-1 | Strength |
+2 | Dexterity |
+1 | Constitution |
+2 | Intelligence |
+1 | Wisdom |
+2 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+2 | Arcana |
-1 | Athletics |
+2 | Deception |
+2 | History |
+3 | Insight |
+2 | Intimidation |
+6 | Investigation |
+3 | Medicine |
+2 | Nature |
+1 | Perception |
+2 | Performance |
+4 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
---|---|---|
Dagger | [roll1d20+2] | [roll1d4] |
Hand-Axe | [roll1d20+2] | [roll1d6] |
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.
Basic Rules
0-level (Cantrip) Conjuration
Basic Rules, pg. 211
0-level (Cantrip) Conjuration
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by roll:1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
PHB, page 246
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
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: 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.
Statblocks for your Trinkets, businesses, building, castles, empires.