+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
-1 | Dexterity | |
+4 | Constitution | |
+5 | Intelligence | |
+0 | Wisdom | |
+2 | Charisma |
-1 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+3 | Athletics | STR | |
+2 | Deception | CHA | |
+3 | History | INT | |
+0 | Insight | WIS | |
+2 | Intimidation | CHA | |
+5 | Investigation | INT |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+2 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+3 | Religion | INT | |
-1 | Sleight of Hand | DEX | |
-1 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Belaying Pin (Club) | +3 | STR | 1d4+1 | Bludgeoning | |
Light | |||||
Light Crossbow | +1 | DEX | 1d8-1 | Piercing | |
Ammunition (Range 80/320), loading, two-handed | |||||
Handaxe | +3 | STR | 1d6+1 | Slashing | |
Light, Thrown (range 20/60) | |||||
Quarterstaff | +3 | STR | 1d6+1 | Bludgeoning | |
Versatile (1d8) |
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
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell's damage increases by one die when you reach 5th level ( 2d8 or 2d12 ), 11th level ( 3d8 or 3d12 ), and 17th level ( 4d8 or 4d12 ).
PHB
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
XGE, page 150. Also found in EEPC, page 15.
1-level Abjuration
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.