+0 | Strength |
+1 | Dexterity |
+3 | Constitution |
+2 | Intelligence |
+2 | Wisdom |
+4 | Charisma |
+1 | Acrobatics |
+2 | Animal Handling |
+4 | Arcana |
+0 | Athletics |
+5 | Deception |
+2 | History |
+2 | Insight |
+3 | Intimidation |
+2 | Investigation |
+2 | Medicine |
+4 | Nature |
+2 | Perception |
+3 | Performance |
+3 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+1 | Stealth |
+2 | Survival |
Weapon | Action | Range | Attack Bonus | Damage |
---|---|---|---|---|
Dagger | 1A | 20/60 feet | 1d20+2 melee, 1d20+3 ranged | 1d4 slashing |
Eldritch Blast | 1A | 120 feet | 1d20+5 | 1d10 force |
Produce Flame | 1A | 30 feet | 1d20+5 | 1d8 fire |
Hellish Rebuke | reaction | 60 feet | Dex Save | 2d10 fire. 1/2 on save |
Witch Bolt | 1A | 3 feet | 1d20+5 | 2d12 lightning (recurring) |
Cloud of Daggers | 1A | 60 feet | n/a | 4d4 slashing |
Fey Presence | 1A | Self, 10' cube | Wis Save | charmed/frightened on failed save |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Spell Level | Spell |
---|---|
1st | Faerie Fire, Sleep |
2nd | Calm Emotions, Phantasmal Force |
3rd | Blink, Plant Growth |
4th | Dominate Beast, Greater Invisibility |
5th | Dominate Person, Seeming |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
The default Human gains no additional features. (Variant): You gain proficiency in one Skill of your choice. You gain one Feat of your choice.
Languages. Common, One Language of your choice
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
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.
PHB: P. 269
0-level (Cantrip) Conjuration
PHB pg. 259
0-level (Cantrip) Transmutation
PHB pg. 230
0-level (Cantrip) Evocation
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
1-level Abjuration
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
2-level Conjuration
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.