+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+4 | Dexterity | |
+3 | Constitution | |
-1 | Intelligence | |
+0 | Wisdom | |
+5 | Charisma |
+4 | Acrobatics | DEX | |
-2 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+1 | Athletics | STR | |
+3 | Deception | CHA | |
-1 | History | INT | |
-2 | Insight | WIS | |
+3 | Intimidation | CHA | |
-1 | Investigation | INT |
-2 | Medicine | WIS | |
-1 | Nature | INT | |
-2 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
-1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
-2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Claw Attack | +3 | STR | 1d4+1 | Slashing | |
Unarmed | |||||
Dagger | +6 | DEX | 1d4+4 | Piercing | |
Finesse, Light, Thrown (20/60ft) | |||||
Net Loaded Spear | +3 | STR | 1d6+1 | Bludgeoning | |
Versatile, Thrown (20/60ft) | |||||
Quarterstaff | +3 | STR | 1d8+1 | Bludgeoning | |
Versatile |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
This spear has a hollow metal head filled with a spring-loaded net. Attacks made with this weapon deal bludgeoning damage instead of piercing. When you hit a target with a melee attack using the weapon, you can press a button on the handle as a bonus action to deploy the spring-loaded net. When you do, the target of the attack is restrained if it's Large or smaller. Once the net is deployed, you can retract and reset it as an action. When you do, anything held by the net is released. Attacks with the spear are made with disadvantage while the net is deployed. If something is retrained by the net, you can't use the spear to make weapon attacks. You can use a bonus action to prime the net to trigger upon impact, allowing it to deploy when the spear hits a target the next time it's thrown or swung as part of an attack. This net follows the net's normal rules but cannot be detached from the spear without destroying the net. You can replace the net with a new one by spending 1 minute reattaching it to the spear. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 / 1d8 (versatile) | Bludgeoning | 20/60 ft |
Cost: 25gp
Weight: 8 lbs.
Eberron: Rising from the Last War
Wondrous Item
Common Requires Attunement
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this orb as a spellcasting focus. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table.Wood | Damage Type |
Fernian Ash | Fire |
Irian Rosewood | Radiant |
Kythrian Manchineel | Acid or poison |
Lamannian Oak | Lightning or thunder |
Mabaran Ebony | Necrotic |
Risian Pine | Cold |
Shavarran Birch | Force |
Xorian Wenge | Psychic |
The statblocks of your class features
The | Warlock | ||||||
---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
1 | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
2 | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3 | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4 | +2 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 5 | 2 | 2nd | 2 |
5 | +3 | - | 3 | 6 | 2 | 3rd | 3 |
6 | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7 | +3 | - | 3 | 8 | 2 | 4th | 4 |
8 | +3 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 9 | 2 | 4th | 4 |
9 | +4 | - | 3 | 10 | 2 | 5th | 5 |
10 | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11 | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12 | +4 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 11 | 3 | 5th | 6 |
13 | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14 | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15 | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16 | +5 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 13 | 3 | 5th | 7 |
17 | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18 | +6 | - | 4 | 14 | 4 | 5th | 8 |
19 | +6 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 15 | 4 | 5th | 8 |
20 | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 237
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Sword Coast Adventuring Guide
0-level (Cantrip) Evocation
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
Xanathar's Guide to Everything
1-level Necromancy
You awaken the sense of mortality in one creature you can see within range. A construct or undead is immune to the effect. The target must succeed on a Wisdom Saving throw or become frightened of you until the spell ends. Teh frightened target can repeat the Saving throw at the end of each of its turns, ending the effect on a success.
At higher levels: At Higher Levels. When you cast the spell using a spell slot of 2nd level of higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
PHB, page 238
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Statblocks for your Trinkets, businesses, building, castles, empires.