-1 | Strength |
+3 | Dexterity |
+2 | Constitution |
+6 | Intelligence |
+5 | Wisdom |
+0 | Charisma |
+5 | Acrobatics |
+3 | Animal Handling |
+6 | Arcana |
-1 | Athletics |
+0 | Deception |
+6 | History |
+5 | Insight |
+0 | Intimidation |
+4 | Investigation |
+3 | Medicine |
+4 | Nature |
+5 | Perception |
+0 | Performance |
+0 | Persuasion |
+6 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+3 | Survival |
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.
Skills - You gain proficiency in one skill of your choice. Feat - You gain one feat of your choice.
Languages. Common, one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Abjuration
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Statblocks for your Trinkets, businesses, building, castles, empires.