| +1 | Strength |
| +4 | Dexterity |
| +1 | Constitution |
| +1 | Intelligence |
| +1 | Wisdom |
| +7 | Charisma |
| +10 | Acrobatics |
| +3 | Animal Handling |
| +3 | Arcana |
| +3 | Athletics |
| +16 | Deception |
| +3 | History |
| +3 | Insight |
| +15 | Intimidation |
| +3 | Investigation |
| +4 | Medicine |
| +3 | Nature |
| +3 | Perception |
| +18 | Performance |
| +18 | Persuasion |
| +3 | Religion |
| +9 | Sleight of Hands |
| +9 | Stealth |
| +3 | Survival |
| Rapier | 1d20+4 | 1d8+2 |
|---|---|---|
| Dagger |
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) Divination
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
0-level (Cantrip) Enchantment
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4) 2d4 , 11th level (3d4) 3d4 , and 17th level (4d4) 4d4 .
Statblocks for your Trinkets, businesses, building, castles, empires.