+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+0 | Dexterity | |
+3 | Constitution | |
+2 | Intelligence | |
+5 | Wisdom | |
+5 | Charisma |
+0 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+3 | Athletics | STR | |
+3 | Deception | CHA | |
+2 | History | INT | |
+3 | Insight | WIS | |
+5 | Intimidation | CHA | |
+4 | Investigation | INT |
+3 | Medicine | WIS | |
+4 | Nature | INT | |
+3 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+2 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
sickle | +5 | STR | 1d4+3 | slashing | |
light | |||||
dagger | +5 | STR | 1d4+3 | piercing | |
Finesse, light, thrown (range 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) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
PHB
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 ).
PHB
1-level Illusion
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
PHB
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Statblocks for your Trinkets, businesses, building, castles, empires.