+0 | Strength |
+6 | Dexterity |
+1 | Constitution |
+1 | Intelligence |
+2 | Wisdom |
+7 | Charisma |
+6 | Acrobatics |
+3 | Animal Handling |
+2 | Arcana |
+1 | Athletics |
+9 | Deception |
+2 | History |
+4 | Insight |
+7 | Intimidation |
+3 | Investigation |
+4 | Medicine |
+2 | Nature |
+4 | Perception |
+7 | Performance |
+7 | Persuasion |
+2 | Religion |
+5 | Sleight of Hands |
+8 | Stealth |
+3 | Survival |
Weapon | Attack | Damage |
---|---|---|
Rapier | 1d20+6 | 1d8+4 |
Dagger | 1d20+6 | 1d4+4 |
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.
Basic Rules , pg. 285
0-level (Cantrip) Enchantment
Basic Rules, pg. 230
1-level Evocation
Basic Rules , pg. 276
1-level Enchantment
Player's Handbook , pg. 234
1-level Enchantment
1-level Enchantment
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Player's Handbook , pg. 264
2-level Illusion
PHB
2-level Enchantment
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you descried tot he best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.
Saving Throw | Wisdom |
---|
Statblocks for your Trinkets, businesses, building, castles, empires.