| +8 | Expertise Bonus | |
| +4 | Proficiency Bonus |
| +1 | Strength | |
| +4 | Dexterity | |
| +2 | Constitution | |
| +0 | Intelligence | |
| +4 | Wisdom | |
| +7 | Charisma |
| +8 | Acrobatics | DEX | |
| +4 | Animal Handling | WIS | |
| +4 | Arcana | INT | |
| +1 | Athletics | STR | |
| +7 | Deception | CHA | |
| +0 | History | INT | |
| +4 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +0 | Medicine | WIS | |
| +0 | Nature | INT | |
| +4 | Perception | WIS | |
| +3 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +8 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Pepperbox | +8 | DEX | 1d10+4 | Piercing | |
| Reload, Misfire | |||||
| Musket | +8 | DEX | 1d12+4 | Piercing | |
| Ammunition (Firearms), (Range 40/120), Loading, Two-Handed | |||||
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.
TCE
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Conjuration
Player's Handbook
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature withing range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level, three beams at 11th level, and 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.
PHB
0-level (Cantrip) Illusion
PHB
0-level (Cantrip) Transmutation
XGE
0-level (Cantrip) Transmutation
PHB
1-level Conjuration
Basic Rules (2014) - Modified
2-level Conjuration
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on the form of a large, rideable animal of your choice. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it. If you have the incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. If you cast this spell again, you decide whether you summon the steed that disappeared (with all its hit points restored and any conditions removed) or a different one.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
Basic Rules (2014) - Modified
Special Bond. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. This includes healing spells so long as you are within 5 feet of it.
Trampling Charge. If the steed moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the steed can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: "To Hit" bonus equals your spell attack modifier, reach 5 ft., one target. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.
PHB 2014
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
PAM
2-level Divination
PHB
3-level Transmutation
PHB
3-level Illusion
PHB
3-level Transmutation
3-level Necromancy
Statblocks for your Trinkets, businesses, building, castles, empires.
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