-1 | Strength |
+2 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+6 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+0 | Arcana |
-1 | Athletics |
+6 | Deception |
+0 | History |
+3 | Insight |
+6 | Intimidation |
+0 | Investigation |
+1 | Medicine |
+0 | Nature |
+3 | Perception |
+6 | Performance |
+5 | Persuasion |
+0 | Religion |
+4 | Sleight of Hands |
+2 | Stealth |
+1 | Survival |
Rapier | 1d20+4 | 1d8 Piercing |
---|---|---|
Dagger | 1d20+4 | 1d4 Piercing |
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 Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD
Adventuring Gear Common
This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.
Cost: 15gp Weight: 6lb
The statblocks of your class features
You start with the following equipment in addition to the equipment you get from your background (a) a rapier, or (b) a longsword, or (c)and simple weapon (a) a diplomats pack or (b) an entertainers pack (a) a lute or (b) any other musical instrument leather armour and a dagger
You have learnt to untangle and reshape the fabric of reality in harmony with your wishes and music. your spells are part of your vast repertoire, magic that you can tune to different situations.
1d8 | Personality Trait |
---|---|
1 | I fall in and out of love easily, and am always pursuing someone. |
2 | I have a joke for every occasion, especially occasions where humor is inappropriate. |
3 | Flattery is my preferred trick for getting what I want. |
4 | I’m a born gambler who can't resist taking a risk for a potential payoff. |
5 | I lie about almost everything, even when there’s no good reason to. |
6 | Sarcasm and insults are my weapons of choice. |
7 | I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. |
8 | I pocket anything I see that might have some value. |
1d6 | Ideals |
---|---|
1 | Independence. I am a free spirit— no one tells me what to do. (Chaotic) |
2 | Fairness. I never target people who can’t afford to lose a few coins. (Lawful) |
3 | Charity. I distribute the money I acquire to the people who really need it. (Good) |
4 | Creativity. I never run the same con twice. (Chaotic) |
5 | Friendship. Material goods come and go. Bonds of friendship last forever. (Good) |
6 | Aspiration. I’m determined to make something of myself. (Any) |
1d6 | Bond |
---|---|
1 | I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. |
2 | I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere. |
3 | Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her. |
4 | I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me. |
5 | A powerful person killed someone I love. Some day soon, I’ll have my revenge. |
6 | I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. |
1d6 | Flaw |
---|---|
1 | I can’t resist a pretty face. |
2 | I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. |
3 | I’m convinced that no one could ever fool me the way I fool others. I’m convinced that no one could ever fool me the way I fool others. |
4 | I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved. |
5 | I can’t resist swindling people who are more powerful than me. |
6 | I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
DND 5e SRD
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
PHB, page 250
1-level Evocation
A creature of your choice that you can see within range regains 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 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
PHB, page 280; SRD 5.1, page 151
1-level Enchantment
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
PHB, page 233
1-level Illusion
You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Statblocks for your Trinkets, businesses, building, castles, empires.
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 Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD
Adventuring Gear Common
This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.
Cost: 15gp Weight: 6lb
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
Tool Common
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Cost: 25 gp Weight: 3 lb
Tool Common
This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Cost: 15GP Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Cost: 1gp Weight: 7lb
Adventuring Gear Common
Cost: 5gp Weight: 4lb
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2 sp Weight: 5 lb (full)
Adventuring Gear Common
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | None | 5/10 |
Cost: 1CP