-1 | Strength |
+2 | Dexterity |
+2 | Constitution |
+1 | Intelligence |
+1 | Wisdom |
+5 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+3 | Arcana |
-1 | Athletics |
+5 | Deception |
+1 | History |
+1 | Insight |
+3 | Intimidation |
+1 | Investigation |
+3 | Medicine |
+1 | Nature |
+1 | Perception |
+3 | Performance |
+3 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+4 | Stealth |
+1 | Survival |
Arma | Ataque | Daño |
---|---|---|
Espada corta | +4 | 1d6+2 corte/perforación |
Ballesta ligera | +4 | 1d6+2 perforación |
Daga | +4 | 1d4+2 perforación |
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.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB pg 256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. 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.
Evolving Cantrips
0-level (Cantrip) Evocation
You create up to four torch-sized lights , making them appear as torches, lanterns, or glowing orbs that hover in the air for the Duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.As a bonus action, you can move the lights 60 ft within range, but all lights must be within 20 feet of each other.
At higher levels: The lights can shed bright light for 10 feet, and dim light for another 10 feet at 5th level. They can be attached to a creature by making a ranged spell attack at 11th level.At 17th level, you can create up to 6 lights at a time.
Evolving Cantrips
0-level (Cantrip) Evocation
You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
At higher levels: At 5th Level.
When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube.
At 11th Level.
This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet.
At 17th Level.
This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.
PHB
0-level (Cantrip) Transmutation
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
Dnd Wiki
0-level (Cantrip) Evocation
UA
1-level Transmutation
You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.
As a bonus action, you can change the damage type, choosing from the options above.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
PHB
1-level Illusion
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Statblocks for your Trinkets, businesses, building, castles, empires.