+2 | Strength |
+3 | Dexterity |
+4 | Constitution |
+2 | Intelligence |
-1 | Wisdom |
+2 | Charisma |
+5 | Acrobatics |
-1 | Animal Handling |
+4 | Arcana |
+0 | Athletics |
+2 | Deception |
+4 | History |
-1 | Insight |
+4 | Intimidation |
+2 | Investigation |
-1 | Medicine |
+2 | Nature |
-1 | Perception |
+4 | Performance |
+2 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
-1 | Survival |
Weapon | Attack | Damage | Type | Range |
---|---|---|---|---|
Longbow | 1d20+8 | 1d8+3 | Piercing | 150/600 |
Shortsword | 1d20+6 | 1d6+3 | Piercing | Melee |
Whip | 1d20+6 | 1d4+3 | Slashing | Reach |
Handaxe | 1d20+6 | 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 Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Slashing | 20/60 ft | Light, Thrown |
Cost: 5 gp Weight: 2 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, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Reach Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d4 | Slashing | Finesse, Reach |
Cost: 2 gp Weight: 3 lb
Adventuring Gear Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 GP Weight: 61 1/2 lbs
The statblocks of your class features
You start with the following equipment in addition to the equipment granted by your background (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack
Statblocks for your familiars, mounts etc.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 2d4+4 bludgeoning damage.
Statblocks for race/species of the character.
Age: Aasimar mature at the same rate as humans, but they can live up to 160 years. Size: Aasimar have the same range of height and weight as humans. Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Celestial Resistance: You have resistance to necrotic damage and radiant damage. Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Languages. Common, Celestial
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Basic Rules , pg. 267
0-level (Cantrip) Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.