+4 | Expertise Bonus | |
+2 | Proficiency Bonus | |
+1 | Jack of all Trades |
-2 | Strength | |
+2 | Dexterity | |
-1 | Constitution | |
-1 | Intelligence | |
+0 | Wisdom | |
+4 | Charisma |
+1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-1 | Athletics | STR | |
+4 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+3 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+1 | Perception | WIS | |
+3 | Performance | CHA | |
+4 | Persuasion | CHA | |
+1 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +2 | DEX | 1d8 | piercing | |
Finesse | |||||
Dagger | -2 | STR | 1d4-2 | piercing | |
Finesse, Light, Range, Thrown, range 20/60 | |||||
Illegal Boomerang | +2 | DEX | 3d4 | necrotic | |
Finesse, Light, Range, 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.
SRD
0-level (Cantrip) Enchantment
SRD
0-level (Cantrip) Transmutation
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Player's Handbook (Woc)
1-level Evocation
SRD
1-level Illusion
SRD
1-level Enchantment
SRD
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
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.
2-level Necromancy
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.