+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+6 | Strength | |
+2 | Dexterity | |
+9 | Constitution | |
+1 | Intelligence | |
-1 | Wisdom | |
-1 | Charisma |
+4 | Acrobatics | DEX | |
+10 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+4 | Athletics | STR | |
-2 | Deception | CHA | |
+2 | History | INT | |
+6 | Insight | WIS | |
-2 | Intimidation | CHA | |
+2 | Investigation | INT |
-2 | Medicine | WIS | |
+2 | Nature | INT | |
+10 | Perception | WIS | |
-2 | Performance | CHA | |
+6 | Persuasion | CHA | |
+2 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+16 | Stealth | DEX | |
-2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +2 | STR | 1D4+2+2 | piercing | |
Simple, Finesse, Light, Thrown, Range (20/60) | |||||
Spear | +2 | STR | 1D6+2or1D8+2+2 | piercing | |
Simple, Thrown, Versatile, Range (20/60) | |||||
Handaxe | +2 | STR | 1D6+2+2 | Slashing | |
Simple, Light, Thrown, Range (20/60) | |||||
Unarmed Strike | +2 | STR | 3+2 | bludgeoning | |
5Ft reach |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
For Arcane Trickster Only Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, the Path of the Totem Warrior, the Path of the Battlerager (SCAG, Dwarves only), the Path of the Totem Warrior (SCAG), the Path of the Ancestral Guardian (Xan), the Path of the Storm Herald (Xan), or the Path of the Zealot (Xan).
Statblocks for your familiars, mounts etc.
Keen Sight The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Talons Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 1 slashing damage.
Statblocks for race/species of the character.
Darkvision
Languages. Languages
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 256
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.
PHB
2-level Divination (ritual)
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
PHB
1-level Divination (ritual)
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Statblocks for your Trinkets, businesses, building, castles, empires.