+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
+0 | Strength | |
+5 | Dexterity | |
+1 | Constitution | |
+1 | Intelligence | |
+1 | Wisdom | |
+8 | Charisma |
+3 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+1 | Athletics | STR | |
+6 | Deception | CHA | |
+4 | History | INT | |
+7 | Insight | WIS | |
+6 | Intimidation | CHA | |
+2 | Investigation | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+4 | Perception | WIS | |
+6 | Performance | CHA | |
+11 | Persuasion | CHA | |
+2 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longsword | +3 | STR | 1d8,1d10 | Slashing | |
Versatile | |||||
Dagger | +5 | DEX | 1d4+2 | Piercing | |
Thrown (30/60) | |||||
Shortbow | +5 | DEX | 1d6+2 | Piercing | |
Two Handed, Ranged (80/320) | |||||
Air Guitar | +3 | STR | 1d6,1d8 | ||
Versitile, Finesse if in one hand, +2 to AC if in two |
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.
Player's Handbook p256
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.
Player's Handbook p285
0-level (Cantrip) Enchantment
You unleash a string of insults laced 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 1d4 Psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ), and 17th level ( 4d4 ).
SRD
0-level (Cantrip) Enchantment
PHB: P. 230
1-level Evocation
SRD
1-level Enchantment
SRD
1-level Enchantment
Player's Handbook p221
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
When you cast this spell using a spell slot of 2nd level or 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.
SRD
1-level Enchantment
SRD
2-level Enchantment
SRD
2-level Enchantment
SRD
3-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.