+1 | Strength |
+1 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+1 | Wisdom |
+5 | Charisma |
+3 | Acrobatics |
-1 | Animal Handling |
+2 | Arcana |
+1 | Athletics |
+5 | Deception |
+2 | History |
-1 | Insight |
+5 | Intimidation |
+2 | Investigation |
-1 | Medicine |
+2 | Nature |
-1 | Perception |
+5 | Performance |
+3 | Persuasion |
+2 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
-1 | Survival |
Weapon | Attack | Damage | Range |
---|---|---|---|
Dagger | d20+3 | 1d4 piercing | 20/60 |
Handaxe | d20+3 | 1d6 slashing | 20/60 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
Light Armor Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Slashing | 20/60 ft | Light, Thrown |
Cost: 5 gp Weight: 2 lb
The statblocks of your class features
Ask the DM
Through the Burns of the Fea, the character has 10% wild magic in the beginning.
For every 20GP and one hour of work the character spends the Wild Magic percentile get‘s reduced by 1%
Warlock
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You pact weapon disappears if it‘s more than 5ft. away from you for 1 minute or more. It also disappears if you use thus feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You cab dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can‘t affect an artifact or sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if ut‘s in the extradimensional space when the bond breaks.
Warlock, Archfey pact
Starting at 1st level, your patron bestows upon you the fearsome presence of the Fae. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saves are all charmed of frightened by you (your choice) until the end of your next turn.
Once you use this feature you can‘t use it again until you finish a short or long rest.
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, page 237
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
SRD
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 .
SRD
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
PHB SRD
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Xanathar's Guide to Everything
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
1-level Conjuration
Tendrils batter all creatures within 10 feet of you. They must make a Strength save. On a fail, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a success, it takes half damage and suffers no other effects.
At higher levels: At Higher Levels: The damage increases by 1d6 for each slot level above 1st.
PHB, page 250 SRD
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
2-level Enchantment
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Statblocks for your Trinkets, businesses, building, castles, empires.