+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+5 | Dexterity | |
+3 | Constitution | |
+3 | Intelligence | |
+5 | Wisdom | |
+0 | Charisma |
+5 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+0 | Athletics | STR | |
+2 | Deception | CHA | |
+1 | History | INT | |
+3 | Insight | WIS | |
+0 | Intimidation | CHA | |
+3 | Investigation | INT |
+3 | Medicine | WIS | |
+3 | Nature | INT | |
+5 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Varies
Two-HandedA simple bow about 3ft in length, more suited to close combat, as its smaller size lends itself to agile movement and quick targeting on either side of the body. Masters with the shortbow can make snap shots as quickly as any swordsman reacts to an opening.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d6 | Piercing | 80/320 |
Weapon
Varies
Dueling Blade, One-Handed, Finesse, LightMuch like daggers, there are as many shortswords in the world as there are cultures who produced them. In general, they describe swords between 2ft-3ft in length, one-handed hilts, double and single edged and with a stabbing or curved point. Examples include weapons like a norseman seax, cutlass, gladius, kopis, machetes, messers... among many, many others. Their wide versatility and varied design mean that a master can find the perfect form to increase the damage they are able to impart.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Slashing | 5ft |
The statblocks of your class features
Quick to notice details of your environment, you gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
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.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level 2d12 , 11th level 3d12 , and 17th level 4d12 .
PHB
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
1-level Transmutation
You either create or destroy water.
Basic Rules, pg. 239
1-level Evocation
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB pg 231
1-level Divination (ritual)
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
D&D 5e PHB Page 230
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Basic Rules, pg. 270
1-level Transmutation (ritual)
PHB
1-level Conjuration
Grasping weeds and vines sprout from the ground in 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Saving Throw | Strength |
---|
1-level Enchantment
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your companions harms the target, the Spells ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.
Playeres hand book
1-level Divination (ritual)
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.
PHB
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Weapon Attack Damage | + 1d6 |
---|
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.