-1 | Strength |
+3 | Dexterity |
+2 | Constitution |
+5 | Intelligence |
+3 | Wisdom |
-1 | Charisma |
+3 | Acrobatics |
+1 | Animal Handling |
+3 | Arcana |
-1 | Athletics |
-1 | Deception |
+4 | History |
+4 | Insight |
-1 | Intimidation |
+6 | Investigation |
+2 | Medicine |
+4 | Nature |
+4 | Perception |
+1 | Performance |
-1 | Persuasion |
+6 | Religion |
+3 | Sleight of Hands |
+5 | Stealth |
+2 | Survival |
Weapon | Type | Range | Attack | Damage |
---|---|---|---|---|
Dagger | Melee Weapon | 20(60) | 1d20+5 | 1d4+3 |
Rapier | Melee Weapon | 5 | 1d20+5 | 1d8+3 |
Spell | Attack | Various | 1d20+6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You start with the following equipment in addition to the equipment granted by your background (a) a quarterstaff or (b) a dagger (a) a component pouch or (b) an arcane focus (a) a scholars pack or (b) an explorers pack spellbook
As a student of arcane magic, you have a spell book containing spells that show the first glimmerings of your true power.
Statblocks for your familiars, mounts etc.
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Statblocks for race/species of the character.
Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Keen Senses - You have proficiency in the Perception skill. Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip - You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Extra Language - You can speak, read, and write one extra language of your choice.
Languages. Common, Elvish
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB: P. 221
0-level (Cantrip) Necromancy
PHB: P. 241
0-level (Cantrip) Evocation
PHB: P. 260
0-level (Cantrip) Illusion
XGtE P. 169
0-level (Cantrip) Necromancy
PHB: P. 221
1-level Enchantment
PHB: P. 240
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 256
1-level Abjuration
PHB: P. 275
1-level Abjuration
Statblocks for your Trinkets, businesses, building, castles, empires.