+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
-1 | Strength | |
+5 | Dexterity | |
+2 | Constitution | |
+5 | Intelligence | |
+9 | Wisdom | |
+0 | Charisma |
+5 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-1 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+9 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT |
+9 | Medicine | WIS | |
+11 | Nature | INT | |
+14 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+10 | Sleight of Hand | DEX | |
+15 | Stealth | DEX | |
+15 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +10 | DEX | 1d8+5 | Piercing | |
Ammunition, Heavy, Range (150/600), Two-Handed | |||||
Dagger | +10 | DEX | 1d4+5 | Piercing | |
Finesse, Light, Range (20/60), Thrown | |||||
Jo'el's Hunting Rifle | +11 | DEX | 2d10+1+5 | Piercing | |
Ammunition (range 80/240), reload (5 shots), two-handed |
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.
0-level (Cantrip) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Xanathar's Guide to Everything
0-level (Cantrip) Conjuration
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Xanathar's Guide
0-level (Cantrip) Transmutation
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Melee Spell Attack | 2d10 | Acid Damage |
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Player's Handbook
0-level (Cantrip) Transmutation
Player's Handbook
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Basic Rules, pg. 250
1-level Evocation
XGtE
1-level Abjuration
PHB
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB
2-level Divination
PHB
2-level Abjuration
A veil of shadows a nd silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Dexterity (Stealth) Bonus | +10 |
---|
Player's Handbook
2-level Divination
You sense the presence of any trap within range. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, or bait that leads to an ambush, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Basic Rules , pg. 219
2-level Necromancy
Basic Rules, pg. 245
2-level Necromancy (ritual)
SRD
3-level Necromancy
SRD
3-level Transmutation
SRD
3-level Enchantment
XGtE
3-level Transmutation
PHB
4-level Necromancy
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th
PHB
4-level Enchantment
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 | Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
2-6 | The creature doesn't move or take actions this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | The creature can act and move normally |
PHB
4-level Transmutation
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
5-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.