+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+5 | Strength | |
+7 | Dexterity | |
+1 | Constitution | |
+2 | Intelligence | |
+3 | Wisdom | |
+2 | Charisma |
+4 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+2 | Athletics | STR | |
+2 | Deception | CHA | |
+2 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
+5 | Investigation | INT |
+3 | Medicine | WIS | |
+2 | Nature | INT | |
+6 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+2 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Arco Largo | +7 | DEX | 1d8+4 | piercing | |
rng. 150/600, heavy | |||||
Espada corta | +7 | DEX | 1d6+4 | slashing/piercing | |
Finesse, light | |||||
Martillo | +7 | DEX | 1d6+4 | contundente |
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
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Weapon Attack Damage | + 1d6 |
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PHB
1-level Conjuration
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can us its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Saving Throw | Strength |
---|---|
1d6 | Piercing Damage |
Statblocks for your Trinkets, businesses, building, castles, empires.