+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
+1 | Strength | |
+4 | Dexterity | |
+0 | Constitution | |
+2 | Intelligence | |
+0 | Wisdom | |
+6 | Charisma |
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+2 | Athletics | STR | |
+4 | Deception | CHA | |
+3 | History | INT | |
+1 | Insight | WIS | |
+4 | Intimidation | CHA | |
+8 | Investigation | INT |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+3 | Perception | WIS | |
+9 | Performance | CHA | |
+6 | Persuasion | CHA | |
+3 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +1 | DEX | 1d4+1 | piercing | |
Finesse, light, thrown (range 20/60) | |||||
Dagger | +1 | DEX | 1d4+1 | piercing | |
Finesse, light, thrown (range 20/60) | |||||
Light Hammer | +1 | STR | 1d4+1 | bludgeoning | |
Light, Thrown (Range 20/60) | |||||
Light Hammer | +1 | STR | 1d4+1 | bludgeoning | |
Light, Thrown (Range 20/60) | |||||
Horns | +2 | STR | 1d6+1 | blugeoning | |
unarmed strikes |
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.
D&D 5e PHB Page 256
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 magic items, or carry more than 10 pounds.
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Basic Rules , pg. 230
0-level (Cantrip) Evocation
Basic Rules , pg. 276
1-level Enchantment
Basic Rules, pg. 250
1-level Evocation
PHB
1-level Enchantment
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Saving Throw | Wisdom |
---|---|
Roll: 3d6 | Psychic Damage |
Basic Rules, pg. 284
1-level Conjuration
PHB
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd
Saving Throw | Constitution |
---|---|
3d8 | Thunder Damage |
Area of Affect | 10-foot-raidus Sphere |
Player's Handbook
2-level Evocation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
3-level Evocation (ritual)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Statblocks for your Trinkets, businesses, building, castles, empires.