+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
-1 | Strength | |
+4 | Dexterity | |
+4 | Constitution | |
+9 | Intelligence | |
+3 | Wisdom | |
+2 | Charisma |
+4 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+5 | Arcana | INT | |
-1 | Athletics | STR | |
+6 | Deception | CHA | |
+5 | History | INT | |
+3 | Insight | WIS | |
+6 | Intimidation | CHA | |
+9 | Investigation | INT | |
+7 | Driving | STR |
+3 | Medicine | WIS | |
+5 | Nature | INT | |
+7 | Perception | WIS | |
+2 | Performance | CHA | |
+6 | Persuasion | CHA | |
+5 | Religion | INT | |
+8 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Double Barrel Shotgun | +10 | DEX | 4d4+2+4 | piercing | |
Ammunition (60/180 ft.), reload (2 shots), Scatter, two‑handed | |||||
Revolver | +10 | DEX | 2d6+2+4 | piercing | |
Ammunition (70/280 ft.), reload (6 shots) | |||||
Dagger | +8 | DEX | 1d4+4 | piercing | |
Finesse, light, thrown (20/60 ft.) |
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.
PHB
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)
Ranged Spell Attack | 1d10 | Fire Damage |
---|
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
PHB
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.
Basic Rules , pg. 257
1-level Evocation
PHB
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
PHB, page 246. Available in the SRD.
1-level Conjuration
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
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
1-level Transmutation
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
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.
Player's Handbook
2-level Evocation
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Basic Rules , pg. 275
2-level Evocation
Player's Handbook
2-level Evocation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Player's Handbook
2-level Transmutation
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Basic Rules , pg. 255
3-level Evocation
Player's Handbook 250
3-level Transmutation
Basic Rules , pg. 234
3-level Abjuration
Statblocks for your Trinkets, businesses, building, castles, empires.