+5 | Strength |
+7 | Dexterity |
+4 | Constitution |
+2 | Intelligence |
+1 | Wisdom |
+1 | Charisma |
+5 | Acrobatics |
+1 | Animal Handling |
+2 | Arcana |
+3 | Athletics |
+1 | Deception |
+2 | History |
+1 | Insight |
+1 | Intimidation |
+4 | Investigation |
+1 | Medicine |
+2 | Nature |
+3 | Perception |
+1 | Performance |
+3 | Persuasion |
+2 | Religion |
+5 | Sleight of Hands |
+7 | Stealth |
+3 | Survival |
Longbow | 1d20+5 | 1d8+5+2+1 |
---|---|---|
Shortswords | 2d20+5 | 1d8+5+2per |
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.
1-level Conjuration
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
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.
Statblocks for your Trinkets, businesses, building, castles, empires.