| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus | |
| +1 | Jack of all Trades |
| +0 | Strength | |
| +5 | Dexterity | |
| +2 | Constitution | |
| +1 | Intelligence | |
| +2 | Wisdom | |
| +6 | Charisma |
| +8 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +1 | Athletics | STR | |
| +6 | Deception | CHA | |
| +2 | History | INT | |
| +3 | Insight | WIS | |
| +4 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +3 | Medicine | WIS | |
| +2 | Nature | INT | |
| +3 | Perception | WIS | |
| +6 | Performance | CHA | |
| +9 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +5 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Rapier | +5 | DEX | 1d8+2 | Peircing | |
| Finesse | |||||
| Dagger | +5 | DEX | 1d4+2 | Piercing | |
| Finesse, Light, Thrown(20/60) | |||||
| Quick Draw Rapier | +5 | DEX | 1d8+2 | Peircing | |
| Finesse | |||||
| Summer's Dance Sword | +0 | STR | |||
Common, Elvish, Celestial
Thieves tools, Gaming set (cards),
Simple weapons, Long & Short swords, Rapier, Short and Long bows, Hand crossbow
x3 instruments: Lute, Saxophone, Drums
The statblocks of your Weapons, armor and other important/magical equipment
Ring
Rare Requires Attunement
This ring features ever-changing designs depicting the four seasons.
Once per week at dawn, roll a d4 and consult the following table to determine the ring’s seasonal temperament, and its corresponding effect. If a spell requires a saving throw, the spell save DC is 13.
| d4 | Season |
|---|---|
| 1 | Autumn. Your spirit of generosity intensifies; you share your supplies and spend your coin more freely. Once per day, you can cast calm emotions. |
| 2 | Winter. You retreat into an icier mood; your speech and laughter become muted in tone. Once per day, you can cast Snilloc’s snowball swarm. |
| 3 | Spring. Life feels fresh and vibrant; you habitually hum a pleasant tune quietly to yourself. Once per day, you can cast enhance ability. |
| 4 | Summer. Your temper rises to the surface; you tend to lash out more readily than usual. Once per day, you can cast heat metal. |
Weight: 1 oz
The statblocks of your class features
Can use soothing music or oration to help revitalize wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Bard: starts @ lvl 6
Gain the ability to use musical notes or words of power to disrupt mind-influencing effects.
As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Be an Elf/Half-Elf
When ADV on attack using DEX, INT, WIS, or CHA, can re-roll one of the dice once.
Increase DEX, INT, WIS, or CHA score by 1, to a max of 20.
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Can’t discern color in darkness, only shades of gray.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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.
PHB
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.
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.
D&D 5e PHB Page 230
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.
At higher levels: 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.
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit pints 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
| 1d4+SpellcastingAbilityModifier | Healing |
|---|
PHB, page 252
1-level Illusion (ritual)
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: At Higher Levels: 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 , pg. 222
2-level Conjuration
Player's Handbook
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
2-level Illusion (ritual)
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.
Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Casting a spell that includes a verbal component is impossible there.
Player's Handbook
3-level Necromancy (ritual)
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Fizban's Treasury of Dragons
4-level Enchantment
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
1d6
Statblocks for your Trinkets, businesses, building, castles, empires.
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