+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+4 | Dexterity | |
+2 | Constitution | |
+5 | Intelligence | |
+3 | Wisdom | |
+2 | Charisma |
+6 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+5 | Arcana | INT | |
-1 | Athletics | STR | |
+2 | Deception | CHA | |
+5 | History | INT | |
+1 | Insight | WIS | |
+2 | Intimidation | CHA | |
+3 | Investigation | INT |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+3 | Perception | WIS | |
+4 | Performance | CHA | |
+2 | Persuasion | CHA | |
+3 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +6 | DEX | 1d8+4 | Piercing | |
Finesse |
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.
0-level (Cantrip) Evocation
Tasha's Cauldron of Everything
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Evocation
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
1-level Abjuration
You touch a willing creature who isn’t wearing armour, 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 armour or if you dismiss the spell as an action.
Strixhaven: A Curriculum of Chaos
1-level Enchantment
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerYou gain the service of a familiar, a spirit that takes an animal form you choose. 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 your 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.
Replacement Series
1-level Abjuration
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.
PHB p239
1-level Transmutation
SRD
2-level Illusion
Player’s Handbook
2-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerStatblocks for your Trinkets, businesses, building, castles, empires.