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Gogovati "Bookworm"

Wizard, School of conjuration 3 Class & Level
Hermit Background
Kobold Race
Chaotic neutral Alignment

Strength 7
-2
Dexterity 15
+2
constitution 8
-1
intelligence 16
+3
wisdom 15
+2
charisma 12
+1
Total Hit Dice 3
Hit Die
1d6-1
+2 proficiency bonus
-2 Strength
+2 Dexterity
-1 Constitution
+5 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+5 Arcana
-2 Athletics
+1 Deception
+4 History
+2 Insight
+1 Intimidation
+3 Investigation
+4 Medicine
+3 Nature
+2 Perception
+1 Performance
+1 Persuasion
+5 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Arcana, History, Medicine, Religion   Languages: Common and draconic proficiencies

 
12
Armor Class
11
Hit Points
+2
Initiative
30ft
Speed
Quarterstaff 1d20-2 1d6-2
Quarterstaff (2 handed) 1d20-2 1d8-2
Attacks
Armor: -
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Herbalism kit
Proficiences
Save DC = 13
*Cantrips*
-Mage hand
-Infestation
-Sword Burst
*Level 1*
-Find Familiar
-Unseen Servant
-Ice Knife
-Jim's Magic Missile
*Level 2*
-Flock of familiars
-Flaming Spheres
Spellcasting
Weapon(s): Quarterstaff
Armor: -
Miscellanious: Oddly straight bone (Arcane focus; wand), Scholar's pack, spellbook, back-up scroll case (Spellbook), a winter blanket, a set of common clothes (Robes), an herbalism kit
Money: 5gp
Equipment
Insecure, humble, shy, lonely and anxious.
Personality Traits
I want to find somewhere safe.
Ideals
I long for friendship.
Bonds
Kindness can blind me, and I am deathly afraid of other kobolds.
Flaws
- Grovel, Cower and Beg:
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Pack Tactics:
  • You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Sunlight Sensitivity:
  • You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Minor Conjuration:
  • You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
    The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
  • Discovery:
  • You know a secret entrance into the treasury of your old tribe.
    Features & Traits

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e SRD SRD

    Quarterstaff

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Simple 1d6 / 1d8 Bludgeoning Versatile

    Cost: 2 sp Weight: 4 lb


     

    DnD 5e XAN

    Herbalism Kit

    Tool Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
    Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
    Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
    Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
    Medicine. Your mastery of herbalism improves your methods of care with medicinal plants.
    Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
    Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
    HERBALISM KIT

    Activity DC
    Find plants 15
    Identify poison 20

    Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.
    POTION OF HEALING CREATION
    Type Time Cost
    Healing 1 day 25 gp
    Greater healing 1 workweek 100 gp
    Superior healing 3 workweeks 1,000 gp
    Supreme healing 4 workweeks 10,000 gp
    Common

    Cost: 5 gp Weight: 3 lb.


     

    DnD 5 SRD

    Scholar's Pack

    Adventuring Gear Common

    Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

    Cost: 40gp Weight: 12lb


     

    DnD 5e SRD

    Spellbook

    Adventuring Gear Common

    Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

    Cost: 50gp Weight: 3lb


     

    The statblocks of your class features

    Wizard


    Hit Points

    Hit Dice: d6 per Wizard level
    Hit Points at first Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

    Proficiences

    Armor: None
    Weapons: Darts, daggers, slings, quarterstaffs, light crossbows
    Tools: None
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

    Overview & Creation

    LevelProf. BonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
    1st+2Arcane Recovery, Spellcasting32
    2nd+2Arcane Tradition33
    3rd+2342
    4th+2Ability Score Improvement443
    5th+34432
    6th+3Arcane Tradition feature 4433
    7th+344331
    8th+3Ability Score Improvement44332
    9th+4443331
    10th+4Arcane Tradition feature543332
    11th+45433321
    12th+4Ability Score Improvement5433321
    13th+554333211
    14th+5Arcane Tradition feature54333211
    15th+5543332111
    16th+5Ability Score Improvement543332111
    17th+65433321111
    18th+6Spell Mastery5433331111
    19th+6Ability Score Improvement5433332111
    20th+6Signature Spells5433332211


    Class Features

    Arcane Recovery

    Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.  

