| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +2 | Strength | |
| +0 | Dexterity | |
| +4 | Constitution | |
| +0 | Intelligence | |
| +3 | Wisdom | |
| +5 | Charisma |
| +0 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +2 | Athletics | STR | |
| +3 | Deception | CHA | |
| +0 | History | INT | |
| +3 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +3 | Medicine | WIS | |
| +0 | Nature | INT | |
| +3 | Perception | WIS | |
| +5 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +0 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Light Crossbow | +2 | STR | 1d8+2 | piercing | |
| Range 80/320, Two-Handed | |||||
| Daggers | +2 | STR | 1d4+2 | piercing | |
| Finesse, Thrown 20/60 | |||||
Light Crossbow
Arcane Focus
Explorer's Pack
Dagger x2
Origin: Draconic Bloodline
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Languages: Common, Chiroptera
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) Divination
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
0-level (Cantrip) Evocation
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
| +0 | Strength |
| +0 | Dexterity |
| +0 | Constitution |
| +0 | Intelligence |
| +0 | Wisdom |
| +0 | Charisma |
| +0 | Acrobatics |
| +0 | Animal Handling |
| +0 | Arcana |
| +0 | Athletics |
| +0 | Deception |
| +0 | History |
| +0 | Insight |
| +0 | Intimidation |
| +0 | Investigation |
| +0 | Medicine |
| +0 | Nature |
| +0 | Perception |
| +0 | Performance |
| +0 | Persuasion |
| +0 | Religion |
| +0 | Sleight of Hands |
| +0 | Stealth |
| +0 | Survival |
Heroes Enabled
1-level Evocation
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
| d8 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
1-level Necromancy
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.
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