+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+0 | Strength | |
+8 | Dexterity | |
+3 | Constitution | |
+8 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+8 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+8 | Arcana | INT | |
+5 | Athletics | STR | |
+0 | Deception | CHA | |
+8 | History | INT | |
+7 | Insight | WIS | |
+0 | Intimidation | CHA | |
+13 | Investigation | INT |
+2 | Medicine | WIS | |
+3 | Nature | INT | |
+12 | Perception | WIS | |
+5 | Performance | CHA | |
+0 | Persuasion | CHA | |
+3 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+13 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Ruby of the Warmage Scimitar | +9 | DEX | 1d6+1+3 | Slashing | |
Finesse, Light | |||||
Longbow | +9 | DEX | 1d8+1+3 | Piercing | |
Ammunition, (Range 150/600), Heavy, Two-Handed | |||||
Psychic Blade | +8 | DEX | 1d6+3 | Psychic | |
Finesse, Thrown (range 60) | |||||
Dagger of Venom | +4 | DEX | 1d4+3 | Piercing | |
Finesse, Thrown (Range 20/60), Poison (2d10, DC 15 CON Save, 1 Minute) |
The statblocks of your Weapons, armor and other important/magical equipment
Wondrous Item Common
A small orb that can fit in your hand, it uses a small arrow inside itself to perpetually point north.
Adventuring Gear
Common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Cost: 100 gp
Wondrous Item
Common Requires Attunement
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Cost: 100 gp
The Zephyr Effect
Wondrous Item
Uncommon
While wearing these shades, you gain darkvision up to 60ft and +2 to perception. Once per long rest-but only at night- use a bonus action to activate the shades to gain Truesight up to 60ft for 1 minute.
The Zephyr Effect
Wondrous Item
Varies Requires Attunement
This article of clothing, used in some religious orders, can be used to facilitate healing through the act of self harm. While wearing this garment, you can use a bonus action to make an attack against yourself. A creature you can see within 30 ft heals three times the amount of damage you inflict on yourself.a tattered hairshirt. There are mysterious dark stains across the back...
The Zephyr Effect
Wondrous Item
Rare
Once per long rest, as an action, you can use this handheld mechanical device to create a 5ft hole in any non-magical structure or surface. Warning: there is a 10% chance something unexpected happeningThe traveling hole punch is a brass cylindrical item with a spring loaded pull handle coming out of one side. There is a dark opening on the other flat side with the words "This end to surface" faintly scratching into the brass.
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 260.
0-level (Cantrip) Illusion
Tasha's Cauldron of Everything
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Evocation
Player's Handbook p255
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
SRD
0-level (Cantrip) Enchantment
Player's Handbook
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPlayer's Handbook
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Evocation
SRD
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
2-level Divination
SRD
2-level Illusion
SRD
2-level Enchantment
SRD
2-level Divination
SRD
3-level Evocation
SRD
3-level Abjuration
SRD
3-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.