
Hand Crossbow
Hand Crossbow Martial Ranged

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

    Action
    Instantaneous
    30/120 ft
    Equipped
    Proficient

Hand Crossbow
Hand Crossbow Martial Ranged

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

    Action
    Instantaneous
    30/120 ft
    Equipped
    Proficient

1d20 + 1

    15

15

+1
16
1d20 + 2

    18

18

+2
20
1d20 + 1

    19

19

+1
20
1d20 + 3

    12

12

+3
15
1d20 + 3

    7

7

+3
10
1d20 + 2

    9

9

+2
11
1d20 + 2 + 0

    4

4

+2
6
1d20 + 2 + 0

    17

17

+2
19
???
?
1d20 + 2

    12

12

+2
14
1d20 + 2

    12

12

+2
14
???
?
Inflict Wounds
Inflict Wounds 1st Level • Necromancy

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

    V, S
    Action
    Instantaneous
    Touch
    1 creature

1d20 + 1 + 3

    9

9

+4
13
Inflict Wounds
Inflict Wounds Damage Roll
2d10

    10
    7

Necrotic Necrotic 17
17

On Save Half Damage
Rage
Rage Feature

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Rage follows the rules below.

Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.

Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

    Make an attack roll against an enemy.
    Force an enemy to make a saving throw.
    Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

    Bonus Action
    10 minutes
    Self
    Self

Greataxe
Greataxe Martial Melee • Cleave

    Action
    Instantaneous
    reach 5 ft
    Equipped
    Proficient

Greataxe
Greataxe Melee Attack • Melee Weapon • Two-Handed
1d20 + 4 + 2

    11

11

+6
17
Greataxe
Greataxe Damage Roll
1d12 + 2 + 4

    7
    +6

Slashing Slashing 13
13
???
?
???
?
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Evocation

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    V, S
    Action
    Instantaneous
    120 ft

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Ranged Spell Attack
1d20 + 5 + 2

    18

18

+7
25
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
5

    +5

Force Force 5
5
Eldritch Invocations: Agonizing Blast
Eldritch Invocations: Agonizing Blast Eldritch Invocation

Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
Eldritch Blast [Agonizing] Eldritch Blast [Agonizing]

    Action
    Instantaneous
    Self
    Self

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Evocation

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    V, S
    Action
    Instantaneous
    120 ft

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Ranged Spell Attack
1d20 + 5 + 2

    18

18

+7
25
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
5

    +5

Necrotic Necrotic 5
5
Hunter's Mark
Hunter's Mark 1st Level • Divination

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).

    Concentration
    V
    Bonus Action
    1 hour
    90 ft
    1 creature

Hand Crossbow
Hand Crossbow Martial Ranged

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

    Action
    Instantaneous
    30/120 ft
    Equipped
    Proficient

Hand Crossbow
Hand Crossbow Ranged Attack • Ranged Weapon • One-Handed
1d20 + 3 + 2 + 2

    18

18

+7
25
Hand Crossbow
Hand Crossbow Damage Roll
1d6 + 3

    2
    +3

Piercing Piercing 5
5
Hunter's Mark
Hunter's Mark 1st Level • Divination

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).

Trigger When you hit creature with attack

    Concentration
    V
    Bonus Action
    1 hour
    90 ft
    1 creature

Unarmed Strike
Unarmed Strike Natural

    Action
    Instantaneous
    reach 5 ft
    1 creature
    Not Equipped
    Proficient

Unarmed Strike
Unarmed Strike Melee Attack • Unarmed
1d20 + 0 + 2

    13

13

+2
15
Unarmed Strike
Unarmed Strike Damage Roll
0 + 2

    +2

Bludgeoning Bludgeoning 2
2
Mind Sliver
Mind Sliver Enchantment

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

    V
    Action
    1 round
    60 ft
    1 creature

1d20 + 0

    13

13
13
Mind Sliver
Mind Sliver Damage Roll
1d6

    5

Psychic Psychic 5
5

On Save No Damage
Acid Splash
Acid Splash Conjuration

You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    V, S
    Action
    Instantaneous
    60 ft
    2 creatures

1d20 + 2 + 0

    20

20

+2
22
Scourge
Scourge Feature

Melee Attack Roll: +5, 10 ft. Hit: 6 (1d6 + 2 + 1) Piercing damage plus 17 (5d6) Poison damage.

