+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+2 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+4 | Wisdom | |
+1 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+5 | Athletics | STR | |
-1 | Deception | CHA | |
+2 | History | INT | |
+2 | Insight | WIS | |
-1 | Intimidation | CHA | |
+0 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+4 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+2 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Greatsword | +6 | STR | 2d6+3 | Slashing |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e TCE
Wondrous Item
Varies requires attunement by a cleric or paladin Requires Attunement
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 (uncommon), +2 (rare), or +3 (very rare) bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Weight: 1 lb
Spellcasting Focus Common
A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
DnD 5e SRD SRD
Melee Weapon Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 2d6 | Slashing | Heavy, Two-Handed |
Cost: 50 gp Weight: 6 lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. A half-elf of wood elf descent can choose one of the following features: - Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. - Fleet of Foot. Your base walking speed increases to 35 feet. - Mask of the Wild. You can attempt to hide when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
XGtE
0-level (Cantrip) Necromancy
PHB
0-level (Cantrip) Divination
PHB
0-level (Cantrip) Necromancy
PHB
0-level (Cantrip) Necromancy
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.
Player's Handbook
1-level Necromancy
Basic Rules, pg. 248
1-level Evocation
1-level Abjuration
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerAll nonmagical food and drink within a 5 foot radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.
2-level Evocation
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose.
When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.