| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +7 | Strength | |
| +2 | Dexterity | |
| +5 | Constitution | |
| +2 | Intelligence | |
| +1 | Wisdom | |
| -1 | Charisma |
| +2 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +7 | Athletics | STR | |
| -1 | Deception | CHA | |
| +2 | History | INT | |
| +3 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +1 | Medicine | WIS | |
| +2 | Nature | INT | |
| +1 | Perception | WIS | |
| -1 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
Once per short rest, you can attempt
to charm a non-hostile creature you are conversing with
if you converse with them for at least one minute. The
creature must make a Wisdom saving throw, the DC for
this saving throw equals 8 + your Charisma modifier
+ your proficiency bonus. On a failed save, the target
becomes charmed by you for one hour, and you learn one
piece of information that the target knows that relates to
the topic of your conversation, at the DM’s discretion.
Regardless of whether or not the target makes the save,
they remain unaware of your attempt.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.