+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-2 | Strength | |
+1 | Dexterity | |
+2 | Constitution | |
-4 | Intelligence | |
-3 | Wisdom | |
+2 | Charisma |
+3 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
-2 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+0 | History | INT | |
-1 | Insight | WIS | |
+2 | Intimidation | CHA | |
-2 | Investigation | INT |
-1 | Medicine | WIS | |
-2 | Nature | INT | |
-1 | Perception | WIS | |
+2 | Performance | CHA | |
+4 | Persuasion | CHA | |
-2 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Feuerbolzen | +4 | CHA | 1d10 | Feuer | |
Fernkampf (Reichweite 120) | |||||
Shocking Grasp | +4 | CHA | 1d8 | Blitz | |
Nahkampf, Opfer verliert bei Treffer Reaktion | |||||
Armbrust | +5 | DEX | 1d8+3 | Piercing | |
Nachladen, Zweihändig, Fernkampf (Reichweite 80/320) | |||||
Dolch | +5 | DEX | 1d4+3 | Piercing | |
Chaos Geschoss | +4 | CHA | 2d8+1d6 | Säu/Käl/Feu/Kra/Bli/Gif/Psy/Don | |
D8 bestimmt den Schadenstyp, bei gleichen Würfeln springt Angriff auf nächsten Gegner über | |||||
Faust | +2 | STR | 1 | Schlag |
The statblocks of your Weapons, armor and other important/magical equipment
Spellcasting Focus
Common Chaos Requires Attunement
Eine Violette leicht schmutzige Socke mit einem kleinen Loch am Fersenteil.Gregor der Große hat diese Socke immer bei sich und auch Regelmäßig auf der Hand. Er redet mit ihr und sie gibt zu verschiedenen Situationen ihren Senf ab. Auf andere Menschen hat sie eine sehr unterhaltende Wirkung und von ihren und Gregors Shows werden viele gebannt.
Cost: --
Weight: 30 g
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
0-level (Cantrip) Evocation
You 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.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
PHB
0-level (Cantrip) Conjuration
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
0-level (Cantrip) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).
PHB
0-level (Cantrip) Transmutation
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
Xanathar's Guide to Everything
1-level Evocation
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
PHB
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
Base AC | 13 + Dexterity Modifier |
---|
PHB
1-level Illusion
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.
Statblocks for your Trinkets, businesses, building, castles, empires.