+5 | Strength |
+6 | Dexterity |
+2 | Constitution |
-1 | Intelligence |
+2 | Wisdom |
+0 | Charisma |
+4 | Acrobatics |
+4 | Animal Handling |
-1 | Arcana |
+5 | Athletics |
+0 | Deception |
-1 | History |
+2 | Insight |
+0 | Intimidation |
-1 | Investigation |
+2 | Medicine |
-1 | Nature |
+4 | Perception |
+0 | Performance |
+0 | Persuasion |
-1 | Religion |
+4 | Sleight of Hands |
+6 | Stealth |
+4 | Survival |
Quarterstaff | 1d20+5 | 1d8+3 |
---|---|---|
Dagger | 1d20+6 | 1d4+4 |
Handaxe | 1d20+5 | 1d6+3 |
Longbow | 1d20+8 | 1d8+4 |
Unarmed Strike | 1d20+5 | 4 |
Heroes Enabled
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, page 251
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. 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 mark a new creature.
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.
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
1-level Transmutation
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Statblocks for your Trinkets, businesses, building, castles, empires.