+0 | Strength |
+8 | Dexterity |
+5 | Constitution |
-1 | Intelligence |
+2 | Wisdom |
+1 | Charisma |
+8 | Acrobatics |
+2 | Animal Handling |
-1 | Arcana |
+0 | Athletics |
+1 | Deception |
-1 | History |
+2 | Insight |
+1 | Intimidation |
-1 | Investigation |
+2 | Medicine |
-1 | Nature |
+5 | Perception |
+1 | Performance |
+1 | Persuasion |
-1 | Religion |
+8 | Sleight of Hands |
+11 | Stealth |
+2 | Survival |
Dagger | 1d20+8 | 1d4 + 5 |
---|---|---|
Rapier | 1d20 + 8 | 1d8 + 5 |
Shortbow | 1d20 + 8 | 1d6 + 5 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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 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
Weapon Varies
Can only be used on a creature your size or smaller and only when you have advantage on the attack. The target is autograppled on a hit, and is Suffocating while they are grappled. Needs two hands to be used, and disarms have Disadvantage.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d6 | Slashing |
Weapon Concealed, Finesse, Light Varies
Concealed. Can not be detected through conventional means. Light. May be used for 2-weapon fighting.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d6 | None | Concealed, Finesse, Light |
Wondrous Item The cloak of billowing had the ability to swell and wave dramatically as if under an ominous wind, requiring very little effort from its wearer. Common
Cost: 25gp
DND DMG
Potion After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. Uncommon
This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | Fire | 30 ft | After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. |
Potion Varies
The container looks empty, but it feels like it holds liquid. Smells like empty space. When you drink this potion, you become Invisible for an hour. Anything you wear or carry is Invisible as long as its on your person. The effect ends early if you Attack or Cast a Spell.
Tool 10 Charges Recharge 1d6+4 every dawn. Varies
A small pouch that can be easily attached to a belt. As an action, you can reach into the pouch and say the name of any non-magical food seasoning, and remove a pinch of the desired seasoning. A pinch is enough to season 1 meal.
The statblocks of your class features
Level | Prof. Bonus | Features | Sneak Attack |
---|---|---|---|
1st | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
2nd | +2 | Cunning Action | 1d6 |
3rd | +2 | Roguish Archetype | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Uncanny Dodge | 3d6 |
6th | +3 | Expertise | 3d6 |
7th | +3 | Evasion | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Roguish Archetype Feature | 5d6 |
10th | +4 | Ability Score Improvement | 5d6 |
11th | +4 | Reliable Talent | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | Roguish Archetype Feature | 7d6 |
14th | +5 | Blindsense | 7d6 |
15th | +5 | Slippery Mind | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | Roguish Archetype Feature | 9d6 |
18th | +6 | Elusive | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Stroke of Luck | 10d6 |
You may pick either (a) or (b):
Level | Cantrips | Spells | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Glasya, Hell’s criminal mastermind, grants her tieflings magic that is useful for committing heists.
Evolving Cantrips
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.
At higher levels: At 5th Level.
When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.
At 11th Level.
The spell has a range of 60 feet.
At 17th Level.
You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.
Player's Handbook
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 som eone 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.
Player's Handbook
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Sensitivity Amateur
If you are aware of the threat you face and are not blinded or otherwise incapable of detecting it, you gain a +1 bonus to your initiative rolls against that threat.
Pickpocketing Amateur
Failing a sleight of hand check does not reveal you or the fact that you attempted a sleight of hand check.
Tailing Amateur
As long as a creature is not Alert and watching for danger and does not recognize you, you are always considered to have a passive stealth of 10+ your Stealth modifier against that creature.
Tumbling Amateur
You use 5 feet less of your movement when you rise from prone.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
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.
https://www.dndbeyond.com/spells/shape-water
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube (A 5x5' cube of ice weighs 3360 lbs, or 1.5 tons and a 5x5' cube of ice weighs 3086 lbs, or 1.4 tons). You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Player's Handbook
1-level Illusion
A dazzling array of flashing, colored light springs from your hand.
Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Grimlore's Grimoire
1-level Necromancy
You touch an unconscious living creature that has 0 hitpoints, placing a curse upon it. The curse remains until the creature dies or is stabilized, whichever occurs first.
If the creature dies while cursed, it is raised as a zombie under your control for 1 minute or until slain. If the creature is stabilized before it dies, the curse is removed with no ill effects. Your DM has the creature's game statistics.
A remove curse spell ends the effect on a creature. This spell has no effect on undead and constructs.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, the curse remains until the creature regains at least 1 hitpoint.
If you use a spell slot of 5th level or higher, the curse remains for 24 hours.
If you use a spell slot of 7th level or higher, the curse remains for 1 month.
If you use a 9th level spell slot, the curse lasts until dispelled.
Player's Handbook
1-level Conjuration (ritual)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Player's Handbook
1-level Illusion
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.
Statblocks for your Trinkets, businesses, building, castles, empires.
Armor
Uncommon Transmutation
While wearing this cloak with its hood up, you can breathe Underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.A slightly shiny black cloak , with a hood made of a stretchy, leathery material.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
Weapon Concealed, Finesse, Light Varies
Concealed. Can not be detected through conventional means. Light. May be used for 2-weapon fighting.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d6 | None | Concealed, Finesse, Light |