| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +1 | Strength | |
| +4 | Dexterity | |
| +5 | Constitution | |
| +6 | Intelligence | |
| -1 | Wisdom | |
| -1 | Charisma |
| +4 | Acrobatics | DEX | |
| -1 | Animal Handling | WIS | |
| +6 | Arcana | INT | |
| +1 | Athletics | STR | |
| -1 | Deception | CHA | |
| +3 | History | INT | |
| -1 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +6 | Investigation | INT | |
| +8 | Craftmenship | INT |
| -1 | Medicine | WIS | |
| +3 | Nature | INT | |
| +2 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +3 | Religion | INT | |
| +7 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| -1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Flamethrower | +8 | DEX | 2d12+1+4 | Fire | |
| 10ft Range; +1 to hit + DMG (Weapon Infusion) | |||||
| Scrap Rifle | +7 | DEX | 2d8+4 | Piercing | |
| 100ft Range | |||||
| Light Crossbow | +7 | DEX | 1d8+4 | Piercing | |
| 80ft Range | |||||
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) 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.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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.
PHB
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
PHB, page 246. Available in the SRD.
1-level Conjuration
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Xanathar's Guide to Everything
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 |
Basic Rules , pg. 257
1-level Evocation
PHB
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: 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.
| Area of Effect | 15-foot Cube | |
|---|---|---|
| Saving Throw | Constitution | |
| 2d8 | Thunder Damage | Pushed 10 feet |
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Statblocks for your Trinkets, businesses, building, castles, empires.
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