+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+3 | Constitution | |
+1 | Intelligence | |
+4 | Wisdom | |
+5 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+0 | Athletics | STR | |
+3 | Deception | CHA | |
+3 | History | INT | |
+2 | Insight | WIS | |
+5 | Intimidation | CHA | |
+3 | Investigation | INT |
+2 | Medicine | WIS | |
+1 | Nature | INT | |
+2 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +2 | DEX | 1d4+2 | Piercing | |
Finesse, Light, Thrown, Nick | |||||
Dagger | +2 | DEX | 1d4+2 | Piercing | |
Finesse, Light, Thrown, Nick | |||||
Sickle | +0 | STR | 1d4 | Slashing | |
Light, Nick |
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.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. Common, and Infernal.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Abjuration
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 it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
PHB
1-level Abjuration
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Player's Handbook
1-level Necromancy
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Statblocks for your Trinkets, businesses, building, castles, empires.