+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+2 | Strength | |
+1 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+3 | Wisdom | |
+5 | Charisma |
+1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+4 | Athletics | STR | |
+3 | Deception | CHA | |
+0 | History | INT | |
+3 | Insight | WIS | |
+3 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+3 | Perception | WIS | |
+3 | Performance | CHA | |
+5 | Persuasion | CHA | |
+0 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
longsword | +4 | STR | 1d8+2 | slashing | |
javelin | +4 | STR | 1d6+2 | piercing | |
melee or thrown 30/120ft | |||||
Net | +3 | DEX | Restrain | ||
up to large creature hit is restrained 5/15ft |
The statblocks of your Weapons, armor and other important/magical equipment
Wondrous Item
Common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
The statblocks of your class features
Oath of the Open Sea Spells | |
---|---|
Paladin Level | Spells |
3rd | Create or Destroy Water, Expeditious Retreat |
5th | Augury, Misty Step |
9th | Call Lightning, Tidal Wave |
13th | Control Water, Freedom Of Movement |
17th | Commune With Nature, Maelstrom |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
PHB
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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.
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.
1-level Enchantment
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Player's Handbook 5E (WoC)
1-level Enchantment
PHB, page 229
1-level Transmutation
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
1-level Abjuration
1-level Enchantment
1-level Evocation
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Statblocks for your Trinkets, businesses, building, castles, empires.