+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+3 | Dexterity | |
+2 | Constitution | |
+5 | Intelligence | |
+2 | Wisdom | |
-1 | Charisma |
+1 | Acrobatics | DEX | |
-98 | Animal Handling | WIS | |
-97 | Arcana | INT | |
+0 | Athletics | STR | |
-1 | Deception | CHA | |
-97 | History | INT | |
+2 | Insight | WIS | |
-1 | Intimidation | CHA | |
+3 | Investigation | INT | |
+2 | Magical Creatures | WIS | |
+3 | Potion Making | INT | |
+5 | Herbology | INT | |
+3 | Muggle Studies | INT | |
+5 | Magical Theory | INT |
+4 | Medicine | WIS | |
-97 | Nature | INT | |
+4 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+3 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed | +2 | STR | 1d4 | Bludgeoning |
Critical miss is 1 & 2 not just a nat 1.
Potion
Common
First Year Potion When you drink this potion, you become utterly discombobulated for 6 seconds. You can’t take actions or reactions and you roll a d10. If you roll 1-8, you must use all of your movement to move in a random direction. To determine the direction, assign a direction to each number 1-8. If you roll a 9-10, you don't move.
1 bundle of gurdyroots
2 bundles of lovage
1 flask of ethanol
Weight: .5 lb
Potion
Common
First Year Potion When you drink this potion, you forget everything you perceived in the last minute and you won't be able to remember anything you perceive in the next 10 minutes.
1 bundle of lovage
1 cluster of mistletoe berries
2 flasks of Lethe River water
Weight: .5 lb
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Focus Points | Metamagic | Features |
---|---|---|---|---|
1st | +2 | 3 | -- | Font of Focus, School of Magic |
2nd | +2 | 3 | 1 | Metamagic |
3rd | +2 | 4 | 2 | Metamagic, Spell Deflection |
4th | +2 | 5 | 2 | Ability Score Improvement |
Statblocks for your familiars, mounts etc.
Echolocation. The bat can't use its blindsight while deafened. Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
The Unlocking Charm
0-level (Cantrip) Enchantment
The Airway Clearing Spell
0-level (Cantrip) Abjuration
The Sticking Spell
0-level (Cantrip) Transmutation
The Wand-Lighting Charm
0-level (Cantrip) Enchantment
The Flower-Conjuring Spell
0-level (Cantrip) Transmutation
The Knockback Jinx
1-level Evocation
The Full Body-Bind Curse
1-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.