+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+1 | Dexterity | |
+8 | Constitution | |
+0 | Intelligence | |
+8 | Wisdom | |
+2 | Charisma |
+1 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+2 | Athletics | STR | |
+2 | Deception | CHA | |
+0 | History | INT | |
+5 | Insight | WIS | |
+2 | Intimidation | CHA | |
+3 | Investigation | INT |
+8 | Medicine | WIS | |
+0 | Nature | INT | |
+8 | Perception | WIS | |
+2 | Performance | CHA | |
+5 | Persuasion | CHA | |
+0 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Mace | +5 | STR | 1d6+2 | Bludgeoning | |
simple, mace | |||||
Light Crossbow | +4 | DEX | 1d8+1 | Piercing | |
loading, range 80/320, two-handed |
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.
XGtE
0-level (Cantrip) Necromancy
PHB
0-level (Cantrip) Necromancy
PHB
0-level (Cantrip) Transmutation
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
1-level Evocation
PHB: P. 230
1-level Evocation
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou 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 Evocation
PHB
2-level Abjuration
2-level Divination
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralysed, or poisoned.
2-level Transmutation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, 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.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
2-level Transmutation
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
3-level Evocation
A 60 foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
3-level Abjuration
3-level Transmutation
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
0-level (Cantrip) Abjuration
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Statblocks for your Trinkets, businesses, building, castles, empires.