+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+8 | Strength | |
+9 | Dexterity | |
+2 | Constitution | |
+1 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+4 | Acrobatics | DEX | |
+7 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+8 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+2 | Insight | WIS | |
+0 | Intimidation | CHA | |
+1 | Investigation | INT |
+2 | Medicine | WIS | |
+6 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+9 | Stealth | DEX | |
+7 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Crossbow | +11 | DEX | 1d6+4 | piercing | |
Light, Loading, Range (30/120) | |||||
Dagger | +8 | STR | 1d4+3 | piercing | |
Finesse, Light, Range, Thrown (20/60) |
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.
PHB
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
PHB
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
PHB
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
PHB
1-level Conjuration
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
PHB
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
PHB
1-level Evocation
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
PHB
2-level Transmutation
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
PHB
2-level Transmutation
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
PHB
2-level Transmutation
You plant four pieces of nonmagical ammunition — arrows or crossbow bolts — in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
3-level Transmutation
The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Tasha’s Cauldron of Everything, pg. 111
4-level Conjuration
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Elemental Spirit |
Medium Elemental |
Armor Class 11 + the level of the spell (natural armor) |
Hit Points 50 + 10 for each spell level above 4th |
Speed 40 ft.; burrow 40 ft. (Earth only fly 40 ft. (hover) (Air only swim 40 ft. (Water only) |
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 15 (+2) | 17 (+3) | 4 (-3) | 10 (+0) | 16 (+3) |
Damage Resistances acid (Water only) ; lightning and thunder (Air only) ; piercing and slashing (Earth only) |
Damage Immunities poison; fire (Fire only) |
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious |
Senses darkvision 60 ft, passive Perception 10 |
Languages Primordial, understands the languages you speak |
Challenge — |
Proficiency Bonus equals your bonus |
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing. |
Actions |
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down). |
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10+4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only). |
Statblocks for your Trinkets, businesses, building, castles, empires.