+1 | Strength |
+4 | Dexterity |
+1 | Constitution |
+1 | Intelligence |
+1 | Wisdom |
+7 | Charisma |
+10 | Acrobatics |
+3 | Animal Handling |
+3 | Arcana |
+3 | Athletics |
+16 | Deception |
+3 | History |
+3 | Insight |
+15 | Intimidation |
+3 | Investigation |
+4 | Medicine |
+3 | Nature |
+3 | Perception |
+18 | Performance |
+18 | Persuasion |
+3 | Religion |
+9 | Sleight of Hands |
+9 | Stealth |
+3 | Survival |
Rapier | 1d20+4 | 1d8+2 |
---|---|---|
Dagger |
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.
0-level (Cantrip) Divination
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
0-level (Cantrip) Enchantment
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4) 2d4 , 11th level (3d4) 3d4 , and 17th level (4d4) 4d4 .
Statblocks for your Trinkets, businesses, building, castles, empires.