+0 | Strength |
+6 | Dexterity |
+2 | Constitution |
+5 | Intelligence |
+1 | Wisdom |
-1 | Charisma |
+9 | Acrobatics |
+1 | Animal Handling |
+2 | Arcana |
+0 | Athletics |
+2 | Deception |
+2 | History |
+7 | Insight |
-1 | Intimidation |
+5 | Investigation |
+1 | Medicine |
+2 | Nature |
+7 | Perception |
-1 | Performance |
-1 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+9 | Stealth |
+4 | Survival |
Dagger | 1d20+6 | 1d4+3 |
---|---|---|
Dart | 1d20+6 | 1d4+3 |
Longsword | 1d20+3 | 1d8 |
Unarmed Strike | 1d20+3 | 1d6 |
Psychic Blade (STR) | 1d20+3 | 1d6 |
Psychic Blade (DEX) | 1d20+6 | 1d6+3 |
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
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 lb
DnD 5e SRD SRD
Ranged Weapon Finesse, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Thrown |
Cost: 5 cp Weight: 1/4 lb
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
Adventuring Gear Common
Using a crowbar grants advantage to strength checks where the crowbar's leverage can be applied.
Cost: 2gp Weight: 5lb
Adventuring Gear Common
This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Cost: 1gp Weight: 3lbs
Adventuring Gear Common
When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
Cost: 5cp Weight: 1/4lb
Adventuring Gear Common
Purchased in rolls of 50 ft. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 gp (50 ft) Weight: 10 lb (50 ft)
DnD 5e SRD
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: 5sp Weight: 1lb
DnD 5e SRD
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: 1cp Weight: 1lb
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.
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.
Defenders of Henkrforge. Warforged went extinct during the apocalypse, being destroyed during the Demonic insurgence, and that would have been the end if not for scholars from Henkrforge finding the mechanical corpses from the demonic war and trying to reverse engineer the technology. Eight years after finding the bodies, the first new Warforged in over 300 years was built, powered by a very special magical gem that had been made using Red Dragon's Blood, fire rubies, binding agents, and at least one magic ring. This Warforged named "Tamari" Was a sorcerer from his very first activation, and was trained as a fighter as well. Now a few hundred Warforged exist, and most of them still live in Henkrforge where they act as guardians of the city.
Age. A typical Warforged is between two and thirty years old. The maximum lifespan of the Warforged remains a mystery; so far, Warforged have shown no signs of deterioration due to age.
Alignment. Most Warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality — or lack thereof — of the beings with which they served.
Warforged Resilience. You were created to have remarkable fortitude, represented by the following benefits: •You have advantage on saving throws against being poisoned, and you have resistance to poison damage.•You are immune to disease.•You don’t need to eat, drink, or breathe.
Integrated Protection. Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
Subrace. As a Warforged, your body was designed for a specific purpose. Choose one of these subraces: envoy, juggernaut, or skirmisher
Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection:
1. Darkwood Core. Prerequisites: None. Effect: 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
2. Composite Plating. Prerequisite: Medium Armor Proficiency. Effect: 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
3. Heavy Plating. Prerequisite: Heavy Armor Proficiency. Effect: 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.
SUBRACES-
ENVOY
As an envoy, you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the warforged subraces, and yours could be a unique design
Ability Score Increase.Two different ability scores of your choice increase by 1
Specialized Design. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Integrated Tool. Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
JUGGERNAUT
You’re an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut Warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.
Ability Score Increase.Your Strength score increases by 2
Iron Fists. When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
SKIRMISHER
You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed.
Ability Score Increase.Your Dexterity score increases by 2.
Swift. Your walking speed is increased by 5 feet.
Light Step. When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for more information about travel pace.)
Languages. Common
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.