+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+7 | Dexterity | |
+2 | Constitution | |
+5 | Intelligence | |
+1 | Wisdom | |
+1 | Charisma |
+7 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+2 | Athletics | STR | |
+4 | Deception | CHA | |
+2 | History | INT | |
+1 | Insight | WIS | |
+1 | Intimidation | CHA | |
+5 | Investigation | INT |
+1 | Medicine | WIS | |
+2 | Nature | INT | |
+6 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+2 | Religion | INT | |
+10 | Sleight of Hand | DEX | |
+10 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +4 | DEX | 1d4+4 | Piercing | |
Finesse, Light, Thrown | |||||
Dagger | +4 | DEX | 1d4+4 | Piercing | |
Finesse, Light, Thrown | |||||
Shortbow | +2 | STR | 1d6+2 | Piercing | |
Ammunition, Range, Two-Handed | |||||
Shortsword | +7 | DEX | 1d6+4 | Piercing | |
Finesse, Light |
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.
Elemental Evil Player's Companion
0-level (Cantrip) Evocation
Tasha's Cauldron of Everything
0-level (Cantrip) Enchantment
1-level Enchantment
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
SRD
1-level Evocation
1-level Illusion
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
1-level Enchantment
2-level Evocation
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.