+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+1 | Strength | |
+0 | Dexterity | |
+3 | Constitution | |
+9 | Intelligence | |
+7 | Wisdom | |
+3 | Charisma |
+0 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+1 | Athletics | STR | |
+11 | Deception | CHA | |
+5 | History | INT | |
+3 | Insight | WIS | |
+7 | Intimidation | CHA | |
+9 | Investigation | INT | |
+4 | Vehicles | DEX |
+3 | Medicine | WIS | |
+5 | Nature | INT | |
+3 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+5 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quarterstaff | +1 | STR | 1d6+1 | Bludgeoning | |
Versatile | |||||
Crossbow, light | +1 | STR | 1d8+1 | Piercing | |
Ammunition, Loading, Range, Two-Handed | |||||
Net | +1 | STR | 0+1 | Bludgeoning | |
Special, Thrown | |||||
Eizyr au Wuddw | +5 | STR | 1d6+1 | Bludgeoning | |
Arcane weapon, spell focus, versatile |
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) Necromancy
PHB
0-level (Cantrip) Conjuration
PHB
0-level (Cantrip) Transmutation
TCoE
0-level (Cantrip) Enchantment
PHB
0-level (Cantrip) Conjuration
SCAG
0-level (Cantrip) Conjuration
XGtE
0-level (Cantrip) Necromancy
Xanathar's Guide to Everyting
1-level Abjuration
Xanathar's Guide to Everything
1-level Necromancy
You awaken the sense of mortality in one creature you can see within range. A construct or undead is immune to the effect. The target must succeed on a Wisdom Saving throw or become frightened of you until the spell ends. Teh frightened target can repeat the Saving throw at the end of each of its turns, ending the effect on a success.
At higher levels: At Higher Levels. When you cast the spell using a spell slot of 2nd level of 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.
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.
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPHB, page 275
1-level Abjuration
2-level Necromancy
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Based on Player's Handbook
2-level Divination
PHB, page 251
2-level Enchantment
PHB page 260
2-level Conjuration
SRD
2-level Necromancy
2-level Enchantment
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
Statblocks for your Trinkets, businesses, building, castles, empires.