+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+2 | Strength | |
+3 | Dexterity | |
+0 | Constitution | |
+9 | Intelligence | |
+6 | Wisdom | |
+2 | Charisma |
+3 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+2 | Athletics | STR | |
+2 | Deception | CHA | |
+9 | History | INT | |
+2 | Insight | WIS | |
+2 | Intimidation | CHA | |
+5 | Investigation | INT |
+2 | Medicine | WIS | |
+9 | Nature | INT | |
+2 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+9 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +7 | DEX | 1d4+3 | Piercing | |
Finesse, Light, Thrown | |||||
Quarterstaff | +6 | STR | 1d6+2 | Bludgeoning | |
Versatile |
The statblocks of your Weapons, armor and other important/magical equipment
Staff
Very Rare
A powerful staff made of eternal ice. While you hold this staff you have resistance to fire damage. It is cold to the touch and has 4 large icicles on the end. Expelled icicles can be replenished during a long rest, 1d4 replenished during short rest, or by using Cold breath weapon on it.
Melee Attack: 1d8 bludgeoning dmg
Icicle Attack: 1d4 piercing dmg
Launch a single icicle from the tip of the staff
Icicle Fury: DC 13 DEX save, 1d4 piercing dmg
Launch all remaining icicles in a single swoop
Wall of Ice (All 4 icicles required)
You create a wall of ice in a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels.
the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw.
On a failed save, the creature takes 2d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage.
Casting Time: 1 action
Range: 120 feet
Target: A solid surface within range
Components: V S
Duration: Concentration, Up to 10 minutes
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d4 | Cold | 30/60 ft |
Cost: 200,000 gp
Weapon
Common
Properties: VersatileType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / 1d8 | Bludgeoning | 5 ft |
Cost: 2 sp
Weight: 2 lb
The statblocks of your class features
0-level (Cantrip) Conjuration
Statblocks for your familiars, mounts etc.
BR147
Talons - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another Attack with its hooves against it as a Bonus Action.
Mounting. Once during your move, you can mount this creature as long as it is within 5 feet of you or you may dismount if you are already mounted. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
While you’re mounted, you have two options. You can either control the mount or allow it to act independently. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and a controlled mount can move and act even on the turn that you mount it. If the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
When mounting a mount, you occupy the center-most space in the creature’s space. if the center of the creature’s space is an intersection, you occupy all spaces which touch that intersection. This means that a human on a horse occupies the mount’s entire space.
Hooves. Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook 5E (WoC)
0-level (Cantrip) Necromancy
Player's Handbook p230
0-level (Cantrip) Evocation
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a Bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
PHB
0-level (Cantrip) Conjuration
PHB
0-level (Cantrip) Evocation
PHB
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB
1-level Conjuration
PHB
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPHB
1-level Conjuration
PHB
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB
1-level Abjuration
PHB
1-level Evocation
PHB
1-level Abjuration
PHB
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPHB
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
2-level Transmutation
PHB
2-level Illusion
PHB
2-level Evocation
PHB
2-level Necromancy
PHB
2-level Transmutation
PHB
3-level Necromancy
PHB
3-level Necromancy
PHB
3-level Evocation
PHB
3-level Abjuration
PHB
3-level Abjuration
PHB
4-level Necromancy
PHB
4-level Evocation
PHB
4-level Conjuration
PHB
5-level Evocation
XGtE
5-level Necromancy
Statblocks for your Trinkets, businesses, building, castles, empires.
SRD
2-level Evocation
PHB
2-level Evocation