Fire BoltSorcerer, Wizard0EVNO120 feetV, SInstantaneousYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Source: Somewhere1d102d103d104d10Spiritual WeaponCleric, Cleric (Life), Cleric (War)2EVNO60 feetV, S1 minuteYou create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Source: Somewhere1d8+SPELL1d8Adult Black DragonHdragonChaotic Evil19 (natural armor)195 (17d12+85)walk 40 ft., fly 80 ft., swim 40 ft.231421141317Dex +7, Con +10, Wis +6, Cha +8Perception +11, Stealth +721Common, Draconic14acidblindsight 60 ft., darkvision 120 ft.AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.Bite|+11|2d10+6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.Claw|+11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage.Tail|+11|2d8+6Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.Acid Breath (Recharge 5-6)The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.Acid Breath (Recharge 5-6)||12d8The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe dragon makes a tail attack.Wing Attack (Costs 2 Actions)The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.Dragon Boi
Source: Somewherebad placesBoarMbeastUnaligned11 (natural armor)11 (2d8+2)walk 40 ft.13111229591/4ChargeIf the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.Relentless (Recharges after a Short or Long Rest)If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.TuskMelee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage.Tusk|+3|1d6+1
Source: SomewherenatureDrowMhumanoid (elf)Neutral Evil15 (chain shirt)13 (3d8)walk 30 ft.101410111112Perception +2, Stealth +412Elvish, Undercommon1/4darkvision 120 ft.Fey AncestryThe drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Sunlight SensitivityWhile in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ShortswordMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.Shortsword|+4|1d6+2Hand CrossbowRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.Hand Crossbow|+4|1d6+2Variant: Drow Magic Armor and WeaponsDrow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.Innate SpellcastingThe drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:At will: dancing lights1/day each: darkness, faerie firedancing lights, darkness, faerie fireA story about drow
Source: Somewheredark places