| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| -2 | Strength | |
| +2 | Dexterity | |
| +1 | Constitution | |
| +0 | Intelligence | |
| +1 | Wisdom | |
| +4 | Charisma |
| +2 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| -2 | Athletics | STR | |
| +4 | Deception | CHA | |
| +0 | History | INT | |
| +1 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +1 | Medicine | WIS | |
| +0 | Nature | INT | |
| +3 | Perception | WIS | |
| +4 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +0 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Dagger | +2 | DEX | 1d4 | piercing | |
| Finesse, light, thrown (range 20/60) | |||||
| Rapier | +2 | DEX | 1d8 | piercing | |
| Finesse | |||||
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
0-level (Cantrip) Enchantment
You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
| Saving Throw | Wisdom |
|---|---|
| 1d8 | Psychic Damage |
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Player's Handbook
1-level Enchantment
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Basic Rules, pg. 284
1-level Conjuration
Player's Handbook, pg. 223
1-level Enchantment
D&D 5e PHB Page 221
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).
Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being Charmed aren't affected by this spell.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.
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