+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+0 | Dexterity | |
+3 | Constitution | |
+2 | Intelligence | |
+6 | Wisdom | |
+3 | Charisma |
+0 | Acrobatics | DEX | |
+6 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+0 | Athletics | STR | |
+3 | Deception | CHA | |
+0 | History | INT | |
+4 | Insight | WIS | |
+3 | Intimidation | CHA | |
+0 | Investigation | INT |
+6 | Medicine | WIS | |
+0 | Nature | INT | |
+6 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+0 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
War Scythe | +2 | STR | 1d8 | Slashing | |
Martial Melee | |||||
Dagger | +2 | STR | 1d4+1 | Piercing |
The statblocks of your Weapons, armor and other important/magical equipment
Notes from the Nails: dress for success!
Wondrous Item
Rare Rare Requires Attunement
This attractive ensemble contains an enchantment that enables you to dance away from your enemies. While attuned to these clothes, you do not trigger opportunity attacks when you move out of a creature's reach.
Cost: 100gp
Weight: 5lbs
The statblocks of your class features
Tasha's Cauldron of Everything p38
Level | Feature |
---|---|
2nd | Star Map, Starry Form |
6th | Cosmic Omen |
10th | Twinkling Constellations |
14th | Full of Stars |
d6 | Star Map Form |
---|---|
1 | A scroll covered with depictions of constellations |
2 | A stone tablet with fine holes drilled through it |
3 | A speckled owlbear hide, tooled with raised marks |
4 | A collection of maps bound in an ebony cover |
5 | A crystal that projects starry patterns when placed before a light |
6 | Glass disks that depict constellations |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Player's Handbook 2024
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 248
1-level Evocation
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against the target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Basic Rules, pg. 230
1-level Evocation
Elemental Evil Player's Companion , pg. 157
1-level Conjuration
PHB: P. 282
1-level Evocation
Basic Rules
1-level Evocation
PHB
2-level Evocation
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Area of Effect | 5-foot-radius, 40-foot-high-cylinder |
---|---|
Saving Throw | Constitution |
2d10 | Radiant Damage |
PHB
2-level Transmutation
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Area of Effect | 20-foot Radius |
---|---|
2d4 | Piercing Damage |
Statblocks for your Trinkets, businesses, building, castles, empires.