+1 | Strength |
+2 | Dexterity |
+7 | Constitution |
+1 | Intelligence |
+2 | Wisdom |
+8 | Charisma |
+4 | Acrobatics |
+1 | Animal Handling |
+3 | Arcana |
+0 | Athletics |
+4 | Deception |
+3 | History |
+4 | Insight |
+4 | Intimidation |
+0 | Investigation |
+1 | Medicine |
+0 | Nature |
+4 | Perception |
+4 | Performance |
+7 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+1 | Survival |
Daggar | 1d20+3 | 1d4+1 |
---|---|---|
Light Crossbow | 1d20+3 | 1d8+1 |
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.
Player's Handbook 5e
0-level (Cantrip) Evocation
PHB pg. 260
0-level (Cantrip) Illusion
XGtE pg. 157
0-level (Cantrip) Transmutation
PHB pg. 266
0-level (Cantrip) Conjuration
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 pg. 220
1-level Evocation
PHB
1-level Enchantment
1-level Evocation
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2-level Transmutation
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
3-level Abjuration
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
3-level Conjuration
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Statblocks for your Trinkets, businesses, building, castles, empires.