+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+5 | Dexterity | |
+2 | Constitution | |
+1 | Intelligence | |
+0 | Wisdom | |
+5 | Charisma |
+5 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+1 | Arcana | INT | |
-1 | Athletics | STR | |
+5 | Deception | CHA | |
+1 | History | INT | |
+0 | Insight | WIS | |
+3 | Intimidation | CHA | |
+3 | Investigation | INT | |
+5 | Thieves Tools | DEX | |
+3 | Disguise | INT |
+0 | Medicine | WIS | |
+1 | Nature | INT | |
+0 | Perception | WIS | |
+5 | Performance | CHA | |
+5 | Persuasion | CHA | |
+1 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +5 | DEX | 1d8+3 | piercing | |
Finesse | |||||
Dagger | +5 | DEX | 1d4+3 | iercing | |
Finesse, light, thrown (2/60) | |||||
Short Bow | +5 | DEX | 1d6+3 | piercing | |
Simple ranged 80/320 |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Properties: FinesseType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10 | Piercing | 5 ft |
Cost: 25 gp
Weight: 2 lb
Weapon
Common
Properties: Finesse, Light, Thrown ( range 20/60 )Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 5 ft |
Cost: 1 gp
Weight: 1 lb
Weapon
Common
Properties: Ammunition, Two-handedType | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d6 | Piercing | 80/320 |
Cost: 5 gp
Weight: 2 lb
DnD 5e PHB
Armor (Light)
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12 + Dex modifier | No |
Cost: 45gp
Weight: 13 lb
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.
Player's Handbook p256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
SRD
0-level (Cantrip) Transmutation
Player's Handbook p233
1-level Illusion
You make yourself - including your clothing, armour, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
SRD
1-level Transmutation
Player's Handbook p221
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.
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.
Player's Handbook p260
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Statblocks for your Trinkets, businesses, building, castles, empires.