| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| -1 | Strength | |
| +1 | Dexterity | |
| +1 | Constitution | |
| +1 | Intelligence | |
| +7 | Wisdom | |
| +2 | Charisma |
| +1 | Acrobatics | DEX | |
| +7 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| -1 | Athletics | STR | |
| +2 | Deception | CHA | |
| -1 | History | INT | |
| +7 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| -1 | Investigation | INT |
| +5 | Medicine | WIS | |
| +4 | Nature | INT | |
| +7 | Perception | WIS | |
| +2 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| -1 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +7 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Shortbow | +4 | DEX | 1d6+1 | piercing | |
| Ammunition: arrow (range 80/320),two-handed | |||||
| Quarterstaff | +0 | STR | 1d6or1d8-1 | bludgeoning | |
| Two-handed | |||||
| Dagger | +0 | STR | 1d4-1 | Piercing | |
| Finesse, light, thrown (range 20/60). Dex for throw str for stab | |||||
Species traits: darkvision, fey ancestry, kean senses, trance
Feats: lucky
Class feats: druidic, primal order magician (two extra cantrips)
Griffon grease, shield, leather armor, short bow, quarterstaff, two daggers, thieves tools, cooks utensils, herbalism kit, quiver, 60 arrows, healers kit.
Melee Attacks = Strength mod + proficiency bonus + d20 roll
Ranged Attack = Dexterity mod + proficiency bonus + d20 roll *If proficient in weapon
Spellcasting mod +5
spell save = 10+ spell mod (5) = 15
spell attack bonus = spell mod (5) + proficiency bonus (2) = +7
Common, drawrvish, elvish, halfling, druid, Light armor, shields, Simple weapons
indirect, boastful, jittery, selfish, energetic, frivolous, attentive, inspiring.
self preservation and impulsive
sprite
impulsive, selfish but hates it, yearnful
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) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavour up to 1 cubic foot of nonliving material for 1 hour.
-You make a colour, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Player's Handbook
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Player's Handbook (5.5e) 2024
0-level (Cantrip) Necromancy
Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Player's Handbook
0-level (Cantrip) Transmutation
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
0-level (Cantrip) Evocation
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and canāt benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Player's Handbook
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.
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.
Homebrew, Player's Handbook (5.5e) 2024
1-level Abjuration
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on undead or constructs.
The healing increases by 2d4 for each spell slot level above 1.
Player's Handbook
1-level Conjuration
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Player's Handbook (5e) 2015
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Statblocks for your Trinkets, businesses, building, castles, empires.
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