+3 | Strength |
+1 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+3 | Wisdom |
+6 | Charisma |
+1 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+5 | Athletics |
+4 | Deception |
+0 | History |
+5 | Insight |
+4 | Intimidation |
+0 | Investigation |
+3 | Medicine |
+0 | Nature |
+3 | Perception |
+4 | Performance |
+6 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+5 | Survival |
Dagger | 1d20+5 | 1d4+3Piercing |
---|---|---|
Dagger | 1d20+5 | 1d4+3 Piercing |
Push | DC15 (STR save normally, CON save if pushed into lethal terrain) | 1d6 Force |
Fire Bolt | 1d20+6 | 1d10 Fire |
Chill Touch | 1d20+6 | 1d8 Necrotic (undead have disadvantage on attack rolls til your next turn) |
Chromatic Orb | 1d20+6 | 3d8 acid, cold, fire, lightning, thunder, or poison (needs diamond) |
Charm Person - Charm a person for 1 hour, they think you are their friend for an hour until you attack them, roll disadvantage if you are fighting this person | ||
Disguise Self - For 1 hour you change your look, your clothing and can look like whatever humanoid form you want. People can investigate you and see who you are if they touch you their hands will pass through you. A creature can investigate over your spell DC to figure out who you are. | ||
Prestidigitation - Basic magical effect, light or snuff out any fires, open or close windows/doors, chill warm or flavor up food you hold, make a color or mark or symbol appear on an object on an hour, create a illusory image in your hand can be anything, make a puff of wind, faint musical notes, or odors | ||
Spell Save DC = 14 | ||
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
Myself
Ring
Legendary Unknown Requires Attunement
A ring, with the face of Shamterall on it. It was a gift from your grandmother. You're not sure why she had it or where she got it. (unidentified)
The statblocks of your class features
(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneers pack or (b) an explorers pack two daggers
An event in your past, or in your life of a parent or ancestor, left and indelible mark on you. infusing you with arcane magic. this font of magic, whatever its origin. fuels your spells.
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. You can speak, read, and write Common and one other language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
D&D 5e PHB Page 256
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) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Abjuration
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range. • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a Candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.
Dnd Wiki
0-level (Cantrip) Evocation
Basic Rules , pg. 233
1-level Illusion
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
1-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.