| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +4 | Strength | |
| +5 | Dexterity | |
| +2 | Constitution | |
| -1 | Intelligence | |
| +2 | Wisdom | |
| -2 | Charisma |
| +3 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| -1 | Arcana | INT | |
| +2 | Athletics | STR | |
| -2 | Deception | CHA | |
| +1 | History | INT | |
| +2 | Insight | WIS | |
| -2 | Intimidation | CHA | |
| -1 | Investigation | INT |
| +2 | Medicine | WIS | |
| +1 | Nature | INT | |
| +4 | Perception | WIS | |
| -2 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| -1 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +4 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Scimitar | +5 | DEX | 1d6+3 | Slashing | |
| Finesse, Light, Nick | |||||
| Shortsword | +3 | DEX | 1d6+3 | Piercing | |
| Finesse, Light, Vex | |||||
| Longbow | +4 | STR | 1d8+2 | Piercing | |
| Ammunition, Heavy, Range, Two-Handed, Slow | |||||
Common, Elvish, Common Sign Language
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.
Dungeons & Dragons Player's Handbook (2024)
1-level Abjuration
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
This spell has no effect on undead or constructs.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Dungeon & Dragons Player's Handbook (2024)
1-level Conjuration
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Statblocks for your Trinkets, businesses, building, castles, empires.