-1 | Strength |
+2 | Dexterity |
+2 | Constitution |
+1 | Intelligence |
+3 | Wisdom |
+5 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+3 | Arcana |
-1 | Athletics |
+5 | Deception |
+3 | History |
+0 | Insight |
+3 | Intimidation |
+1 | Investigation |
+0 | Medicine |
+1 | Nature |
+0 | Perception |
+3 | Performance |
+5 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+0 | Survival |
Weapon | Attack Roll | Damage |
---|---|---|
Dagger | 1d20+1 | 1d4 Piercing (Light, Thrown, Finesse) |
Unarmed Strike | 1d20-1 | 1+2 Bludgeoning |
--------------------------------------------------- | ---------- | ----------- |
Spell | Attack Roll | Damage |
Eldrich Blast | 1d20+3 | 1d10 Force |
Sacred Flame | 1d20+3 | 1d8 Radiant |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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
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
The statblocks of your class features
You start with the following equipment in addition to the following granted by your background (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers
Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Spell Level | Spells |
---|---|
1st | Cure Wounds, Guiding Bolt |
2nd | Flaming Sphere, Lesser Restoration |
3rd | Daylight, Revivify |
4th | Guardian of Faith, Wall of Fire |
5th | Flame Strike, Greater Restoration |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision - You can see in 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 colour in darkness, only shades of grey. Hellish Resistance - You have resistance to fire damage. Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Languages. Common, Infernal
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
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
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) 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).
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 Enchantment
Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e
Adventuring Gear Common
An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.
Cost: 10gp Weight: 1lb
DnD 5 SRD
Adventuring Gear Common
Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Cost: 40gp Weight: 12lb
DnD 5e SRD
Adventuring Gear Common
This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.
Cost: 15gp Weight: 6lb
D
Adventuring Gear Common
Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.
Cost: 5gp Weight: --
DnD 5e SRD
Adventuring Gear Common
A scroll of pedigree proves a character's noble lineage. It is one of the starting items for characters with the Noble background and is non-magical. It may be presented to other nobility and royalty and may include the character's family tree.