+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+1 | Dexterity | |
+4 | Constitution | |
+1 | Intelligence | |
+0 | Wisdom | |
+7 | Charisma |
+1 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+1 | Athletics | STR | |
+7 | Deception | CHA | |
+1 | History | INT | |
+0 | Insight | WIS | |
+4 | Intimidation | CHA | |
+1 | Investigation | INT | |
+4 | Cooking | WIS |
+0 | Medicine | WIS | |
+1 | Nature | INT | |
+0 | Perception | WIS | |
+7 | Performance | CHA | |
+7 | Persuasion | CHA | |
+1 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Numonic Dagger | +5 | DEX | 1d6+1 | Slashing |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e DMG
Wondrous Item
Rare Requires Attunement
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.
Weapon
Legendary
Enchantment: The Mnemonic Dagger possesses a potent enchantment. Upon a successful hit with the dagger, the wielder can trigger the enchantment by expending a charge. The target must then make a Wisdom saving throw (Spell save DC) to resist the magical effect. Effect: Failed Saving Throw (Wisdom): If the target fails the saving throw, they immediately lose all memories of the last 10 minutes. This includes events, conversations, and any other experiences during that time frame. Successful Saving Throw: If the target succeeds in the saving throw, they resist the magical effect, and their memories remain intact. Charges: 4 (reset after long rest)Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Slashing |
Armor
Rare
When worn this ancient mask allows the user to see through illusions and gain a proficiency in insight.An ancient white mask with 2 glowing green eyes when worn. It appears to be thinking and judging the world around it.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
Weapon
Rare
While held the dagger silences movement and adds 15ft to the movement speed of the weilderThis dagger is adorned with ancient runes and emits a faint, eerie whispering sound when drawn.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 2d4 | Piercing | 20/60 |
Adventuring Gear
Rare
Gazing into the mirror shows the looker their greatest desire and where it is to obtain it if possible.A prestine mirror adorned with shimmering magical runes.
Adventuring Gear
Rare
Using the catchphrase desided on being obtained whoever is looking at the mirror when the words are uttered becomes trapped on the other side. The target must make a DC 15 wisdom saving throw or be trapped until released.A prestine mirror adorned with shimmering magical runes.
Adventuring Gear
Very Rare
This chalice has the ability to replicate any liquid poured into it, providing an endless supply of food and drink.A beautiful chalice replicating the hands of giving, an old tale of gods who would feed their worshippers for eternity come.
Homebrew
Staff
Very Rare Requires Attunement
Weight: 5lbs
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 |
Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1st | 3 | 3 | — | — | — | — | — | — | — | — |
2nd | 3 | 4 | 2 | — | — | — | — | — | — | — |
3rd | 4 | 4 | 3 | — | — | — | — | — | — | — |
4th | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
5th | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
6th | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
7th | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
8th | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
9th | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
10th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
11th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
13th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
15th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
17th | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 5 | 4 | 4 | 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.
PHB p231
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longer1-level Necromancy
You create a dark orb in a point of space that you can see within range. It is Large size, with a diameter of ten feet. When you cast this spell, all creatures whose space is occupied by the dark orb must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much on a successful save. As an action on your following turns until this spell ends, you can move the dark orb up to 30 ft, but no more than 120 feet away from you.
When you cast this spell using a spell slot of 2nd level or higher, the dark orb deals an additional 1d8 necrotic damage for every level above 1st.
Grimlore's Grimoire
1-level Necromancy
You extend your hand toward a creature you can see within
range and infect the target with a horrible disease, causing
their flesh to form pustules and smell of decay. The creature
must succeed on a Constitution saving throw or take 2d12
necrotic damage
At higher levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d12 for
each slot level above 1st
1-level Illusion
1-level Necromancy
1-level Necromancy
Homebrew
1-level Transmutation
1-level Evocation
Homebrew
1-level Transmutation
Homebrew
1-level Evocation
Xanathar's Guide to Everything , pg. 164
2-level Illusion
Player's Handbook , pg. 264
2-level Illusion
Homebrew
2-level Evocation
A high pressure wave of water conjures from your hand, 60 feet long and 5 feet wide. You choose the direction you point your hand, and the water continues to shoot for the duration. Each creature that is hit with this spell must succeed on a Strength or Dexterity saving throw or be pushed all the way to the end of the wave of water. Large and small creatures have advantage on this saving throw. Tiny creatures are unaffected by this spell. Small and tiny creatures must make the check as normal if the spellcaster specifically targets their height level. If the creature impacts anything, it takes 3d8 force damage. On a success it resists or otherwise dodges the spell. On a Strength success or otherwise a failure, the target is made wet and any attack made against said creature that would deal lightning damage has advantage on the attack roll. If, while you are concentrating on this spell, a creature attempts to move towards you, it must first make a Constitution save to resist the water if it is hitting their face, and then it may move towards you, spending speed at double the rate. The water travels at a speed that displaces any air particles, dispersing any air, gas, or vapour. The water can push in large wall buttons and keep them pressed in. It snuffs out any candles or similarly unprotected flames in its area. Magically protected flames have a 75% chance of being extinguished. Any ranged attack that passes through the water has disadvantage on its attack roll, and fire damage is halved if the effect passes through the water. The water can be frozen, by any effect dealing cold damage, and doing so immediately ends the spell as the ice comes crashing down. As a bonus action on each of your turns before the spell ends, you may change the direction of the spell. The water fills a 25-square foot area by half a foot of height per turn, provided the water has nowhere else to go, and disperses evenly across the area. At the end of the spell's duration, it would have filled a 25-square-foot area up to a height of 5 feet.
PHB
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Homebrew
2-level Necromancy
2-level Conjuration
Kibbles
2-level Evocation
Valda's Spire of Secrets
2-level Evocation
Basic Rules , pg. 255
3-level Evocation
Deep Magic Vol. 1
3-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.