+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+1 | Dexterity | |
+1 | Constitution | |
+6 | Intelligence | |
+4 | Wisdom | |
+1 | Charisma |
+1 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+6 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+6 | History | INT | |
+4 | Insight | WIS | |
+1 | Intimidation | CHA | |
+4 | Investigation | INT |
+4 | Medicine | WIS | |
+4 | Nature | INT | |
+2 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+4 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Other
Varies
You can maintain the concentration for two concentration spells. If you take damage you need to do a saving throw for all your current concentration spells.
Other
Varies
You are proficient with saving throws, if you can maintain your concentration.
Player's Handbook, 272
3-level Necromancy
3-level Evocation
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
The statblocks of your Weapons, armor and other important/magical equipment
Player's Handbook
Weapon
Common
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 |
Weight: 1lb
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, pg. 271
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
0-level (Cantrip) Transmutation
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Conjuration
One DnD Playtest
1-level Abjuration
1-level Enchantment
Basic Rules, pg. 275
1-level Abjuration
Players Handbook, pg. 239
1-level Transmutation
SRD, pg. 231
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longer1-level Abjuration
PHB
2-level Conjuration
Player's Handbook
2-level Transmutation
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.
Dungeons & Dragons 5e
2-level Abjuration
Statblocks for your Trinkets, businesses, building, castles, empires.