    Arcane Tradition

    When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

    Spell Mastery

    At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

    Signature Spells

    When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.


    Starting Equipment

    You may pick either (a) or (b):

    • (a) a quarterstaff or (b) a dagger [il](a) a component pouch or (b) an arcane focus
    • (a) a Scholar's pack or (b) an Explorer's pack
    • A spellbook
      Alternatively, you can ignore the equipment from your class and background, and start with 4d4 x 10 gp.


    Spellcasting

    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.  

    Cantrips

    You know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, learning a 4th cantrip at 4th level and a 5th at 10th level.  

    Spellbook

    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.   The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.   A spellbook doesn't contain cantrips.  

    Copying a Spell into the Book

    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.   Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.  

    Replacing the Book

    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.  

    The Book's Appearance

    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.  

    Preparing and Casting Spells

    The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.  

    Learning Spells of 1st Level and Higher

    Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.  

    Spellcasting Ability

    Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell Attack modifier = your proficiency bonus + your Intelligence modifier  

    Ritual Casting

    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.  

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your wizard spells.


    Subclass Options

    Bladsinger

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.  

    Bladesong

    Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose. While your Bladesong is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
    You can use this feature twice. You regain these uses each time you complete a short or long rest.  

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Song of Defense

    Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.  

    Song of Victory

    Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.  

    School of Abjuration

     

    Abjuration Savant

    At 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.  

    Arcane Ward

    Starting at 2nd level, when you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.   While the ward has 0 hit points, it can't absorb damage. but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.   Once you create the ward, you can't create it again until you finish a long rest.  

    Projected Ward

    Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points. the warded creature takes any remaining damage.  

    Improved Abjuration

    Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell, you add your proficiency bonus to that ability check.  

    Spell Resistance

    Starting at 14th level, you have advantage on saving throws against spells.   Furthermore, you have resistance against the damage of spells.  

    School of Conjuration

     

    Conjuration Savant

    At 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.  

    Minor Conjuration

    At 2nd level, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.   The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.  

    Benign Transposition

    Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.   Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.  

    Focused Conjuration

    Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.  

    Durable Summons

    Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.  

    School of Divination

     

    Divination Savant

    At 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.  

    Portent

    At 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.   Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.  

    Expert Divination

    Beginning at 6th level, when you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.  

    The Third Eye

    Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
    • Darkvision: You gain darkvision out to a range of 60 feet.
    • Ethereal Sight: You can see into the Ethereal Plane within 60 feet of you.
    • Greater Comprehension: You can read any language.
    • See Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.
     

    Greater Portent

    Starting at 14th level, you roll three d20 for your Portent feature, rather than two.  

    School of Enchantment

     

    Enchantment Savant

    Beginning at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.  

    Hypnotic Gaze

    Starting at 2nd level, as an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.   On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.   Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.  

    Instinctive Charm

    Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.   You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.  

    Split Enchantment

    Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.  

    Alter Memories

    At 14th level, when you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.   Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.  

    School of Evocation

     

    Evocation Savant

    Beginning at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.  

    Sculpt Spells

    Beginning at 2nd level, when you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.  

    Potent Cantrip

    Starting at 6th level, when a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.  

    Empowered Evocation

    Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.  

    Overchannel

    Starting at 14th level, when you cast a wizard spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell.   The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.  

    School of Illusion

     

    Illusion Savant

    Beginning at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.  

    Improved Minor Illusion

    At 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.   When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.  

    Malleable Illusions

    Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.  

    Illusory Self

    Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.   Once you use this feature, you can't use it again until you finish a short or long rest.  

    Illusory Reality

    By 14th level, when you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.   The object can't deal damage or otherwise directly harm anyone.  

    School of Necromancy

    Necromancy Savant

    Beginning at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.  

    Grim Harvest

    At 2nd level, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.  

    Undead Thralls

    At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.   Whenever you create an undead using a necromancy spell, it has additional benefits:
    • The creature's hit point maximum is increased by an amount equal to your wizard level.
    • The creature adds your proficiency bonus to its weapon damage rolls.
     

