| +8 | Expertise Bonus | |
| +4 | Proficiency Bonus |
| +4 | Strength | |
| +1 | Dexterity | |
| +2 | Constitution | |
| +3 | Intelligence | |
| +5 | Wisdom | |
| +6 | Charisma |
| +1 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +7 | Arcana | INT | |
| +8 | Athletics | STR | |
| +2 | Deception | CHA | |
| +3 | History | INT | |
| +1 | Insight | WIS | |
| +6 | Intimidation | CHA | |
| +7 | Investigation | INT |
| +1 | Medicine | WIS | |
| +3 | Nature | INT | |
| +1 | Perception | WIS | |
| +2 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +7 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Warhammer | +8 | STR | 1d8+4 | bludgeoning | |
| Versatile (1d10) | |||||
| Net | +5 | DEX | --+1 | ||
| Special (Google "Nets Dnd 5e"), Thrown(10/20) | |||||
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 Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions.
A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect 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 |
|---|
PHB
1-level Evocation
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
| Extra Weapon Damage | + 1d6 | Psychic Damage |
|---|---|---|
| Saving Throw | Wisdom |
Player's Handbook, pg. 224
1-level Enchantment
Basic Rules, pg. 275
1-level Abjuration
PHB
2-level Evocation
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
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.
Player's Handbook
2-level Enchantment
Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Player's Handbook
3-level Illusion
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on an Intelligence saving throw or drop whatever it is holding and become panicked for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make an Intelligence saving throw. On a successful save, the spell ends for that creature.
Player's Handbook, 230
3-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
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