+1 | Strength |
+0 | Dexterity |
+0 | Constitution |
+2 | Intelligence |
+2 | Wisdom |
+3 | Charisma |
+0 | Acrobatics |
+2 | Animal Handling |
+2 | Arcana |
+1 | Athletics |
+3 | Deception |
+2 | History |
+2 | Insight |
+3 | Intimidation |
+2 | Investigation |
+2 | Medicine |
+2 | Nature |
+2 | Perception |
+3 | Performance |
+3 | Persuasion |
+2 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+2 | Survival |
Weapon | Attack | Damage |
---|---|---|
Handaxe | 1d20+2 | 1d6+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneers pack or (b) an explorers pack two daggers
An event in your past, or in your life of a parent or ancestor, left and indelible mark on you. infusing you with arcane magic. this font of magic, whatever its origin. fuels your spells.
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.
Dice 1d8 | Result |
---|---|
1 | I use polysyllabic words that convey the impression of great erudition. |
2 | I've read every book in the world’s greatest libraries—or I like to boast that I have. |
3 | I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. |
4 | There’s nothing I like more than a good mystery. |
5 | I’m willing to listen to every side of an argument before I make my own judgment. |
6 | I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me. |
7 | I am horribly, horribly awkward in social situations. |
8 | I’m convinced that people are always trying to steal my secrets. |
Dice 1d6 | Ideal |
---|---|
1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) |
2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) |
3 | Logic. Emotions must not cloud our logical thinking. (Lawful) |
4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) |
5 | Power. Knowledge is the path to power and domination. (Evil) |
6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) |
Dice 1d6 | Bond |
---|---|
1 | It is my duty to protect my students. |
2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. |
3 | I work to preserve a library, university, scriptorium, or monastery. |
4 | My life’s work is a series of tomes related to a specific field of lore. |
5 | I've been searching my whole life for the answer to a certain question. |
6 | I sold my soul for knowledge. I hope to do great deeds and win it back. |
Dice 1d6 | Flaw |
---|---|
1 | I am easily distracted by the promise of information. |
2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. |
3 | Unlocking an ancient mystery is worth the price of a civilization. |
4 | I overlook obvious solutions in favor of complicated ones. |
5 | I speak without really thinking through my words, invariably insulting others. |
6 | I can’t keep a secret to save my life, or anyone else’s. |
Dice 1d8 | Specialty |
---|---|
1 | Alchemist |
2 | Astronomer |
3 | Discredited academic |
4 | Librarian |
5 | Professor |
6 | Researcher |
7 | Wizard’s apprentice |
8 | Scribe |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see to 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. Keen Senses.You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The common word for such meditation is "trance.") While meditatiog, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Elf Weapon Training. You have proficiency with the longsword, shortsword, longbow, and shortbow. Cantrip. You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages. Reikspeil (Common), Eltharin (Elven), one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
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.
0-level (Cantrip) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb