| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +2 | Strength | |
| +1 | Dexterity | |
| +0 | Constitution | |
| +1 | Intelligence | |
| +2 | Wisdom | |
| +7 | Charisma |
| +1 | Acrobatics | DEX | |
| -1 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +2 | Athletics | STR | |
| +7 | Deception | CHA | |
| +1 | History | INT | |
| +2 | Insight | WIS | |
| +7 | Intimidation | CHA | |
| +1 | Investigation | INT |
| -1 | Medicine | WIS | |
| +1 | Nature | INT | |
| -1 | Perception | WIS | |
| +4 | Performance | CHA | |
| +4 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| -1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Dagger | +5 | STR | 1d4+2 | Piercing | |
| Finesse, Light, Thrown | |||||
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
You know how to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself.
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
You can cast disguise self at will, without expending a spell slot
You can cast speak with animals at will, without expending a spell slot.
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Keen Senses: The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Familiar: The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.
Bite: Melee Weapon Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 1d4+2 piercing damage.
Sting: Melee Weapon Attack: 1d20+4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Statblocks for your spells.
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
0-level (Cantrip) Transmutation
2-level Conjuration
2-level Divination
2-level Transmutation
3-level Abjuration
3-level Abjuration
4-level Enchantment
4-level Illusion
4-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.