+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+0 | Acrobatics |
+2 | Animal Handling |
+5 | Arcana |
+0 | Athletics |
+1 | Deception |
+4 | History |
+4 | Insight |
+1 | Intimidation |
+5 | Investigation |
+2 | Medicine |
+4 | Nature |
+2 | Perception |
+1 | Performance |
+3 | Persuasion |
+4 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+2 | Survival |
Sling | 1d4+2 | Bludgeoning |
---|
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Ranged Weapon Ammunition Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Bludgeoning | 30/120 ft | Ammunition |
Cost: 1 sp
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 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.
DnD 5e SRD
Adventuring Gear Common
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Cost: 50gp Weight: 3lb
DnD 5e SRD
Adventuring Gear Common
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Cost: 25gp Weight: 2lb
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: 2 sp Weight: 1 lb
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: 5 sp Weight: 1 lb
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
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: 1 cp Weight: 1 lb
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2 sp Weight: 5 lb (full)
The statblocks of your class features
You Use Magic To Empower Your Strikes. Your Prowess Is Unmatched, But You Are fragile.
A) Any Martial Weapon B) A Shield
A) Any Martial Weapon B) 2 Simple Weapons
A) Studded Leather And A Longbow And 20 Arrows B) Chainmail Armor
A) Dungeoneer's Pack B) Explorer's Pack
And Smithing Tools
Enchantment Level | 1lb | 5lb | 10lb | 20lb | 50lb | ||
---|---|---|---|---|---|---|---|
1st Level | 1 | 2 | 3 | 3 | 4 | ||
2nd Level | - | 1 | 2 | 2 | 3 | ||
3rd Level | - | - | 2 | 2 | 3 | ||
4th Level | - | - | - | 2 | 2 | ||
5th Level | - | - | - | - | 1 | ||
- | - | - | - | - | - | - | - |
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
1 | 2 | Fighting Style | 2 | - | - | - | - |
2 | 2 | Extra Attack | 2 | 1 | - | - | - |
3 | 2 | Enchanting Style,Subclass Feature | 3 | 1 | - | - | - |
4 | 2 | Ability Score Improvement | 3 | 1 | - | - | - |
5 | 3 | Subclass Feature | 4 | 1 | - | - | - |
6 | 3 | - | 4 | 2 | - | - | - |
7 | 3 | Subclass Feature | 5 | 2 | - | - | - |
8 | 3 | Ability Score Improvement | 5 | 2 | 1 | - | - |
9 | 4 | Rune Inscribing | 5 | 2 | 1 | 1 | - |
10 | 4 | Extra Attack | 5 | 2 | 2 | 1 | - |
11 | 4 | - | 5 | 3 | 2 | 1 | - |
12 | 4 | Ability Score Improvement | 5 | 4 | 2 | 1 | - |
13 | 5 | Second Fighting Style | 5 | 4 | 2 | 1 | - |
14 | 5 | Subclass Feature | 5 | 4 | 2 | 1 | - |
15 | 5 | - | 5 | 4 | 3 | 1 | - |
16 | 5 | Ability Score Improvement | 5 | 4 | 3 | 1 | - |
17 | 6 | Extra Attack | 5 | 4 | 3 | 2 | - |
18 | 6 | Weapon Attunement | 5 | 4 | 3 | 2 | - |
19 | 6 | Ability Score Improvement | 5 | 4 | 3 | 2 | 1 |
20 | 6 | Enchantment Master,Subclass Feature | 5 | 4 | 3 | 2 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, Gnomish
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
You hurl a bubble of acid. Choose one target you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Basic Rules , pg. 230
0-level (Cantrip) Evocation
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
1-level Divination (ritual)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
1-level Conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
1-level Enchantment
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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 that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.