+1 | Strength |
+6 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+5 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
+1 | Athletics |
+1 | Deception |
+0 | History |
+4 | Insight |
+1 | Intimidation |
+0 | Investigation |
+4 | Medicine |
+0 | Nature |
+2 | Perception |
+1 | Performance |
+1 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+2 | Survival |
Weapon | Attack | Damage | Range | Type |
---|---|---|---|---|
Unarmed Strike | 1d20+5 | 1d4+4 | Melee | Bludgeoning |
Staff of Chills (2H) | 1d20+5 | 1d8+4 | Melee | Bludgeoning |
Staff of Chills (1H) | 1d20+5 | 1d6+4 | Melee | Bludgeoning |
Shortsword | 1d20+5 | 1d6+4 | Melee | Piercing |
Dart | 1d20+5 | 1d4+4 | 20/60ft. | Piercing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Skilled at mimicry and dramatics, you gain the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Keen Smell: The mouse has advantage on Wisdom (Perception) checks that rely on smell.
Statblocks for your spells.
Evolving Cantrips
0-level (Cantrip) Evocation
You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
At higher levels: At 5th Level.
When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube.
At 11th Level.
This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet.
At 17th Level.
This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.
PHB
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Xanathar's Guide to Everything
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Statblocks for your Trinkets, businesses, building, castles, empires.