| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| -1 | Strength | |
| +1 | Dexterity | |
| +2 | Constitution | |
| +0 | Intelligence | |
| +2 | Wisdom | |
| +5 | Charisma |
| +1 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| -1 | Athletics | STR | |
| +5 | Deception | CHA | |
| +0 | History | INT | |
| +0 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +0 | Medicine | WIS | |
| +0 | Nature | INT | |
| +0 | Perception | WIS | |
| +3 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Light Crossbow | -1 | STR | 1d8-1 | piercing | |
| Range 80/320, Two-Handed | |||||
| Quarterstaff | -1 | STR | 1d6-1 | bludgeoning | |
| Versatile: 1d8 | |||||
| Dagger | +1 | DEX | 1d4+1 | piercing | |
| Finesse | |||||
Light Crossbow
Arcane Focus
Dungeoneer's Pack
Leather Armor
Quarterstaff
Dagger x2
Tinker's Tools
Merchant's Scale
Fine Clothes
Otherworldly Patron: The Undead
Armor: Light
Weapons: Simple
Artisan Tools
Languages: Common, Dawrvish
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) Conjuration
You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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).
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.
1-level Conjuration
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.
As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
Statblocks for your Trinkets, businesses, building, castles, empires.
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