    Action
    Instantaneous
    10 ft
    1 creature

Scourge
Scourge Melee Attack
1d20 + 2 + 3

    12

12

+5
17
Scourge
Scourge Damage Roll
1d6 + 2 + 1 + 5d6

    1
    +3

Piercing Piercing 4

    1
    6
    5
    6
    2

Poison Poison 20
24
Scourge
Scourge Feature

Melee Attack Roll: +5, 10 ft. Hit: 6 (1d6 + 2 + 1) Piercing damage plus 17 (5d6) Poison damage.

    Action
    Instantaneous
    10 ft
    1 creature

Scourge
Scourge Melee Attack
1d20 + 2 + 3

    11

11

+5
16
(Chest)
Poison is difficult to physically treat, and I would advise you to make antitoxins a permanent part of your repertoire. There are many different types, some with the potential to harm the sensitive structures in your ears, liver, or even your blood itself. Remember not to induce vomiting unless you are certain the poison is not also corrosive.
3d6

    6
    4
    1

11
11

    Residual Pigmentation
    Roll on the Scar Chart. The poison has had the interesting effect of dying your skin. This area of your body has taken on a light shade the same colour as the poison, or roll to determine the color randomly (2): 1) Green 2) Purple 3) Orange 4) Blue.

1d100

    23

23
23

    Chest

Scourge
Scourge Damage Roll
1d6 + 2 + 1 + 5d6

    5
    +3

Piercing Piercing 8

    4
    6
    1
    4
    2

Poison Poison 17
25
Scourge
Scourge Feature

Melee Attack Roll: +5, 10 ft. Hit: 6 (1d6 + 2 + 1) Piercing damage plus 17 (5d6) Poison damage.

    Action
    Instantaneous
    10 ft
    1 creature

Scourge
Scourge Melee Attack
1d20 + 2 + 3

    7

7

+5
12
Poison is difficult to physically treat, and I would advise you to make antitoxins a permanent part of your repertoire. There are many different types, some with the potential to harm the sensitive structures in your ears, liver, or even your blood itself. Remember not to induce vomiting unless you are certain the poison is not also corrosive.
3d6

    5
    2
    3

10
10

    Blurred Vision
    Your eyes cloud over, your vision blurs, and distinct shapes become amorphous blobs. You have disadvantage on Wisdom (Perception) checks relying on vision and all ranged attacks for 1 days. If you have darkvision, you lose it for this duration.
    Treatment - A DC 15 Wisdom (Medicine) check reduces the duration of this injury by 1d2 days.

1d4

    3

3
3
Cure Wounds
Cure Wounds 1st Level • Abjuration

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

    V, S
    Action
    Instantaneous
    Touch
    1 creature

Cure Wounds
Cure Wounds Spell
2d8 + 3

    6
    6
    +3

Hit Points Healing 15
15
Vitality of the Tree
Vitality of the Tree Feature

Your Rage taps into the life force of the World Tree. You gain the following benefits.

Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.

Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

Trigger At the start of each of your turns (whilst raging)

    Start of Turn
    Instantaneous
    10 ft
    1 ally

Vitality of the Tree
Vitality of the Tree Feature
2d6

    1
    6

Temporary Hit Points Temp HP 7
7
Greataxe
Greataxe Martial Melee • Cleave

    Action
    Instantaneous
    reach 5 ft
    Equipped
    Proficient

Greataxe
Greataxe Melee Attack • Melee Weapon • Two-Handed
1d20 + 4 + 2

    15

15

+6
21
Greataxe
Greataxe Damage Roll
1d12 + 2 + 4

    4
    +6

Slashing Slashing 10
10
Unarmed Strike
Unarmed Strike Natural

    Action
    Instantaneous
    reach 5 ft
    1 creature
    Not Equipped
    Proficient

