+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
-1 | Dexterity | |
+0 | Constitution | |
+4 | Intelligence | |
+7 | Wisdom | |
+5 | Charisma |
-1 | Acrobatics | DEX | |
+7 | Animal Handling | WIS | |
+4 | Arcana | INT | |
-1 | Athletics | STR | |
+5 | Deception | CHA | |
+4 | History | INT | |
+4 | Insight | WIS | |
+5 | Intimidation | CHA | |
+1 | Investigation | INT |
+4 | Medicine | WIS | |
+4 | Nature | INT | |
+7 | Perception | WIS | |
+5 | Performance | CHA | |
+5 | Persuasion | CHA | |
+1 | Religion | INT | |
-1 | Sleight of Hand | DEX | |
-1 | Stealth | DEX | |
+7 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Shadowshot | +2 | DEX | 1d8-1 | Piercing | |
Range (20/240), Eldritch tentacles pins a target to the ground on a successful hit, causing them to lose all movement speed for a round. If the target is airborne they fall to the ground and take 1d10 falling damage for each 10ft they fall. | |||||
Clan Eridean Dagger (Corrupted) | +2 | DEX | 1d6-1 | Piercing | |
Light, Also deals Daedric damage. |
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.
Xanathar's Guide to Everything, page 152
0-level (Cantrip) Conjuration
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level 2d12 , 11th level 3d12 , and 17th level 4d12 .
PHB
0-level (Cantrip) Transmutation
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Melee Spell Attack | 2d6 | Piercing Damage |
---|
PHB
1-level Divination (ritual)
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
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.
0-level (Cantrip) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
PHB
0-level (Cantrip) Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When this spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
PHB
0-level (Cantrip) Enchantment
You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Saving Throw | Wisdom |
---|---|
1d8 | Psychic Damage |
Xanathar's Guide to Everything
1-level Abjuration
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
PHB
1-level Conjuration
Grasping weeds and vines sprout from the ground in 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Saving Throw | Strength |
---|
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 246. Available in the SRD.
1-level Conjuration
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Basic Rules , pg. 276
1-level Enchantment
Player's Handbook
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
2-level Enchantment
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Statblocks for your Trinkets, businesses, building, castles, empires.