+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+2 | Dexterity | |
+3 | Constitution | |
+1 | Intelligence | |
+8 | Wisdom | |
+4 | Charisma |
+2 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+4 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+4 | History | INT | |
+8 | Insight | WIS | |
+1 | Intimidation | CHA | |
+1 | Investigation | INT |
+8 | Medicine | WIS | |
+1 | Nature | INT | |
+5 | Perception | WIS | |
+1 | Performance | CHA | |
+4 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
mace | +2 | STR | 1d6-1 | Bludgeoning | |
light crossbow | +5 | DEX | 1d8+2 | piercing | |
20 bolts | |||||
flail | +2 | STR | 1d8-1 | bludgening |
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) Transmutation
SRD
0-level (Cantrip) Abjuration
SRD
0-level (Cantrip) Transmutation
XGtE
0-level (Cantrip) Evocation
Basic Rules, pg. 248
1-level Evocation
Player's Handbook (Woc)
1-level Evocation
PHB, page 229
1-level Transmutation
Player's Handbook (Woc)
1-level Necromancy
1-level Enchantment
1-level Abjuration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Player's Handbook (Woc)
2-level Evocation
2-level Evocation
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose.
When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
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.