+1 | Strength |
+2 | Dexterity |
+3 | Constitution |
+5 | Intelligence |
+8 | Wisdom |
+2 | Charisma |
+2 | Acrobatics |
+5 | Animal Handling |
+5 | Arcana |
+1 | Athletics |
+2 | Deception |
+2 | History |
+5 | Insight |
+2 | Intimidation |
+2 | Investigation |
+5 | Medicine |
+5 | Nature |
+8 | Perception |
+2 | Performance |
+2 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+5 | Stealth |
+5 | Survival |
Name | Hit | Damage/Type | Notes |
---|---|---|---|
Quarterstaff | +4 | 1d6 + 1 Bludgeoning | Simple, Versatile |
Shillelagh | +8 | 1d8 + 5 Bludgeoning | D: 1m, V/S/M |
Unarmed Strike | +4 | 2 Bludgeoning |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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 SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
Potion
Rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
Cost: 600 gp
Weight: 8 oz.
Adventuring Gear Uncommon
This stoppered flask sloshes when shaken as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three Command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
Weight: 2 lbs
The statblocks of your class features
you start with the following equipment in addition to the equipment granted from your background (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon leather armour, an explorers pack, and a druidic focus
Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.
d6 | Map Form |
---|---|
1 | A scroll of living wood that aligns with heavenly bodies |
2 | A stone tablet with fine holes drilled through it |
3 | A speckled owlbear hide, tooled with raised marks |
4 | A collection of maps bound in an ebony cover |
5 | A crystal that projects starry patterns when placed before a light |
6 | Tempered glass disks that align to depict constellations |
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age: aasimar mature at the same rate as humans, but can live up to 160 years. Alignment: Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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 color in darkness, only shades of gray. Celestial Resistance: You have resistance to necrotic damage and radiant damage.Healing Hands•As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Light Bearer: You know the Light cantrip. Charisma is your spell-casting ability for it. Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Languages. You can speak, read, and write Common, and Celestial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
PHB
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
D&D 5e PHB Page 255
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 coloured 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.
PHB
0-level (Cantrip) Transmutation
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of the melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Earth Magic
1-level Evocation
Earth Magic
1-level Evocation
Earth Magic
1-level Evocation
Earth Magic
1-level Evocation
Evocation Magic
1-level Enchantment
Water Magic
1-level Evocation
Water sinks into soft earth turning it into mud, turning a 15-foot square centered on a point within range into difficult terrain for the duration.
When the mud appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
At higher levels: For each level cast above 1st, increase the size of the square by 10 ft.
Water Magic
1-level Enchantment
A light blue glow surrounds you. For the duration of the spell, you can breath and speak underwater, and can move your full move speed when swimming.
Water Magic
1-level Evocation
Choose one target in range, make an attack roll and launch a large glob of water at them. Should it hit, deal 1d8 damage, and the target becomes vulnerable to the next ice or lightning damage they take.
At higher levels: For every level cast above 1st, deal an additional 1d8 damage.
PHB: P. 270
1-level Abjuration
Earth Magic
2-level Conjuration
Earth Magic
2-level Transmutation
Earth Magic
2-level Transmutation
Storm Magic
2-level Evocation
Storm Magic
2-level Evocation
Water Magic
2-level Evocation
Water rises around your legs before a strong torrent of water 60 feet long and 10 feet wide rushes from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature moving towards you caught in the torrent moves as if it were difficult terrain, or moves an additional 30 feet if moving away
The torrent extinguishes candles, torches, and similar unprotected flames in the area. It causes protected non magical flames, such as those of lanterns, to be extinguish. If the torrent is frozen, any point after the frozen point has its flow disrupted for one turn, before the force of the torrent breaks up the ice and continues as normal.
As a bonus action on each of your turns before the spell ends, you can change the direction in which it flows.
At higher levels: When casting the spell at higher level, increase the width by 5 feet or length by 10 for every level above 2nd.
Water Magic
2-level Evocation
Water Magic
2-level Evocation
Choose a humanoid that you can see within range. The target must succeed on a Dexterity saving throw or be restrained by ropes or water for the duration. At the end of each of its turns, the target can make a Strength check vs your spell save DC. On a success the spell ends on the target.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Water Magic
2-level Evocation
You bring together ropes of water to create a sword of solid sharp water in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 slashing damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target while underwater you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reform in your hand.
At higher levels: When casting the spell at higher level, increase the damage by 1d8 for every two levels above 2nd, starting at 3rd with 3d8 .
PHB: 215
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 237
2-level Transmutation
TCoE P. 109
2-level Conjuration
Earth Magic
3-level Transmutation
Earth Magic
3-level Evocation
Storm Magic
3-level Evocation
Water Magic
3-level Evocation
A condensed blade of water slices through the air. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 5d6 slashing damage on a failed save, or half as much on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every level above 3rd.
Water Magic
3-level Evocation
When a creature in a 30 foot range of you, is damaged by lightning, an orb of water 1 foot in diameter appears near them instead. The sphere has 20 health, and an AC of 12.
When an ability that would deal lightning damage to a target within 10 feet of the sphere, as long as the ability isn't touch, the ability is absorbed by the sphere instead. If the ability is targeted, all the damage the ability would do is absorbed by the sphere. If the ability affects an area, half of the damage the ability would do is absorbed.
The sphere can absorb up to 30 points of lightning damage, if the sphere drops to 0 health, or absorbs more than 30 points of lightning damage, it explodes in a 15-foot-radius dealing half the damage it had absorbed. If the damage by an ability would exceed how much it could absorb, then it only absorbs the amount of damage that it had left to absorb.
On your turn you can move the sphere up to 15 feet as a bonus action, and as an action you can dismiss the sphere. If you used the spell as a reaction, the spell doesn't take concentration as long as you dismiss the sphere as your action at the start of your turn.
At higher levels: When casting this spell at a higher level than 3rd, increase the damage it can absorb by 10. For every third level cast, you can create an additional orb with the normal characteristics of the spell instead.
Water Magic
3-level Evocation
Choose a point in range that you can see, water rushes out from you and forms into a 15 foot radius sphere of moving water. Any creature caught in the area can not breathe, and at the start of their turn must make a Constitution save or take 3d6 points of bludgeoning damage on a failed save.
Any lightning spell that touches the sphere, considers the area of affect of the spell increased by 30 feet as long as the target is within the sphere.
While within the sphere, you can cast the spell Waterblade without concentration, but dissipates as soon as you leave the sphere.
At higher levels: When cast at 4th level or higher, the radius and range of the spell increases by an additional 10 feet for each level cast above 3rd.
Water Magic
3-level Evocation
PHB: 216
3-level Evocation
PHB
3-level Transmutation
PHB
3-level Conjuration
TCoE. P.112
3-level Conjuration
Water Magic
3-level Evocation
Water Magic
4-level Evocation
Water Magic
4-level Evocation
Water Magic
4-level Evocation
Divination Magic
4-level Divination
Ritual - does not require spell slot, takes 10 minutes longerTCoE P. 111
4-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.