+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+2 | Dexterity | |
+1 | Constitution | |
-1 | Intelligence | |
+0 | Wisdom | |
+5 | Charisma |
+2 | Acrobatics | DEX | |
-2 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+1 | Athletics | STR | |
+5 | Deception | CHA | |
+1 | History | INT | |
-2 | Insight | WIS | |
+5 | Intimidation | CHA | |
-1 | Investigation | INT |
-2 | Medicine | WIS | |
-1 | Nature | INT | |
-2 | Perception | WIS | |
+3 | Performance | CHA | |
+5 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
-2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Warhammer | +5 | CHA | 1d8 | bludge | |
Eldritch Blast | +3 | CHA | 1d10 | force | |
Range 120 | |||||
Hellish Rebuke | +3 | CHA | 2d10 | Fire | |
Range: 60 feet |
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.
PHB, page 237
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
1-level Abjuration
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Basic Rules , pg. 250
1-level Evocation
Player's Handbook , pg. 215
1-level Conjuration
Player's Handbook
2-level Enchantment
Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Statblocks for your Trinkets, businesses, building, castles, empires.