| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +3 | Strength | |
| +2 | Dexterity | |
| +3 | Constitution | |
| +3 | Intelligence | |
| +2 | Wisdom | |
| +1 | Charisma |
| +2 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +5 | Arcana | INT | |
| +3 | Athletics | STR | |
| +1 | Deception | CHA | |
| +3 | History | INT | |
| +0 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +5 | Investigation | INT |
| +0 | Medicine | WIS | |
| +3 | Nature | INT | |
| +0 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +3 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Light Crossbow | +3 | STR | 1d8+3 | piercing | |
| Two-Handed, Range 80/320 | |||||
| Handaxe | +3 | STR | 1d6+3 | slashing | |
| Thrown 20/60 | |||||
| Dagger | +3 | STR | 1d4+3 | piercing | |
| Finesse, Thrown 20/60 | |||||
Light Crossbow
Component Pouch
Dungeoneers Pack
Leather Armor
Handaxe
Daggers x2
Common Clothes
Patron: The Great Old One
Armor: Light
Weapons: Simple
Languages: Common, Goblin
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 point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.
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