+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+3 | Strength | |
+7 | Dexterity | |
+2 | Constitution | |
+2 | Intelligence | |
+2 | Wisdom | |
-1 | Charisma |
+4 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+0 | Athletics | STR | |
+2 | Deception | CHA | |
+2 | History | INT | |
+5 | Insight | WIS | |
-1 | Intimidation | CHA | |
+5 | Investigation | INT | |
+8 | Computers | INT |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+5 | Perception | WIS | |
-1 | Performance | CHA | |
+2 | Persuasion | CHA | |
+2 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Shortblade | +7 | DEX | 1d6+4 | piercing | |
finesse, light | |||||
Light Pistol | +7 | DEX | 1d6+4 | piercing | |
Adaptable, light, range 50/150 | |||||
Short Rifle | +7 | DEX | 1d8+4 | piercing | |
ammunition, (8 shots), reload, range 70/210 |
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.
PHB, Homebrew, MotM
The elves of Cisum are are almost as common as humans. The high elves and wood elves are most common among the mainland continents, but a few small elfhames are present among the islands of the Acapellago and beyond. Mostly, the elves of the island nations are island elves. Elves maintain their own towns and cities, but many among the islands live amongst their island neighbors. They enjoy a variety of work and often excel as artists in one form or another. Elves are one of, if not the, longest-lived races on Cisum. This longevity often means an elf is slow to make friends and enemies alike. It also means they are slow to forget them. Elves often favor diplomacy over violence, but do not mistake that for ineptitued in combat.
If playing with achievements and milestones, choosing this race at character creation grants the player the achievement "Who Wants to Live Forever."
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. The common word for such meditation is "trance." While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Subrace. Ancient divides among the elven people resulted in four main subraces: high elves, wood elves, island elves, and dark elves (drow). Choose one of these subraces.
As a high elf, you have a keen mind and a mastery of at least the basics of magic.
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language. You can speak, read, and write one extra language of your choice.
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests.
Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
As an island elf, you are an excellent swimmer and fisher, with some familiarity with sailing.
Ability Score Increase. Your Charisma score increases by 1.
Island Elf Weapon Training. You have proficiency with rapiers, shortswords, shortbows, and spears.
Coastal Resident. You have a swim speed equal to your base walking speed. You also gain proficiency with water vehicles and advantage on Nature skill checks when made in relation to coastal areas.
Descended from an earlier subrace of elves, the drow were banished from the surface world for following the Black Magic Woman down the path of evil.
Ability Score Increase. Your Charisma score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this traing and regain the ability to do so after you finish a long rest. When you reach 5th leve, you can cast the darkness spell once with this traing and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range.
SRD
1-level Transmutation
PHB: P. 230
1-level Evocation
1-level Divination
Esper Genesis Core Manual
2-level Divination
PHB
2-level Abjuration
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
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 |
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
2-level Illusion (ritual)
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.
Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Casting a spell that includes a verbal component is impossible there.
PHB
2-level Transmutation
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Player's Handbook p221
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Statblocks for your Trinkets, businesses, building, castles, empires.