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Clang

Rogue 9 Class & Level
Artisan Background
Kenku Race
CN Alignment

Strength 12
+1
Dexterity 16
+3
constitution 12
+1
intelligence 14
+2
wisdom 12
+1
charisma 10
+0
Total Hit Dice 6
Hit Die
1d8+1
+0 proficiency bonus
+2 Strength
+7 Dexterity
+7 Constitution
+6 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+9 Acrobatics
+1 Animal Handling
+2 Arcana
+7 Athletics
+0 Deception
+2 History
+4 Insight
+0 Intimidation
+5 Investigation
+1 Medicine
+2 Nature
+4 Perception
+0 Performance
+3 Persuasion
+2 Religion
+9 Sleight of Hands
+9 Stealth
+1 Survival
skills Thieves' Tools. Forgery Kit. Cartographer's Tools. Tinker's Tools. Carpenter's Tools. proficiencies

 
14
Armor Class
45
Hit Points
+4
Initiative
30
Speed
Attacks
I always want to know how things work and what makes people tick.

I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
Personality Traits
Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
Ideals
One day I will return to my home and prove that I am the great artisan.
Bonds
I’m never satisfied with what I have— I always want more.
Flaws
Skilled.
Thieves' Cant.
Sneak Attack.
Expert Forgery.
Mimicry.
Languages.
Guild Membership.
Cunning Action.
Uncanny Dodge.
Mage Hand Legerdemain.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

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

Dagger

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

Shortbow

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


 

Stone of Good Luck

Wondrous Item Rare (this item requires attunement)

While this granite stone is on your person, you gain a +1 bonus to saving throws.


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook 5e

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

SCAG pg. 142

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 Feet
Components: V, M
Materials: A weapon
Duration: 1 Round
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 booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder 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.
Available for: Sorcerer, Warlock, WIzard

PHB pg. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S, M
Materials: A bit of fleece
Duration: 1 Minute
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. I you create a sound, it's 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 that 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB: P. 254

Jump

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a grasshopper’s hind leg
Duration: 1 minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

PHB: P. 276

Silent Image

1-level Illusion

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of fleece
Duration: Concentration, Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.
Available for: Bard, Sorcerer, Wizard

PHB: P. 252

Illusory Script

1-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: S, M
Materials: a lead-based ink worth at least 10 gp, which the spell consumes
Duration: 10 Days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Available for: Bard, Warlock, Wizard

PHB pg. 233

Disguise Self

1-level Illusion

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 1 Hour
You make yourself - including your clothing, armor, weapons, and other belongings on you person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same base arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Bard, Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Morten Hvid.

Statblock Type

Character Sheet (Legacy)

Link/Embed