Unarmed Strike
Unarmed Strike Melee Attack • Unarmed
1d20 + 0 + 2

    10

10

+2
12
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Evocation

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    V, S
    Action
    Instantaneous
    120 ft

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Ranged Spell Attack
1d20 + 5 + 2

    20

20

+7
27
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Critical Hit
5

    +5

Necrotic Necrotic 5
5
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
5

    +5

Necrotic Necrotic 5
5
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
5

    +5

Necrotic Necrotic 5
5
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
5

    +5

Necrotic Necrotic 5
5
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Evocation

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    V, S
    Action
    Instantaneous
    120 ft

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
5

    +5

Necrotic Necrotic 5
5
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Evocation

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    V, S
    Action
    Instantaneous
    120 ft

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Ranged Spell Attack
1d20 + 5 + 2

    15

15

+7
22
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Ranged Spell Attack
1d20 + 5 + 2

    9

9

+7
16
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
1d10 + 5

    2
    +5

Necrotic Necrotic 7
7
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Critical Hit
5

    +5

Necrotic Necrotic 5
5
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Evocation

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    V, S
    Action
    Instantaneous
    120 ft

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Ranged Spell Attack
1d20 + 5 + 2

    5

5

+7
12
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
1d10 + 5

    3
    +5

Necrotic Necrotic 8
8
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Evocation

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    V, S
    Action
    Instantaneous
    120 ft

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Ranged Spell Attack
1d20 + 5 + 2

    9

9

+7
16
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
1d10 + 5

    1
    +5

Necrotic Necrotic 6
6
Hand Crossbow
Hand Crossbow Martial Ranged

A lightweight crossbow designed to be held in one hand or strapped to one's wrist to fire light bolts.

    Action
    Instantaneous
    30/120 ft
    Equipped
    Proficient

Hand Crossbow
Hand Crossbow Ranged Attack • Ranged Weapon • One-Handed
1d20 + 3 + 2 + 2

    4

4

+7
11
Unarmed Strike
Unarmed Strike Natural

    Action
    Instantaneous
    reach 5 ft
    1 creature
    Not Equipped
    Proficient

Unarmed Strike
Unarmed Strike Melee Attack • Unarmed
1d20 + 0 + 2

    5

5

+2
7
Unarmed Strike
Unarmed Strike Natural

    Action
    Instantaneous
    reach 5 ft
    1 creature
    Not Equipped
    Proficient

Unarmed Strike
Unarmed Strike Melee Attack • Unarmed
1d20 + 2 + 2

    13

13

+4
17
Unarmed Strike
Unarmed Strike Damage Roll
2 + 2

    +4

Bludgeoning Bludgeoning 4
4
Magic Missile
Magic Missile 2nd Level • Evocation

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

    V, S
    Action
    Instantaneous
    120 ft
    1 creature

Magic Missile
Magic Missile Damage Roll
1d4 + 1

    4
    +1

Force Force 5
5
Magic Missile
Magic Missile Damage Roll
1d4 + 1

    1
    +1

Force Force 2
2
Magic Missile
Magic Missile Damage Roll
1d4 + 1

    1
    +1

Force Force 2
2
Magic Missile
Magic Missile Damage Roll
1d4 + 1

    1
    +1

Force Force 2
2
Ray of Sickness
Ray of Sickness 1st Level • Necromancy

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    V, S
    Action
    Instantaneous
    60 ft
    1 creature

Ray of Sickness
Ray of Sickness Ranged Spell Attack
1d20 + 4 + 2

    3

3

+6
9
Spider Vortex
Spider Vortex Feature

Constitution Saving Throw: DC 15, each enemy in a 20-foot Emanation originating from the drow. Failure: 33 (6d10) Piercing damage, and the target has the Restrained condition until the start of the drow's next turn. Success: Half damage only.

