+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+3 | Strength | |
+0 | Dexterity | |
+1 | Constitution | |
-1 | Intelligence | |
+3 | Wisdom | |
+5 | Charisma |
+0 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+6 | Athletics | STR | |
+2 | Deception | CHA | |
-1 | History | INT | |
+3 | Insight | WIS | |
+5 | Intimidation | CHA | |
-1 | Investigation | INT |
+0 | Medicine | WIS | |
-1 | Nature | INT | |
+0 | Perception | WIS | |
+2 | Performance | CHA | |
+5 | Persuasion | CHA | |
-1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Klaue | +7 | STR | 2d8+5+3 | Slashing | |
Versatile + Feuerschaden | |||||
Javelin | +6 | STR | 1d6+3+3 | Piercing | |
Thrown | |||||
Warhammer | +6 | STR | 1d8+3+3 | Bludgeoning | |
Versatile |
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.
Player's Handbook 5E (WoC)
1-level Enchantment
SRD
1-level Enchantment
PHB, page 250
1-level Evocation
SRD
1-level Necromancy
Player's Handbook
1-level Abjuration
Based on Player's Handbook
1-level Enchantment
0-level (Cantrip) Enchantment
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
OneD&D Paladin and Druid
2-level Conjuration
PHB
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
SRD
2-level Abjuration
Based on Player's Handbook
2-level Enchantment
PHB
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.