+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+2 | Strength | |
+0 | Dexterity | |
+3 | Constitution | |
-1 | Intelligence | |
+1 | Wisdom | |
+5 | Charisma |
+0 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+4 | Athletics | STR | |
+3 | Deception | CHA | |
-1 | History | INT | |
+1 | Insight | WIS | |
+3 | Intimidation | CHA | |
-1 | Investigation | INT |
-1 | Medicine | WIS | |
-1 | Nature | INT | |
-1 | Perception | WIS | |
+3 | Performance | CHA | |
+5 | Persuasion | CHA | |
+1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Halberd | +4 | STR | 1d10+2 | Slashing | |
Heavy, Reach, Two-Handed, Cleave | |||||
Warhammer | +6 | STR | 1d8+2 | Bludgeoning | |
Versatile (1d10), Push |
Shield, Chain Mail, , Halberd, Clothes Fine, Backpack, Amulet, Rations, Robe, Blanket, Tinderbox, Lamp, Holy Water
Common, Elvish, Orc, Goblin, Common Sign Language, Sylvan, Dwarvish, Celestial
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level 2
Starting at 2nd level, for 1 Dark Energy Point you magically call your wings as a bonus action. The wings remain for 1 minute, until you die, or until dismissed as a bonus action. You can use your wings to fly. You gain a flying speed of 60 ft, and can hover. You can use your flight time all at once or in several shorter flights, If you are flying when the duration expires, you descend at a rate of 60 ft per round until you land. You regain 1 seconds of flying capability for every 1 minute your wings aren’t in use. Every level gained increases your flight time by 1 additional minute and at 20th level you can fly indefinitely.
You have studied languages and codes, gaining the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
XGtE
0-level (Cantrip) Necromancy
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
PHB
0-level (Cantrip) Evocation
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. the target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Saving Throw | Dexterity |
---|---|
1d8 | Radiant Damage |
PHB, page 231. Available in the SRD.
1-level Divination
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
DnD 5e handbook
1-level Evocation
The first time you hit with a melee weapon attack during this spell's duration, your weapon ring's with thunder, that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Basic Rules, pg. 270
1-level Transmutation (ritual)
Statblocks for your Trinkets, businesses, building, castles, empires.