+2 | Strength |
+5 | Dexterity |
+1 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
-2 | Charisma |
+3 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
-2 | Deception |
+0 | History |
+2 | Insight |
-2 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+2 | Perception |
-2 | Performance |
-2 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+5 | Stealth |
+4 | Survival |
weapon | Attack | Damage |
---|---|---|
Sky sentinel Longbow | 1d20+6 | 1d8+3 Piercing |
(1per Rest can fire a storm arrow that splits into 3 arrows, 1D6 per arrow) | ||
Dragon edge Sickle | 1d20+3 | 1d4+4 Slashing |
(Burning hands save DC15) 3d6 Fire damage 15ft Cone | ||
Multi Attack |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 GP Weight: 61 1/2 lbs
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age.
Goblins reach adulthood at age 8 and live up to 60 years.
Alignment.
Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
Size.
Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Darkvision.
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.
Fury of the Small.
When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape.
You can take the Disengage or Hide action as a bonus action on each of your turns.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
PHB: P. 251
1-level Divination
XGtE pg. 150
1-level Abjuration
PHB: P. 249
1-level Conjuration
1-level Illusion
You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Statblocks for your Trinkets, businesses, building, castles, empires.