-1 | Strength |
+2 | Dexterity |
+6 | Constitution |
+1 | Intelligence |
+1 | Wisdom |
+9 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+1 | Arcana |
+3 | Athletics |
+9 | Deception |
+1 | History |
+1 | Insight |
+9 | Intimidation |
+5 | Investigation |
+1 | Medicine |
+1 | Nature |
+5 | Perception |
+5 | Performance |
+9 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+5 | Survival |
ATTACK / RANGE | BONUS / SAVE | DAMAGE / EFFECT |
---|---|---|
Animate Object (Tiny) / Melee | 1d20+8 | 1d4+4 Damage |
Animate Object (Small) / Melee | 1d20+6 | 1d8+2 Damage |
Animate Object (Medium) / Melee | 1d20+5 | 2d6+1 Damage |
Animate Object (Large) / Melee | 1d20+6 | 2d10+2 Damage |
Animate Object (Huge) / Melee | 1d20+8 | 2d12+4 Damage |
~~~ | ~~~ | ~~~ |
Catapult (Level 1) / 90 ft. of object | DEX vs. DC 18 | 3d8 Bludgeoning Damage |
Catapult (Level 2) / 90 ft. of object | DEX vs. DC 18 | 4d8 Bludgeoning Damage |
Catapult (Level 3) / 90 ft. of object | DEX vs. DC 18 | 5d8 Bludgeoning Damage |
Catapult (Level 4) / 90 ft. of object | DEX vs. DC 18 | 6d8 Bludgeoning Damage |
~~~ | ~~~ | ~~~ |
Familiar Shortsword / Melee | 1d20+2 | 1d6+2 Piercing / Slashing Damage |
Frostbite / 60 ft. | CON vs. DC 18 | 2d6 Frost Damage, Disadvantage on Next Attack |
Hold Person / 60 ft. | WIS vs. DC 18 | On a failed save, humanoid is paralyzed. |
Magic Missile / 120 ft. | Guaranteed Hit | 3d4+3 Force Damage per Missile |
Ray of Frost / 60 ft. | 1d20+10 | 2d8 Frost Damage, Speed Reduced by 10 ft. |
Suggestion / 30 ft. | WIS vs. DC 18 | On a failed save, the target must do what Telvar says |
~~~ | ~~~ | ~~~ |
Hound of Ill Omen | 1d20+5 | 2d6+3 Piercing Damage |
~~~ | ~~~ | ~~~ |
T-Rex Bite / 10 ft. | 1d20+10 | 4d12+7 Piercing Damage, Grappled if Medium, DC 17 to Escape |
T-Rex Tail Whip / 10 ft. | 1d20+10 | 3d8+7 Bludgeoning Damage |
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.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
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:
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Statblocks for your Trinkets, businesses, building, castles, empires.