+3 | Strength |
+6 | Dexterity |
+1 | Constitution |
+2 | Intelligence |
+3 | Wisdom |
+0 | Charisma |
+3 | Acrobatics |
+3 | Animal Handling |
+2 | Arcana |
+0 | Athletics |
+3 | Deception |
+2 | History |
+6 | Insight |
+0 | Intimidation |
+2 | Investigation |
+6 | Medicine |
+5 | Nature |
+2 | Perception |
+0 | Performance |
+0 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+6 | Stealth |
+6 | Survival |
Weapon | Attack | Damage |
---|---|---|
Falchion | [1d20+6] | [1d8+5] |
Longbow | [1d20+6] | [1d8+3] |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Medium Beast Good Dogo , Unaligned
Buttons is a large Caucasian Sheperd Who Grim has been raising for the past two years
Keen Hearing- Buttons has advantage on (Wisdom) Perception Checks that rely on Smell or Hearing Pack Tactics - Buttons has advantage on attack rolls against creatures that are within 5 feet of an ally that is not incapacitated
Bite Melee Weapon Attack: +7 to hit, reach 5ft. one target. Hit:9 (2d4+5) 2d4+4 Piercing Damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Statblocks for race/species of the character.
Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.
Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
PHB, page 246 SRD
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
SRD
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
PHB, page 251 SRD
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
PHB, page 238 SRD
1-level Conjuration
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
SRD
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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
2nd level: 7d8 hit points affected
3rd level: 9d8 hit points affected
4th level: 13d8 hit points affected
5th level: 15d8 hit points affected
6th level: 17d8 hit points affected
7th level: 19d8 hit points affected
8th level: 21d8 hit points affected
9th level: 23d8 hit points affected
Statblocks for your Trinkets, businesses, building, castles, empires.