+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+1 | Strength | |
+8 | Dexterity | |
+2 | Constitution | |
+8 | Intelligence | |
+2 | Wisdom | |
+3 | Charisma |
+4 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+1 | Athletics | STR | |
+3 | Deception | CHA | |
+12 | History | INT | |
+10 | Insight | WIS | |
+7 | Intimidation | CHA | |
+4 | Investigation | INT |
+2 | Medicine | WIS | |
+4 | Nature | INT | |
+10 | Perception | WIS | |
+3 | Performance | CHA | |
+7 | Persuasion | CHA | |
+4 | Religion | INT | |
+8 | Sleight of Hand | DEX | |
+12 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Crossbow, Light | +8 | DEX | 1d8+4+4 | piercing | |
range 80/320 |
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.
Volo's Guide to Monsters p105
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook p242
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Abjuration
Compendium of Forgotten Secrets - Awakening
0-level (Cantrip) Enchantment
SRD
0-level (Cantrip) Evocation
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.
Deep Magic for 5th Edition
1-level Divination
Player's Handbook p267
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Xanathar's Guide to Everything
1-level Abjuration
SRD
1-level Divination
SRD
1-level Enchantment
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Abjuration
Player's Handbook p276
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spell Level | Dice |
---|---|
1 | 5d8 |
2 | 7d8 |
3 | 9d8 |
4 | 11d8 |
5 | 13d8 |
6 | 15d8 |
7 | 17d8 |
8 | 19d8 |
9 | 21d8 |
SRD
2-level Illusion
SRD
1-level Transmutation
SRD
0-level (Cantrip) Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.