+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
+1 | Strength | |
+6 | Dexterity | |
+2 | Constitution | |
-1 | Intelligence | |
+1 | Wisdom | |
+8 | Charisma |
+4 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+2 | Athletics | STR | |
+8 | Deception | CHA | |
+0 | History | INT | |
+2 | Insight | WIS | |
+6 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+7 | Perception | WIS | |
+6 | Performance | CHA | |
+8 | Persuasion | CHA | |
+0 | Religion | INT | |
+9 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +6 | DEX | 1d8+3 | Piercing | |
Finesse | |||||
Dagger | +6 | DEX | 1d4+3 | Piercing | |
Finesse, Light, Thrown 20/60 | |||||
Short Bow | +6 | DEX | 1d6+3 | Piercing | |
20 Arrows, Range 80/320, two=handed |
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.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Enchantment
PHB, page 260
0-level (Cantrip) Illusion
PHB
0-level (Cantrip) Conjuration
PHB p239 (modified)
1-level Evocation
1-level Enchantment
1-level Enchantment
Strixhaven: A Curriculum of Chaos
2-level Enchantment
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
2-level Illusion
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Player's Handbook, SRD, Basic Rules
2-level Illusion
SRD
2-level Abjuration
SRD
3-level Abjuration
Statblocks for your Trinkets, businesses, building, castles, empires.