+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+8 | Dexterity | |
+1 | Constitution | |
+6 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+5 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+9 | Arcana | INT | |
-1 | Athletics | STR | |
+0 | Deception | CHA | |
+6 | History | INT | |
+2 | Insight | WIS | |
+0 | Intimidation | CHA | |
+6 | Investigation | INT | |
+3 | Tinker | INT |
+2 | Medicine | WIS | |
+3 | Nature | INT | |
+5 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+3 | Religion | INT | |
+11 | Sleight of Hand | DEX | |
+11 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Hero's Blade | +11 | DEX | 1D6+3+5 | Slash | |
Finesse, Light, if at full health, may replace attack with guilding bolt | |||||
Volkanarr's fang | +11 | DEX | 2D4+3+5 | Fire | |
Finesse, Light, Any attacks made against a burning enemy automatically crit and heal the user for the full amount. On a nat 1, the fang will explode. |
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.
0-level (Cantrip) Evocation
PHB, p230
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Conjuration
PHB, page 260
0-level (Cantrip) Illusion
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.
1-level Illusion
A dazzling array of flashing, coloured light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPHB p239 (modified)
1-level Evocation
PHB p233
1-level Illusion
Statblocks for your Trinkets, businesses, building, castles, empires.