-2 | Strength |
-2 | Dexterity |
+2 | Constitution |
+6 | Intelligence |
+1 | Wisdom |
+2 | Charisma |
-2 | Acrobatics |
+1 | Animal Handling |
+6 | Arcana |
-2 | Athletics |
+2 | Deception |
+6 | History |
+1 | Insight |
-10 | Intimidation |
+6 | Investigation |
+9 | Medicine |
+6 | Nature |
+1 | Perception |
+2 | Performance |
+2 | Persuasion |
+6 | Religion |
-2 | Sleight of Hands |
-2 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
---|---|---|
Power Fist | 1d20+prof | 3d12forcedamage |
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.
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
3-level Abjuration
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
4-level Abjuration
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Player's Handbook
5-level Abjuration
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
Player's Handbook
6-level Necromancy
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Statblocks for your Trinkets, businesses, building, castles, empires.