+1 | Strength |
+1 | Dexterity |
+3 | Constitution |
+5 | Intelligence |
+6 | Wisdom |
+4 | Charisma |
+1 | Acrobatics |
+4 | Animal Handling |
+5 | Arcana |
+1 | Athletics |
+4 | Deception |
+3 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Weapon | Attack | Damage |
---|---|---|
Quarterstaff (One-Handed) | +3 | 1d6+1 Bludgeoning |
Quarterstaff (Two-Handed) | +3 | 1d8+1 Bludgeoning |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
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
Snakes & Saloons
Armor Common
Can be equipped as a bonus action
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +1 |
Cost: 5gp Weight: 3lbs
The statblocks of your class features
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.
Statblocks for your familiars, mounts etc.
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 piercing damage
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 1d4+1 piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically Petrified. On a failed save, the creature begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified for 24 hours.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 slashing damage.
Keen Sight and Smell. The lion has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 2d6+2 slashing damage.
A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.
Devil's Sight Magical darkness doesn't impede the devil's darkvision.
Flyby The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Limited Spines The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.
Magic Resistance The devil has advantage on saving throws against spells and other magical effects.
Multiattack The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.
Bite Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Fork Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Tail Spine Ranged Weapon Attack: +4 to hit, range 20/80 ft ., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
Ambusher: the kenku has advantage on attack rolls against any creature they have surprised. Mimicry: the kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell the are imitations with a successful DC 14 Wisdom (Insight) check.
Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage. Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 1d6+3 piercing damage.
Kenku are feathered humanoids that wander the world as vagabonds, fallen from grace after being cursed by the goddess Myurdin during the Mithril Era.
Kenku are most often found in urban environments where they try to scrape by in a world that is not built for their cursed bodies.
Statblocks for race/species of the character.
Fey Ancestry Skill Versatility Darkvision (one from your elf parent if you check with me first)
Languages. Common, Elvish, one of your choice
Darkvision
Fey Ancestry
Moon Elf Magic: You know the mage hand cantrip. At 3rd level you can cast Detect Magic once with this trait without expending a spell slot. You can cast the spell in this way once per long rest. At 5th level you can cast Invisibility once with this trait without expending a spell slot. You can cast this spell in this way once per long rest. Intelligence is the spellcasting ability for these spells.
Languages. Common, Elvish, One language of your choice
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB pg. 275
0-level (Cantrip) Transmutation
0-level (Cantrip) Evocation
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Enchantment
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
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 Divination
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
1-level Conjuration
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
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.
PHB: P. 240
3-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 276
3-level Conjuration
PHB: P. 277
3-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.