    Inured to Undeath

    Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.  

    Command Undead

    Starting at 14th level, as an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.   If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.  

    School of Transmutation

    Transmutation Savant

    Beginning at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.  

    Minor Alchemy

    Starting at 2nd level, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.  

    Transmuter's Stone

    Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
    • Darkvision out to a range of 60 feet.
    • An increase to speed of 10 feet while the creature is unencumbered
    • Proficiency in Constitution saving throws
    • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
    Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.   If you create a new transmuter's stone, the previous one ceases to function.  

    Shapechanger

    At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.   Once you cast Polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.  

    Master Transmuter

    Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.
    • Major Transformation: You can transmute one nonmagical object — no larger than a 5 — foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
    • Panacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
    • Restore Life: You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
    • Restore Youth: You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
     

    War Magic

    Arcane Deflection

    At 2nd level, when you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.   When you use this feature, you can't cast spells other than cantrips until the end of your next turn.  

    Tactical Wit

    Starting at 2nd level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.  

    Power Surge

    Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.   You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.   Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.  

    Durable Magic

    Beginning at 10th level, while you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.  

    Deflecting Shroud

    At 14th level, when you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

    School of Conjuration


    Hit Points

    Hit Dice: d6 per School of Conjuration level
    Hit Points at first Level: See Wizard
    Hit Points at Higher Levels: See Wizard

    Proficiences

    Armor: See Wizard
    Weapons: See Wizard
    Tools: See Wizard
    Saving Throws: See Wizard
    Skills: See Wizard

    Subclass Options

    Conjuration Savant

    At 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.  

    Minor Conjuration

    At 2nd level, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.   The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.  

    Benign Transposition

    Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.   Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.  

    Focused Conjuration

    Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.  

    Durable Summons

    Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
     

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Kobold

    Ability Score Increase +2 Dex, -2 Str
    Size Small
    Speed 30ft

    Kobold Traits

    Your kobold character has the following racial traits.   Ability Score Increase. Your Dexterity score increases by 2, and your Strength score is reduced by 2.   Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.   Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.   Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.   Speed. Your base walking speed is 30 feet.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

    Languages. You can speak, read, and write Common and Draconic.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    D&D 5e PHB Page 256

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 30 feet
    Duration 1 minute
    Components V, S

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack, activate magic items, or carry more than 10 pounds.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    Xanathar's Guide to Everything

    Infestation

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 30 feet
    Duration Instantaneous
    Components V, S, M
    Materials A living flea

    You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
    At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Druid, Sorcerer, Warlock, Wizard

    PHB

    Sword Burst

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 5ft
    Duration Instantaneous
    Components V

    You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
    At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

    Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    PHB

    Find Familiar

    1-level Conjuration (ritual)

    Casting Time 1 Hour
    Range 10ft
    Duration Instantaneous
    Components V, S, M
    Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. At your DM's choice, the options of an almiraj, a flying monkey, or a tressym may be available. 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.

    Class(es): Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Ice Knife

    1-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components S, M
    Materials A drop of water or piece of ice

    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

    Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Unseen Servant

    1-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration 1 Hour
    Components V, S, M
    Materials a piece of string and a bit of wood

    This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

    Class(es): Bard, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Acquisition Incorporated P.76

    Jims Magic Missile

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S, M
    Materials: 1 gp, which the spell consumes
    Duration: Instantaneous
    Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!!!
    You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2*D4 force damage to its target.
      If the attack roll scores a critical hit, the target of that missile takes 5*D4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. Because apparently you suck at casting magic missile.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component (material component) increases by 1 gp, for each slot level above 1st.
    Available for: Wizard

    Level 2 Spells

    Flaming Sphere

    2-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration up to 1 Minute
    Components V, S, M
    Materials a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    At higher levels: A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

    Class(es): Druid, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

    Lost Laboratory of Kwalish

    Flock of Familiars

    2-level Conjuration

    Casting Time: 1 minute
    Range/Area: Touch
    Components: V, S
    Duration: 1 hour

    You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.
    Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
    When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
    Available for: Warlock, Wizard

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