| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +0 | Strength | |
| +4 | Dexterity | |
| +5 | Constitution | |
| +0 | Intelligence | |
| +3 | Wisdom | |
| +9 | Charisma |
| +7 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +3 | Athletics | STR | |
| +6 | Deception | CHA | |
| +0 | History | INT | |
| +3 | Insight | WIS | |
| +6 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +3 | Medicine | WIS | |
| +0 | Nature | INT | |
| +0 | Perception | WIS | |
| +6 | Performance | CHA | |
| +6 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| laz pistol | +7 | DEX | 1d6+4 | piercing/fire | |
| range 30,120 | |||||
| Submachine gun | +7 | DEX | 1d6+4 | piercing | |
| range 30,120 | |||||
| Combat rifle | +7 | DEX | 1d8+4 | piercing | |
| range 150,800 | |||||
| scav shotgun | +7 | DEX | 1d10+4 | piercing | |
| range 30/120 | |||||
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.
Player's Handbook, pg. 223
1-level Enchantment
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
D&D 5e PHB Page 230
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.
PHB
2-level Abjuration
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Player's Handbook
2-level Conjuration
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
PHB, page 289. Available in the SRD.
2-level Enchantment
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Statblocks for your Trinkets, businesses, building, castles, empires.
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