| +1 | Strength |
| +4 | Dexterity |
| +1 | Constitution |
| +1 | Intelligence |
| +6 | Wisdom |
| +2 | Charisma |
| +4 | Acrobatics |
| +4 | Animal Handling |
| +1 | Arcana |
| -1 | Athletics |
| +4 | Deception |
| +1 | History |
| +4 | Insight |
| +2 | Intimidation |
| +1 | Investigation |
| +6 | Medicine |
| +3 | Nature |
| +6 | Perception |
| +2 | Performance |
| +2 | Persuasion |
| +1 | Religion |
| +4 | Sleight of Hands |
| +6 | Stealth |
| +4 | Survival |
| Weapon | Attack | Damage |
|---|---|---|
| Dagger | +6 to hit | 1d4 + 4 |
| Quarterstaff | +3 to hit | 1d6+1 |
Heroes Enabled
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, page 248 SRD
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Page: 21 from EE Players Companion
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
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.
* - which you take when you take acid, cold, fire, lightning, or thunder damage
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.
SRD
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
PHB, page 238 SRD
1-level Conjuration
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
PHB SRD
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
SRD
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage
SRD
1-level Divination (ritual)
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Statblocks for your Trinkets, businesses, building, castles, empires.
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