+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+0 | Strength | |
+3 | Dexterity | |
+2 | Constitution | |
+1 | Intelligence | |
+8 | Wisdom | |
+5 | Charisma |
+3 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+0 | Athletics | STR | |
+1 | Deception | CHA | |
+1 | History | INT | |
+8 | Insight | WIS | |
+1 | Intimidation | CHA | |
+1 | Investigation | INT |
+8 | Medicine | WIS | |
+1 | Nature | INT | |
+4 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Mace | +4 | STR | 1d6 | bludgeoning | |
Light crossbow | +7 | DEX | 1d8+3 | piercing | |
ammunition (80/320 ft.), loading, two-handed |
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD
Adventuring Gear Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
The statblocks of your class features
Cleric Level | Spells |
---|---|
1st | Bane, False Life |
3rd | Gentle Repose, Ray of Enfeeblement |
5th | Revivify, Vampiric Touch |
7th | Blight, Death Ward |
9th | Antilife Shell, Raise Dead |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Xanathar's Guide to Everything
0-level (Cantrip) Necromancy
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Wizards of the Coast, Unearthed Arcana, "One D&D: Players Handbook Playtest 8"
1-level Abjuration
PHB
1-level Necromancy
Wizards of the Coast, Player's Handbook 5e
1-level Abjuration
Basic Rules , pg. 216
1-level Enchantment
PHB
1-level Necromancy
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
2-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerPHB
2-level Evocation
PHB
2-level Enchantment
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Player's Handbook
2-level Divination
You sense the presence of any trap within range. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, or bait that leads to an ambush, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Basic Rules, pg. 245
2-level Necromancy (ritual)
Player's Handbook
2-level Necromancy
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
PHB
3-level Conjuration
One DnD Playtest
3-level Abjuration
Basic Rules, pg. 285
3-level Necromancy
Player's Handbook
3-level Necromancy
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
3-level Evocation
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
One DnD Playtest 2
4-level Abjuration
4-level Conjuration
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Player's Handbook
4-level Abjuration
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Player's Handbook
4-level Necromancy
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.