+1 | Strength |
+2 | Dexterity |
+4 | Constitution |
+5 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+5 | Arcana |
+1 | Athletics |
+0 | Deception |
+5 | History |
+0 | Insight |
+0 | Intimidation |
+5 | Investigation |
+0 | Medicine |
+3 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+3 | Religion |
+4 | Sleight of Hands |
+2 | Stealth |
+0 | Survival |
Weapon | Attack | Damage |
---|---|---|
Handaxe | 1d20+4 | 1d6+2 Slashing |
Ice Hammer+1 (AC +1) | 1d20+8 | 1d12+4 Bludgeon |
Crossbow, Light (Infused) | 1d20+4 | 1d8+3 Piercing |
Cannon Variant (Pick One) | ||
Flamethrower | ---- | 2d8 Fire damage 1/2 if fail Spell Save 13 (8 + your proficiency bonus + your Intelligence modifier) 15 feet |
Force Ballista | --- | 2d8 Force 120 feet |
Protector | --- | 1d8+3 TEMP HP of 10 feet |
Spell Attack (Enhanced Arcane Focus) | 1d20+7 | |
Arcane Firearms Modifier | --- | 1d8 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Very Rare Requires Attunement
Requires Concentration on Gem for 30 Minutes
When you draw the weapon, thick ice grows over the surface of the gauntlet and extends the length of your forearm, forming a partial shield and granting a +1 bonus to AC while you are not also wielding a shield.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d12 | Cold | Melee |
Adventuring Gear Uncommon
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Weight: 1 lb
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: P. 259
0-level (Cantrip) Transmutation
Fire Magic
0-level (Cantrip) Evocation
Basic Rules
1-level Evocation
PHB pg. 252
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 239
1-level Necromancy
Evocation Magic
1-level Evocation
Illusion Magic
1-level Illusion
XGtE P. 150 / EE: P. 15 / PotA: P. 233
1-level Transmutation
PHB: P. 275
1-level Abjuration
PHB: P. 282
1-level Evocation
PHB: P. 273
2-level Evocation
PHB: P. 275
2-level Evocation
Basic Rules
2-level Transmutation
PHB: P. 274
2-level Divination
Statblocks for your Trinkets, businesses, building, castles, empires.