+0 | Strength |
+2 | Dexterity |
+2 | Constitution |
+3 | Intelligence |
+2 | Wisdom |
+4 | Charisma |
+2 | Acrobatics |
+2 | Animal Handling |
+5 | Arcana |
+0 | Athletics |
+4 | Deception |
+3 | History |
+2 | Insight |
+4 | Intimidation |
+3 | Investigation |
+2 | Medicine |
+3 | Nature |
+2 | Perception |
+4 | Performance |
+6 | Persuasion |
+3 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+2 | Survival |
Weapon | Attack | Damage |
---|---|---|
Quarter Staff (One handed) | 1d20+2 | 1d6 |
Quarter Staff (Two Handed | 1d20+2 | 1d8 |
Dagger | 1d20+2+2 | 1d4+2 |
Longbow | 1d20+2+2 | 1d8+2 |
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 |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
The statblocks of your class features
(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneers pack or (b) an explorers pack two daggers
An event in your past, or in your life of a parent or ancestor, left and indelible mark on you. infusing you with arcane magic. this font of magic, whatever its origin. fuels your spells.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Low Light Vision - 30 ft Keen Senses - You have proficiency in the perception skill Fey Ancestory - You have advantage on saving throws against being Charmed, magic cannot put you to sleep Trance - High Elves can enter a trance like state, projecting spiritually to the Reflection. Using this ability grants restrained access to the Reflection. Resting this way gives the same benefit that you would gain from three-quarters the actual hours rested. Elven Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip - You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Extra Language - You can read, write, and speak one extra language of your choice.
Languages. Common, Elven (Pigeon), Elven (Regional Dialect)
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
PHB
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
Basic Rules, pg. 256
0-level (Cantrip) Conjuration
PHB
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level ( 2d12 ), 11th level ( 3d12 ), and 17th level ( 4d12 ).
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.
Players Handbook Page 221
1-level Enchantment
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
PHB: P. 221
1-level Evocation
PHB: P. 219
1-level Enchantment
PHB: P. 224
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerStatblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e Players handbook
Adventuring Gear Common
A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.
Cost: 2 gp Weight: 4 lb.
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
Adventuring Gear Can hold up to 20 arrows Common
Weight: 1lb
SRD
Adventuring Gear Common
Cost: 10gp
SRD
Adventuring Gear Common
Cost: 2cp
Adventuring Gear Common
A backpack can hold one cubic foot or 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: 2 gp Weight: 5 lb
Adventuring Gear Common
Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.
Cost: 1 gp Weight: 7 lb
Adventuring Gear Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2 sp Weight: 1 lb
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2 sp Weight: 5 lb (full)
DnD 5e SRD
Adventuring Gear Common
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 5sp Weight: 3lb
PHB, page 150. Available in the SRD.
Adventuring Gear Common
Cost: 15 gp Weight: 6 lbs
PHB 127
Scroll Varies
A scroll of pedigree proves a character's noble lineage.