+1 | Strength |
+1 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+5 | Wisdom |
+1 | Charisma |
+1 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+1 | Athletics |
-1 | Deception |
+0 | History |
+5 | Insight |
-1 | Intimidation |
+0 | Investigation |
+5 | Medicine |
+0 | Nature |
+3 | Perception |
-1 | Performance |
+1 | Persuasion |
+2 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+3 | Survival |
Warhammer | 1d20+1 | 1d8o1d10+1 |
---|---|---|
Light Crossbow | 1d20+1 | 1d8 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Cleric Level | Spells |
---|---|
1st | Identify, Searing Smite |
3rd | Heat Metal, Magic Weapon |
5th | Elemental Weapon, Protection From Energy |
7th | Fabricate, Wall of Fire |
9th | Animate Objects, Creation |
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) Transmutation
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
1-level Divination
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
1-level Enchantment
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
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.
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
1-level Evocation
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Statblocks for your Trinkets, businesses, building, castles, empires.