| Base AC | 13 + Dexterity Modifier |
|---|
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.
PHB
1-level Conjuration
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
1-level Abjuration
You point at an ally under attack, instantly conjuring an invisible barrier of magical force to protect them. Until the start of their next turn, the target has a +3 bonus to AC, including against the triggering attack, and they take no damage from magic missile.
PHB
2-level Transmutation
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Player's Handbook 251
2-level Enchantment
Mordenkainen's Lost Notebook
2-level Transmutation
You cause one of two effects originating from a source of a fire within range. You can cause the fire to erupt in a bright display of fireworks that causes all creatures within 60 feet of the fire that rely on vision and have a direct line of sight to it to make a Constitution saving throw or be blinded until the end of their next turn. Alternatively, you can cause the fire to be extinguished and give off a billowing cloud of smoke that fills surrounding spaces within 5 feet of it and then continues to move outward from the fire source. The cloud fills all spaces within 5 feet of it on the first turn, and then moves outward from the previous adjacent spaces another 5 feet at the beginning of each of your turns for the duration (1 minute). The cloud is toxic and heavily obscured. Any creature that starts its turn within the cloud or enters its area for the first time on a turn has disadvantage on all d20 rolls that turn.
Player's Handbook
2-level Evocation
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
2-level Divination
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane.
Ethereal creatures and objects appear ghostly and translucent.
Player's Handbook
2-level Transmutation
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
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 Conjuration
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Basic Rules , pg. 228
3-level Abjuration
3-level Conjuration
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
3-level Conjuration
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
3-level Evocation
You hurl a streaking star from your the palm of your hand unto a creature within range. Make a ranged spell attack. On a hit, the target takes 8d8 force damage and is revealed until the end of its next turn. A revealed creature cannot benefit from the invisible condition, is returned to its true form if it is shapeshifted, and attacks against it hit critically on a d20 roll of 19-20.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
4-level Conjuration
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
4-level Conjuration
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Statblocks for your Trinkets, businesses, building, castles, empires.
Trade Good
Uncommon
A turquoise blend with a shimmer of coral pink that dances like a shoal of fish if you swirl it.
Advantage on Performance checks involving singing for an hour.
Bottle - 40gp
Cost: 2gp per shot
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