+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+1 | Dexterity | |
+4 | Constitution | |
+0 | Intelligence | |
+0 | Wisdom | |
+7 | Charisma |
+1 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+3 | Athletics | STR | |
+5 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+5 | Intimidation | CHA | |
+0 | Investigation | INT | |
+7 | Oke | CHA |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+0 | Perception | WIS | |
+5 | Performance | CHA | |
+5 | Persuasion | CHA | |
+2 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quarterstaff | +3 | STR | 1d6+1 | bludgeoning | |
Versatile (1d8) | |||||
Dagger | +3 | STR | 1d4+1 | piercing | |
Finesse, light, thrown (range 20/60) |
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.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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 color in darkness, only shades of gray. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it. Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Languages. Common, and Celestial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules
0-level (Cantrip) Evocation
0-level (Cantrip) Necromancy
0-level (Cantrip) Evocation
0-level (Cantrip) Transmutation
0-level (Cantrip) Conjuration
PHB
0-level (Cantrip) Transmutation
Basic Rules , pg. 257
1-level Evocation
Basic Rules , pg. 276
1-level Enchantment
PHB
0-level (Cantrip) Conjuration
You hurl a bubble of acid. Choose one creature within
range, or choose two creatures within range that are
within 5 feet of each other. A target must succeed on a
Dexterity saving throw or take 1d6 acid damage
At higher levels: This spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
XGtE
2-level Evocation
PHB
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.