    Action
    Instantaneous
    Self
    20 ft emanation

1d20 + 2

    1

1

+2
3
1d20 + 2

    4

4

+2
6
1d20 + 2

    1

1

+2
3
1d20 + 3

    10

10

+3
13
1d20 + 3

    11

11

+3
14
1d20 + 3

    9

9

+3
12
1d20 + 2

    16

16

+2
18
1d20 + 2

    20

20

+2
22
1d20 + 2

    12

12

+2
14
1d20 + 3

    2

2

+3
5
1d20 + 3

    15

15

+3
18
1d20 + 1

    4

4

+1
5
Spider Vortex
Spider Vortex Damage Roll
6d10

    6
    1
    10
    2
    7
    2

Piercing Piercing 28
28

On Save Half Damage
Hellish Rebuke
Hellish Rebuke 1st Level • Evocation

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Trigger which you take in response to taking damage from a creature that you can see within 60 feet of yourself

    V, S
    Reaction
    Instantaneous
    60 ft

1d20 + 2 + 0

    8

8

+2
10
Hellish Rebuke
Hellish Rebuke Damage Roll
2d10

    10
    5

Fire Fire 15
15

On Save Half Damage
Daggers and arrows and teeth, oh my! Treat piercing wounds gingerly, as they are likely to be painful and make movement and action more difficult in general. And always be wary of wounds to the abdomen. A perforated bowel left untreated is a death sentence. As a side note, I find that advising my patients never to run with scissors reduces the rate of piercing related complaints by a surprising amount.
3d6

    1
    3
    3

7
7

    Deep Perforation
    You bite back a snarl as the attack penetrates just a little bit deeper. You take one extra damage die of whatever type the damage was dealt with.

Darkness
Darkness 2nd Level • Evocation

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.

Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Materials bat fur and a piece of coal

    Concentration
    V, M
    Action
    10 minutes
    60 ft
    30 ft sphere

Greataxe
Greataxe Martial Melee • Cleave

    Action
    Instantaneous
    reach 5 ft
    Equipped
    Proficient

Greataxe
Greataxe Melee Attack • Melee Weapon • Two-Handed
1d20dis + 4 + 2

    6
    17

6

+6
12
Unarmed Strike
Unarmed Strike Simple Melee

A punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

    Action
    Instantaneous
    reach 5 ft
    Not Equipped
    Proficient

Unarmed Strike
Unarmed Strike Melee Attack • Melee Weapon • One-Handed
1d20 + 2 + 2

    12

12

+4
16
Unarmed Strike
Unarmed Strike Damage Roll
1 + 2

    +3

Bludgeoning Bludgeoning 3
3
Unarmed Strike
Unarmed Strike Natural

    Action
    Instantaneous
    reach 5 ft
    1 creature
    Not Equipped
    Proficient

Unarmed Strike
Unarmed Strike Melee Attack • Unarmed
1d20 + 2 + 2

    19

19

+4
23
Unarmed Strike
Unarmed Strike Damage Roll
2 + 2

    +4

Bludgeoning Bludgeoning 4
4
Unarmed Strike
Unarmed Strike Natural

    Action
    Instantaneous
    reach 5 ft
    1 creature
    Not Equipped
    Proficient

Unarmed Strike
Unarmed Strike Melee Attack • Unarmed
1d20 + 0 + 2

    17

17

+2
19
Unarmed Strike
Unarmed Strike Damage Roll
0 + 2

    +2

Bludgeoning Bludgeoning 2
2
Unarmed Strike
Unarmed Strike Natural

A punch, kick, head-butt, or similar forceful blow (none of which count as weapons). You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll your Martial Arts die in place of the normal damage.

See: Martial Arts (Monk)

    Action
    Instantaneous
    reach 5 ft
    Not Equipped
    Proficient

Unarmed Strike
Unarmed Strike Melee Attack • Natural • One-Handed
1d20 + 1 + 2

    10

10

+3
13
Unarmed Strike
Unarmed Strike Natural

A punch, kick, head-butt, or similar forceful blow (none of which count as weapons). You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You can roll your Martial Arts die in place of the normal damage.

