+1 | Strength |
+0 | Dexterity |
+5 | Constitution |
-1 | Intelligence |
+1 | Wisdom |
+7 | Charisma |
+0 | Acrobatics |
+1 | Animal Handling |
-1 | Arcana |
+1 | Athletics |
+4 | Deception |
+2 | History |
+4 | Insight |
+7 | Intimidation |
-1 | Investigation |
+4 | Medicine |
-1 | Nature |
+1 | Perception |
+4 | Performance |
+7 | Persuasion |
+2 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+1 | Survival |
Move | Weapon | Hit Roll | Damage | Special |
---|---|---|---|---|
Normal Attack | Greatsword of the Silver Chalice | 1d20+3 | 2d6+1 | Slashing |
Divine Favor Attack | Greatsword of the Silver Chalice | 1d20+3 | 2d6+1d4+1 | Radiant |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Armor (Heavy)
Very Rare Requires Attunment Requires Attunement
Full Plate
This armor is given to those that show their true mettle in the nick of time and those who seek to help others when they themselves need help. Those who deserve to wear the armor are those that show gallantry above all others.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Gain the Following Benefits while Attuned
Gallant Defense: While wearing this magical armor you gain +1 to AC
Divine Favor: When you cast a spell that restores another creature's hit points, you also regain hit points equal to half the restored value.
Persistent Healer: When you cast a spell that restores a creature's hit points by an amount determined with a die roll, you may re-roll dice that show a 1 or 2, accepting the new result.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy | 18 | 12 | Yes |
Cost: 5000gp
Weight: 65 lb / 30kg
Weapon Heavy, Two-Handed, Focus, Rare (this item requires attunement)
Greatsword use by Knights who have made an oath to the Order of the Silver Chalice.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 2d6 | Slashing | Melee | Heavy, Two-Handed, Focus, |
Cost: 500 gp Weight: 6 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
Ranged Weapon Ammunition, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 80/320 ft | Ammunition, Two-Handed |
Cost: 25 gp Weight: 2 lb
DnD 5e Players handbook
Adventuring Gear Common
A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.
Cost: 2 gp Weight: 4 lb.
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
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 start with the following equipment in addition to the following equipment granted by your background (a) a martial weapon and shield or (b) any simple weapon (a) five javelins or (b) any simple melee weapon (a) a perists pack or (b) an explorers pack chain mail and a holy symbol
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Celestial Resistance Healing Hands Light Bearer Darkvision Radiant Soul
Languages. Common, Celestial
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 radiant damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th levelĀ 1d6 (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Evocation
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in Divine energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1D8 Radiant damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 Radiant damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
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
0-level (Cantrip) Abjuration
You touch one creature, imbuing it with vitality. If the target has at least 1 hp, it gains a number of temp hp equal to 1d4+ your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
0-level (Cantrip) Evocation
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1D8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Evocation
You hold aloft your holy symbol, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
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.
1-level Evocation
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
PHB, page 248
1-level Evocation
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
2-level Evocation
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
2-level Abjuration
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
3-level Conjuration
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
DnD 5e SRD SRD
Heavy Armor Common
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 16 | 13+ | YES |
Cost: 75 gp Weight: 55 lb
DnD 5e SRD SRD
Heavy Armor Common
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 18 | 15+ | YES |
Cost: 1,500 gp Weight: 65 lb
Adventuring Gear Common
Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.
Cost: 1 gp Weight: 7 lb
DnD 5e SRD
Adventuring Gear Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 5sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1cp Weight: 1lb
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
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb