+0 | Strength |
+6 | Dexterity |
+2 | Constitution |
+5 | Intelligence |
+2 | Wisdom |
+0 | Charisma |
+8 | Acrobatics |
+2 | Animal Handling |
+3 | Arcana |
+0 | Athletics |
+0 | Deception |
+3 | History |
+6 | Insight |
+0 | Intimidation |
+3 | Investigation |
+2 | Medicine |
+3 | Nature |
+4 | Perception |
+0 | Performance |
+0 | Persuasion |
+3 | Religion |
+6 | Sleight of Hands |
+6 | Stealth |
+2 | Survival |
Short Sword | Martial | 1d6 P | Finesse, Light | |
---|---|---|---|---|
Short Bow(20 Arrows) | Simple | 1d6 P | Range 80/320ft | Ammunition, Two-Handed |
2 Daggers | Simple | 1d4 P | 20/60ft | Finesse, Light, Thrown |
Sneak Attack +1d6 to attacks w/ Adv. or if target has an enemy within 5ft of it, excluding user. Can be used once per turn. |
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.
Languages. Common, +1 of your choice
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
PHB
0-level (Cantrip) Conjuration
You hurl a bubble of acid. Choose one creature within
range, or choose two creatures within range that are
within 5 feet of each other. A target must succeed on a
Dexterity saving throw or take 1d6 acid damage
At higher levels: This spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Abjuration
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 odor. • 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 flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, 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.
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
1-level Enchantment
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends
1-level Illusion
A dazzling array of flashing, colored light springs from your hand. Roll 6d10 ; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.