+2 | Strength |
+3 | Dexterity |
+4 | Constitution |
+1 | Intelligence |
+4 | Wisdom |
-1 | Charisma |
+3 | Acrobatics |
+4 | Animal Handling |
+1 | Arcana |
+2 | Athletics |
-1 | Deception |
+1 | History |
+4 | Insight |
-1 | Intimidation |
+1 | Investigation |
+4 | Medicine |
+1 | Nature |
+4 | Perception |
-1 | Performance |
-1 | Persuasion |
+1 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+4 | Survival |
Weapon | Attack | Damage |
---|---|---|
Handaxe | 1d20+2 | 1d6 Slashing |
Scimitar | 1d20+3 | 1d6 Slashing |
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.
0-level (Cantrip) Conjuration
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This 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.
Statblocks for your Trinkets, businesses, building, castles, empires.