See: Martial Arts (Monk)

    Action
    Instantaneous
    reach 5 ft
    Not Equipped
    Proficient

Unarmed Strike
Unarmed Strike Melee Attack • Natural • One-Handed
1d20 + 1 + 2

    4

4

+3
7
Spare the Dying
Spare the Dying Necromancy

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

    V, S
    Action
    Instantaneous
    15 ft
    1 creature

Knock
Knock 2nd Level • Transmutation

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.

When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.

    V
    Action
    Instantaneous
    60 ft

Prayer of Healing
Prayer of Healing Restriction: Affects up to five creatures of your choice.

Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

    V
    10 minutes
    Instantaneous
    30 ft

Prayer of Healing
Prayer of Healing Spell
2d8

    3
    2

Hit Points Healing 5
5
Staff
Staff Simple Melee • Topple

An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

    Action
    Instantaneous
    Equipped
    Proficient

1d20 + 5 + 2

    15

15

+7
22
Preserve Life
Preserve Life Feature

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

    Life Domain
    Action
    Instantaneous
    Self
    30 ft emanation

Cure Wounds
Cure Wounds 1st Level • Abjuration

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

    V, S
    Action
    Instantaneous
    Touch
    1 creature

Cure Wounds
Cure Wounds Spell
2d8 + 3

    5
    3
    +3

Hit Points Healing 11
11
Chain Mail
Chain Mail Heavy Armor

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

    16 AC
    Stealth Disadvantage
    Not Equipped
    Proficient

Holy Symbol
Holy Symbol Trinket

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.

The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.
Holy Symbols
Symbol 	Weight 	Cost
Amulet (worn or held) 	1 lb. 	5 GP
Emblem (borne on fabric or a Shield) 	— 	5 GP
Reliquary (held) 	2 lb. 	5 GP

    Special
    Instantaneous
    Self
    Not Equipped
    Not Proficient

1d20 + 1 + 2

    14

14

+3
17
???
?
1d20 + 2 + 2

    8

8

+4
12
1d20 + 3 + 0

    16

16

+3
19
1d20 + 2

    8

8

+2
10
Bite
Bite Natural

Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.

    Action
    Instantaneous
    reach 5 ft
    1 creature
    Equipped
    Proficient

Bite
Bite Melee Attack • Natural • One-Handed
1d20 + 3 + 2

    15

15

+5
20
Bite
Bite Damage Roll
1d8 + 3 + 2d6

    2
    +3

Piercing Piercing 5

    6
    1

Poison Poison 7
12
Shield
Shield 1st Level • Abjuration

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Trigger which you take when you are hit by an attack roll or targeted by the Magic Missile spell

    V, S
    Reaction
    1 round
    Self
    Self

Arcane Ward
Arcane Ward Feature

You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, 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 a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points. If the 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 with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.

Once you create the ward, you can’t create it again until you finish a Long Rest.

Trigger When you cast an Abjuration spell with a spell slot

    Special
    Instantaneous
    Self

Poison is difficult to physically treat, and I would advise you to make antitoxins a permanent part of your repertoire. There are many different types, some with the potential to harm the sensitive structures in your ears, liver, or even your blood itself. Remember not to induce vomiting unless you are certain the poison is not also corrosive.
3d6

    6
    5
    2

13
13

    Nausea
    You feel a sick, oily feeling deep in your stomach and bile roiling up your throat. You have disadvantage on all ability checks for 1 rounds.

Cure Wounds
Cure Wounds 1st Level • Abjuration

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

    V, S
    Action
    Instantaneous
    Touch
    1 creature

Cure Wounds
Cure Wounds Spell
2d8 + 3

    1
    5
    +3

Hit Points Healing 9
9
Resistance
Resistance Abjuration

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

    Concentration
    V, S
    Action
    1 minute
    Touch
    1 creature

Wild Shape
Wild Shape Feature

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
Beast Shapes Druid Level 	Known Forms 	Max CR 	Fly Speed
2 	4 	1/4 	No
4 	6 	1/2 	No
8 	8 	1 	Yes

Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.

