| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +2 | Strength | |
| +3 | Dexterity | |
| +3 | Constitution | |
| +3 | Intelligence | |
| +4 | Wisdom | |
| +6 | Charisma |
| +3 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +5 | Arcana | INT | |
| +2 | Athletics | STR | |
| +6 | Deception | CHA | |
| +3 | History | INT | |
| +4 | Insight | WIS | |
| +6 | Intimidation | CHA | |
| +5 | Investigation | INT |
| +2 | Medicine | WIS | |
| +3 | Nature | INT | |
| +2 | Perception | WIS | |
| +4 | Performance | CHA | |
| +6 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +5 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| gloves | +2 | STR | |||
| arcane focus | |||||
| dagger | +3 | DEX | 1d4+3 | piercing | |
| Finesse, Light, Thrown (range 20/60), Nick | |||||
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.
Player's Handbook
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.
At higher levels: The spell creates more than one beam when you reach higher levels:
Two beams at 5th level
Three beams at 11th level
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.
Unearthed Arcana
0-level (Cantrip) Enchantment
Player's Handbook
1-level Necromancy
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Xanathar's Guide to Everything
1-level Necromancy
You awaken the sense of mortality in one creature you can see within range. A construct or undead is immune to the effect. The target must succeed on a Wisdom Saving throw or become frightened of you until the spell ends. Teh frightened target can repeat the Saving throw at the end of each of its turns, ending the effect on a success.
At higher levels: At Higher Levels. When you cast the spell using a spell slot of 2nd level of 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.
Statblocks for your Trinkets, businesses, building, castles, empires.
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