+0 | Strength |
+3 | Dexterity |
+2 | Constitution |
+5 | Intelligence |
+3 | Wisdom |
+2 | Charisma |
+3 | Acrobatics |
+1 | Animal Handling |
+5 | Arcana |
+0 | Athletics |
+4 | Deception |
+3 | History |
+1 | Insight |
+2 | Intimidation |
+3 | Investigation |
+1 | Medicine |
+5 | Nature |
+1 | Perception |
+2 | Performance |
+2 | Persuasion |
+5 | Religion |
+5 | Sleight of Hands |
+3 | Stealth |
+1 | Survival |
Ray of Frost | 1d20+5 | 1d8 |
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Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. 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. 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. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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.
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, or War Magic [Xan].
Statblocks for your familiars, mounts etc.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
DND Beyond
0-level (Cantrip) Evocation
A frigid beam of blue-white streaks toward a creature within range. make a ranged spell attack against the target. One a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet untill the start of your next turn.
At higher levels: the spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Xanathar's Guide to Everything
0-level (Cantrip) Necromancy
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
DND 5e SRD
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
1-level Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable Objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
2nd level 4d6 , 3rd level 5d6 , 4th level 6d6 , 5th level 7d6 , 6th level 8d6 , 7th level 9d6 , 8th level 10d6 , 9th level 11d6 .
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
PHB
1-level Conjuration (ritual)
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. 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 you 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.
PHB, page 243
1-level Conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperse it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
1-level Conjuration (ritual)
This spell creates an Invisible, mindless, shapeless 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.
Statblocks for your Trinkets, businesses, building, castles, empires.
Dungeon Master's Guide 5th Edition
Wondrous Item
The most common driftglobes had three basic magical effects. They glowed with bright light, equal to a torch, as per the cantrip Light, on command. They could also glow with the brightness of full daylight, as per the spell Daylight for an hour at a time, though use of this ability was limited to a number of charges before being used up. Lastly, the driftglobe floated in the air, as per the magical spell Levitate. A driftglobe could also follow a creature that touched it, similar to the disk created by Tenser's floating disk(DnD3e).
Uncommon
A driftglobe was a small sphere of thick glass, that weighed about one pound (0.45 kg).
Driftglobes date back at least to the time of Cormanthyr at its height and were seen lighting up the night in Myth Drannor. The arcanist Congenio Ioun created the first light-emitting ioun stones sometime in the age of Netheril but these were personal items that remained near their Driftglobes could be found in use across the modern Realms, as well as in dungeons and ruins.
Driftglobes were quite easy to make, and the process was well known. A caster needed little more than a glass globe and the ability to cast Daylight and Tenser's floating disk.
Cost: 7200 Weight: 1 lb