+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+3 | Dexterity | |
+1 | Constitution | |
+0 | Intelligence | |
+4 | Wisdom | |
+3 | Charisma |
+3 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+0 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+4 | Insight | WIS | |
+1 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+4 | Perception | WIS | |
+1 | Performance | CHA | |
+3 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
mace | +2 | STR | 1d6 | bludgeoning | |
claws | +2 | STR | 1d6 | slashing | |
light crossbow | +5 | DEX | 1d8+3 | piercing | |
Loading, Range, Two-Handed 80/320 |
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.
PHB, page 272
0-level (Cantrip) Abjuration
PHB, page 248
0-level (Cantrip) Divination
PHB, page 282
0-level (Cantrip) Transmutation
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.
PHB: P. 230
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.