+2 | Strength |
+2 | Dexterity |
+2 | Constitution |
+4 | Intelligence |
+5 | Wisdom |
+2 | Charisma |
+3 | Acrobatics |
+2 | Animal Handling |
+1 | Arcana |
+0 | Athletics |
+0 | Deception |
+1 | History |
+2 | Insight |
+0 | Intimidation |
+1 | Investigation |
+2 | Medicine |
+2 | Nature |
+4 | Perception |
+0 | Performance |
+0 | Persuasion |
+1 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+3 | Survival |
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.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Elf Weapon Training.You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Emperor’s Gift. You gain a +2 to your initiative rolls.
Languages. You can speak, read, and write Common and Elven. Elven is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elven ballads to their repertoires. You can speak, read, and write one extra language of your choosing.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB: P. 282
0-level (Cantrip) Transmutation
Basic Rules, pg. 256
0-level (Cantrip) Conjuration
Basic Rules , pg. 248
0-level (Cantrip) Divination
Basic Rules, pg. 239
1-level Evocation
Basic Rules, pg. 250
1-level Evocation
1-level Enchantment
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your companions harms the target, the Spells ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.