+4 | Expertise Bonus | |
+2 | Proficiency Bonus | |
+1 | Jack of all Trades |
+1 | Strength | |
+6 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
-1 | Wisdom | |
+5 | Charisma |
+5 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+2 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+0 | Insight | WIS | |
+5 | Intimidation | CHA | |
+1 | Investigation | INT |
+1 | Medicine | WIS | |
+1 | Nature | INT | |
+0 | Perception | WIS | |
+5 | Performance | CHA | |
+4 | Persuasion | CHA | |
+1 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Yklwa | +3 | STR | 1d8+1 | Piercing | |
thrown (range 10/30) | |||||
Dolch | +6 | DEX | 1d4+4 | Piercing | |
Finesse, Light, Range, Thrown (range 20/60) | |||||
Faust | +3 | STR | 1+1 | Bludgening |
The statblocks of your Weapons, armor and other important/magical equipment
Wondrous Item
Very Rare
Die Schatulle wirkt eine Anziehungskraft auf alles Lebewesen aus.Eine Mysteriös, verzierte Holzschatulle mit Goldstreben. Sie fühlt sich Warm an und wenn man sie hält hat man das Gefühl, es sei etwas Lebendiges dort drin. Sie wirkt eine besondere Anziehungskraft auf den Besitzer aus. Sie ist nicht mit physischer Kraft zu öffnen, aber es gibt ein Gold umrahmtes Schlüsselloch auf der Vorderseite.
Cost: Unbekannt
Weight: 1 kg
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) Enchantment
You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Saving Throw | Wisdom |
---|---|
1d8 | Psychic 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
1-level Divination (ritual)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language
Player's Handbook
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
PHB
1-level Enchantment
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Saving Throw | Wisdom |
---|---|
Roll: 3d6 | Psychic Damage |
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
1-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.