+4 | Expertise Bonus | |
+2 | Proficiency Bonus | |
+1 | Jack of all Trades |
-1 | Strength | |
+4 | Dexterity | |
+0 | Constitution | |
+2 | Intelligence | |
+2 | Wisdom | |
+5 | Charisma |
+4 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+3 | History | INT | |
+3 | Insight | WIS | |
+4 | Intimidation | CHA | |
+3 | Investigation | INT | |
+3 | Hindsight | WIS |
+3 | Medicine | WIS | |
+3 | Nature | INT | |
+3 | Perception | WIS | |
+5 | Performance | CHA | |
+7 | Persuasion | CHA | |
+4 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Kortsvärd | +4 | DEX | 1d6+2 | slashing | |
Slingshot | +4 | DEX | 1d4+2 | bludgeoning | |
Dolk | +4 | DEX | 1d4+2 | piercing |
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
0-level (Cantrip) Enchantment
You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Saving Throw | Wisdom |
---|---|
1d8 | Psychic Damage |
Evolving Cantrips
0-level (Cantrip) Evocation
You create up to four torch-sized lights , making them appear as torches, lanterns, or glowing orbs that hover in the air for the Duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.As a bonus action, you can move the lights 60 ft within range, but all lights must be within 20 feet of each other.
At higher levels: The lights can shed bright light for 10 feet, and dim light for another 10 feet at 5th level. They can be attached to a creature by making a ranged spell attack at 11th level.At 17th level, you can create up to 6 lights at a time.
PHB
1-level Divination (ritual)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language
PHB
1-level Abjuration
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.
PHB
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.
At higher levels: 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.
Saving Throw | Wisdom |
---|
Basic Rules, pg. 230
1-level Evocation
Player's Handbook
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
PHB
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd
Saving Throw | Constitution |
---|---|
3d8 | Thunder Damage |
Area of Affect | 10-foot-raidus Sphere |
Statblocks for your Trinkets, businesses, building, castles, empires.