+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+0 | Dexterity | |
+4 | Constitution | |
+7 | Intelligence | |
+1 | Wisdom | |
-1 | Charisma |
+0 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+2 | Athletics | STR | |
-1 | Deception | CHA | |
+7 | History | INT | |
+1 | Insight | WIS | |
-1 | Intimidation | CHA | |
+7 | Investigation | INT |
+3 | Medicine | WIS | |
+5 | Nature | INT | |
+5 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+5 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
belaying pin (club) | +2 | STR | 1d4 | Bludgeoning | |
Light, Slow |
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.
Basic Rules , pg. 259
0-level (Cantrip) Transmutation
Basic Rules, pg. 277
0-level (Cantrip) Necromancy
PHB
1-level Necromancy
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Ranged Spell Attack | 1d8 | Poison Damage |
---|---|---|
Saving Throw | Constitution | |
Condition | Poisoned |
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Player's Handbook
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Player's Handbook
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.