+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+4 | Strength | |
+9 | Dexterity | |
-1 | Constitution | |
+3 | Intelligence | |
+1 | Wisdom | |
+1 | Charisma |
+5 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+7 | Arcana | INT | |
+0 | Athletics | STR | |
+1 | Deception | CHA | |
+3 | History | INT | |
+5 | Insight | WIS | |
+1 | Intimidation | CHA | |
+7 | Investigation | INT |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+5 | Perception | WIS | |
+1 | Performance | CHA | |
+5 | Persuasion | CHA | |
+3 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+9 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +11 | DEX | 1d8+5 | piercing | |
Shortsword | +9 | DEX | 1d6+5 | piercing | |
Dagger of Venom | +10 | DEX | 1d4+1+5 | piercing | |
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. |
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.
Statblocks for your Trinkets, businesses, building, castles, empires.