+0 | Strength |
+5 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+2 | Wisdom |
+1 | Charisma |
+5 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+5 | Deception |
+0 | History |
+4 | Insight |
+1 | Intimidation |
+2 | Investigation |
+2 | Medicine |
+0 | Nature |
+4 | Perception |
+1 | Performance |
+3 | Persuasion |
+0 | Religion |
+5 | Sleight of Hands |
+7 | Stealth |
+2 | Survival |
Rapier +5 | 1d8+3piercing |
---|
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 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
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)
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
The statblocks of your class features
You start with the following equipment in addition to the equipment gained from your background (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages. You can read and write Common and Auran, but you can only speak using your Mimicry trait.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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
Player's handbook 154, Xanathat's Guide to Everything 84
Adventuring Gear Common
A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue. History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Cost: 50 gp Weight: 10 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.