-2 | Strength |
+0 | Dexterity |
+1 | Constitution |
+4 | Intelligence |
+3 | Wisdom |
+2 | Charisma |
+0 | Acrobatics |
+1 | Animal Handling |
+2 | Arcana |
-2 | Athletics |
+2 | Deception |
+4 | History |
+1 | Insight |
+2 | Intimidation |
+4 | Investigation |
+1 | Medicine |
+2 | Nature |
+1 | Perception |
+2 | Performance |
+2 | Persuasion |
+6 | Religion |
+0 | Sleight of Hands |
+0 | 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.
Darkvision
Languages. You can speak, read, and write Common and Infernal.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
1-level Divination
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Statblocks for your Trinkets, businesses, building, castles, empires.