| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +0 | Strength | |
| +2 | Dexterity | |
| +3 | Constitution | |
| +7 | Intelligence | |
| +3 | Wisdom | |
| +0 | Charisma |
| +2 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +7 | Arcana | INT | |
| +0 | Athletics | STR | |
| +2 | Deception | CHA | |
| +5 | History | INT | |
| +3 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +5 | Investigation | INT |
| +1 | Medicine | WIS | |
| +5 | Nature | INT | |
| +1 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Quarterstaff | +4 | STR | 1d6 | Bludgeoning | |
| Versatile | |||||
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) Illusion
SRD
0-level (Cantrip) Conjuration
SRD
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Conjuration
SRD
1-level Abjuration
SRD
1-level Necromancy
SRD
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Illusion
Xanathar's Guide to Everything
1-level Abjuration
Acquisitions Inc.
1-level Illusion
SRD
2-level Transmutation
Player's Handbook p264
2-level Illusion
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
SRD
2-level Evocation
3-level Abjuration
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Replacement Series
3-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.