+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+2 | Strength | |
+0 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+5 | Wisdom | |
+2 | Charisma |
+0 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+2 | Athletics | STR | |
+0 | Deception | CHA | |
+2 | History | INT | |
+3 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT |
+5 | Medicine | WIS | |
+0 | Nature | INT | |
+3 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed Strike | +6 | STR | 3+2 | Bludgeoning |
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.
SRD
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Divination
SRD
0-level (Cantrip) Evocation
Basic Rules (2014)
1-level Enchantment
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
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.
D&D Free Rules (2024)
1-level Abjuration
A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
SRD
1-level Abjuration
Basic Rules (2014)
1-level Transmutation
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Basic Rules (2014) - Modified
1-level Abjuration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Player's Handbook
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPlayer's Handbook (2014) - Modified
1-level Evocation
As you hit a creature with a melee attack, your strike flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
* - Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Statblocks for your Trinkets, businesses, building, castles, empires.