| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +1 | Strength | |
| +0 | Dexterity | |
| +4 | Constitution | |
| +2 | Intelligence | |
| +1 | Wisdom | |
| +7 | Charisma |
| +0 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +5 | Arcana | INT | |
| +1 | Athletics | STR | |
| +4 | Deception | CHA | |
| +2 | History | INT | |
| +4 | Insight | WIS | |
| +4 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +1 | Medicine | WIS | |
| +2 | Nature | INT | |
| +1 | Perception | WIS | |
| +4 | Performance | CHA | |
| +4 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +0 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Dagger | +1 | STR | 1d4+1 | Piercing | |
| Finesse, Light, Thrown, Nick | |||||
| Dagger | +1 | STR | 1d4+1 | Piercing | |
| Finesse, Light, Thrown, Nick | |||||
| Staff of Withering | +11 | CHA | 1d8 | Bludgeoning, Necrotic | |
| Versatile, Sap - The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. | |||||
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.
SRD
0-level (Cantrip) Necromancy
Player's Handbook (5.5e) 2024
0-level (Cantrip) Evocation
You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius & Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Player's Handbook
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Player's Handbook (5.5e) 2024
0-level (Cantrip) Evocation
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Player's Handbook (5.5e) 2024
0-level (Cantrip) Necromancy
Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
SRD
1-level Evocation
SRD
1-level Enchantment
Player's Handbook (5.5e) 2024
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerYou remove poison & rot from nonmagical food & drink in a 5' radius Sphere centered on a point within range.
Player's Handbook
1-level Necromancy
This spell is classified as a Biomancy spell.
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
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
2-level Transmutation
This spell is classified as a Biomancy spell.
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Xanatar's Guide to Everything
2-level Transmutation
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Player's Handbook
2-level Abjuration
This spell is classified as a Biomancy spell.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralysed or poisoned.
Basic Rules (2014) - Modified
3-level Evocation
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. This light is sunlight.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Basic Rules (2014)
3-level Illusion
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Player's Handbook (2024)
3-level Transmutation
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
You can target one additional creature for each spell slot level above 3.
Statblocks for your Trinkets, businesses, building, castles, empires.
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