+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+2 | Constitution | |
-1 | Intelligence | |
+2 | Wisdom | |
+4 | Charisma |
+2 | Acrobatics | DEX | |
-98 | Animal Handling | WIS | |
-101 | Arcana | INT | |
+2 | Athletics | STR | |
+2 | Deception | CHA | |
-101 | History | INT | |
+2 | Insight | WIS | |
+4 | Intimidation | CHA | |
+1 | Investigation | INT | |
+2 | Magical Creatures | WIS | |
-1 | Potion Making | INT | |
-1 | Herbology | INT | |
-1 | Muggle Studies | INT | |
-1 | Magical Theory | INT |
+2 | Medicine | WIS | |
-101 | Nature | INT | |
+2 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
-101 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Whether as a childhood extracurricular activity or a supplement to your magical dueling, you're trained in striking and grappling. You gain the following benefits.
Potion
Common
First Year Potion When you drink this potion, you become utterly discombobulated for 6 seconds. You can’t take actions or reactions and you roll a d10. If you roll 1-8, you must use all of your movement to move in a random direction. To determine the direction, assign a direction to each number 1-8. If you roll a 9-10, you don't move.
1 bundle of gurdyroots
2 bundles of lovage
1 flask of ethanol
Weight: .5 lb
Potion
Common
First Year Potion When you drink this potion, you forget everything you perceived in the last minute and you won't be able to remember anything you perceive in the next 10 minutes.
1 bundle of lovage
1 cluster of mistletoe berries
2 flasks of Lethe River water
Weight: .5 lb
Potion Modifier | Flawed Potion | Normal Potion | Exceptional Potion |
---|---|---|---|
Herbology/Magical Beast Ingredients | 1-5 Wrong Ingredient +0, 5-10 Poor Ingredient +0 | 11-15 Good Ingredient +1 | 16-20 High Quality +2 |
Proficiency/Expertise | No +0 | Proficient +1 | Expertise +2 |
Potioneer's Kit | No +0 | Yes +1 | Yes +1 |
Know Recipe | No +0 | Yes +1 | Yes +2 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Focus Points | Metamagic | Features |
---|---|---|---|---|
1st | +2 | 3 | — | Sorcerous Resilience, School of Magic |
2nd | +2 | 3 | 1 | Font of Magic |
3rd | +2 | 4 | 2 | Metamagic, Fierce Spell, Resistanct Spell |
4th | +2 | 4 | 2 | Ability Score Improvement |
Statblocks for your familiars, mounts etc.
Reflective Shell: When the firecrab is hit by a melee attack, the attacker takes 3 (1d6) fire damage. Blast-Ended. A very small burst of fire may come out of the firecrab's rear end, which ignites flammable objects that aren’t being worn or carried. Hold Breath. The firecrab can hold its breath for 1 hour
Fiery Spit: Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) fire damage. Shell Retreat: As a reaction, the firecrab can retract into its shell, gaining +2 to AC until the start of its next turn. Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d1) bludgeoning damage.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
The Unlocking Charm
0-level (Cantrip) Enchantment
The Airway Clearing Spell
0-level (Cantrip) Abjuration
The Sticking Spell
0-level (Cantrip) Transmutation
The Wand-Lighting Charm
0-level (Cantrip) Enchantment
The Flower-Conjuring Spell
0-level (Cantrip) Transmutation
The Knockback Jinx
1-level Evocation
The Full Body-Bind Curse
1-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.