+4 | Strength |
+15 | Dexterity |
+5 | Constitution |
+13 | Intelligence |
+5 | Wisdom |
+8 | Charisma |
+11 | Acrobatics |
+1 | Animal Handling |
+9 | Arcana |
+0 | Athletics |
+16 | Deception |
+15 | History |
+13 | Insight |
+10 | Intimidation |
+15 | Investigation |
+0 | Medicine |
+9 | Nature |
+13 | Perception |
+4 | Performance |
+16 | Persuasion |
+3 | Religion |
+11 | Sleight of Hands |
+11 | Stealth |
+7 | Survival |
Weapon | Attack | Damage | Range | Ammo |
---|---|---|---|---|
Starmetal Redeemer (Shortsword +4) | +15 | 1d6+9 Piercing | Melee | n/a |
Shortsword +1 (Main-hand) | +12 | 1d6+6 Piercing | Melee | n/a |
Shortsword +1 (Off-hand) | +12 | 1d6+1 Piercing | Melee | n/a |
+1 Shortbow of Seeking | +12 | 1d6+6 Piercing | 80/320 | 20 reinforced arrows |
Hand Crossbow x2 | +11 | 1d6+5 Piercing | 30/120 | 20 bolts |
Daggers x9 | +11 | 1d4+5 Piercing | 20/60 | 9 daggers |
+1 Dagger of Stealth | +12 | 1d4+6 Piercing | 20/60 | Grants advantage on Stealth checks |
Rapier | +11 | 1d8+5 Piercing | Melee | n/a |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 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, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Light, Loading Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | 30/120 ft | Ammunition, Light, Loading |
Cost: 75 gp Weight: 3 lb
Adventuring Gear Varies
Requires Attunement While wearing this necklace, you can breathe normally in any Environment, and you have advantage on Saving Throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud Effects, inhaled Poisons, and the breath Weapons of some dragons).
The statblocks of your class features
half-elf, half-orc, or human
You have a knack for learning new things. You gain the following benefits: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Statblocks for your familiars, mounts etc.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.
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.
1-level Abjuration
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. * - (a tiny bell and a piece of fine silver wire)
PHB
1-level Enchantment
You bless up to three creatures of your choice within range. whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of nd level or higher, you can target one additional creature for each slot level above 1st.
Attack Roll or Saving Throw | + 1d4 |
---|
D&D 5e PHB Page 230
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.
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Player's Handbook
1-level Evocation
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit.
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. * - (holy water or powdered silver and iron, which the spell consumes)
2-level Evocation
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Learned By
2-level Evocation
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
2-level Divination
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Statblocks for your Trinkets, businesses, building, castles, empires.
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
Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Cost: 25 gp Weight: 1 lb
dnd 5e
Tool Common
When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion
Cost: 2gp Weight: 4lb
Adventuring Gear Common
Category: Items Save: Dexterity Target: Each creature in a 10-foot square centered on a point within range As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.
Weight: 2 lb
DnD 5e PHB
Artisan Tool Common
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. This is a set for any Calligrapher. With either pen or crafted exotic feather, and a set of nibs and inkwell, as well as several starting sheets of paper. Refilling this for use would be the costs of ink and paper sold separately. If the nibs or main tool is lost a new set would need to be purchased.
Cost: 10gp Weight: 5 lbs.