No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.

Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.

    Bonus Action
    1 hour
    5 ft
    1 creature

add 10HP to Vorgarth pls
1d20 + 3 + 2

    18

18

+5
23

9"
1d20 + 2

    20

20

+2
22
Rations
Rations Food

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See Malnutrition in the rules glossary for the risks of not eating.

    Not Equipped

Feather Fall
Feather Fall 1st Level • Transmutation

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Trigger which you take when you or a creature you can see within 60 feet of you falls

Materials a small feather or piece of down

    V, M
    Reaction
    1 minute
    60 ft
    5 creatures

Eldritch Invocations: Fiendish Vigor
Eldritch Invocations: Fiendish Vigor Eldritch Invocation

Prerequisite: Level 2+ Warlock

You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.

    Bonus Action
    Special
    Self
    1 creature

Mage Armor
Mage Armor 1st Level • Abjuration

You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Materials a piece of cured leather

    V, S, M
    Action
    8 hours
    Touch
    1 creature

1d20 + 5 + 2

    13

13

+7
20
Stunning Screech
Stunning Screech Feature

Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock (demons succeed automatically). Failure: 10 (3d6) Thunder damage, and the target has the Stunned condition until the end of the vrock's next turn.

    Action
    Instantaneous
    Self
    20 ft emanation

Stunning Screech
Stunning Screech Feature

Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock (demons succeed automatically). Failure: 10 (3d6) Thunder damage, and the target has the Stunned condition until the end of the vrock's next turn.

    Action
    Instantaneous
    Self
    20 ft emanation

1d20 + 3

    3

3

+3
6
1d20 + 1

    20

20

+1
21
1d20 + 2

    7

7

+2
9
1d20 + 3

    1

1

+3
4
1d20 + 0

    9

9
9
1d20 + 0

    8

8
8
1d20 + 2

    1

1

+2
3
1d20 + 2

    2

2

+2
4
1d20 + 2

    19

19

+2
21
1d20 + 2

    15

15

+2
17
1d20 + 3

    9

9

+3
12
1d20 + 2

    2

2

+2
4
1d20 + 2

    13

13

+2
15
1d20 + 3 + 2

    1

1

+5
6
1d20 + 2

    1

1

+2
3
Stunning Screech
Stunning Screech Damage Roll
3d6

    4
    1
    3

Thunder Thunder 8
8

On Save No Damage
Magic Missile
Magic Missile 1st Level • Evocation

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

    V, S
    Action
    Instantaneous
    120 ft
    1 creature

Magic Missile
Magic Missile Damage Roll
1d4 + 1

    3
    +1

Force Force 4
4
Magic Missile
Magic Missile Damage Roll
1d4 + 1

    4
    +1

Force Force 5
5
Magic Missile
Magic Missile Damage Roll
1d4 + 1

    2
    +1

Force Force 3
3
Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Evocation

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    V, S
    Action
    Instantaneous
    120 ft

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Ranged Spell Attack
1d20 + 5 + 2

    16

16

+7
23
Bless
Bless 1st Level • Enchantment

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Materials a Holy Symbol worth 5+ GP

    Concentration
    V, S, M
    Action
    1 minute
    30 ft
    3 creatures

Eldritch Blast [Agonizing]
Eldritch Blast [Agonizing] Damage Roll
1d10 + 5

    3
    +5

Necrotic Necrotic 8
8
Goodberry
Goodberry Restriction: 10 Berries (1 can be eaten per action)

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Materials a sprig of mistletoe

    V, S, M
    Action
    Instantaneous
    Touch

Goodberry
Goodberry Spell
1

    +1

Hit Points Healing 1
1
Cure Wounds
Cure Wounds 1st Level • Abjuration

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

    V, S
    Action
    Instantaneous
    Touch
    1 creature

Cure Wounds
Cure Wounds Spell
2d8 + 3

    5
    1
    +3

Hit Points Healing 9
9
