+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+4 | Strength | |
+0 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+5 | Wisdom | |
+3 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+4 | Athletics | STR | |
+0 | Deception | CHA | |
+3 | History | INT | |
+5 | Insight | WIS | |
+0 | Intimidation | CHA | |
+3 | Investigation | INT |
+2 | Medicine | WIS | |
+0 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+3 | Persuasion | CHA | |
+0 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Mace | +7 | STR | 1d6+4 | Bludgeoning | |
Simple | |||||
Crossbow, Light | +3 | DEX | 1d8 | Piercing | |
Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320) | |||||
Unarmed Strike | +7 | STR | 5+4 | Bludgeoning | |
Ray of Frost | +3 | INT | 2d8 | cold | |
v/s |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
you start with the following equipment in addition to the equipment granted by your background (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol
As a conduit for divine power, you can cast cleric spells.
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. Drow Magic. A half-elf of drow descent knows the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
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.
PHB
0-level (Cantrip) Evocation
Player's Handbook, Evolving Cantrips
0-level (Cantrip) Evocation
Player's Handbook
0-level (Cantrip) Divination
Player's Handbook
0-level (Cantrip) Evocation
Player's Handbook, Evolving Cantrips
0-level (Cantrip) Transmutation
PHB
0-level (Cantrip) Abjuration
PHB
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Necromancy
PHB
0-level (Cantrip) Transmutation
XGtE
0-level (Cantrip) Necromancy
XGtE
0-level (Cantrip) Evocation
TCoE
1-level Evocation
PHB: P. 239
1-level Evocation
Player's Handbook p221
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Player's Handbook
1-level Evocation
Player's Handbook
1-level Illusion
PHB
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.