+1 | Strength |
+6 | Dexterity |
+2 | Constitution |
+3 | Intelligence |
+2 | Wisdom |
+4 | Charisma |
+3 | Acrobatics |
-1 | Animal Handling |
+0 | Arcana |
+1 | Athletics |
+7 | Deception |
+3 | History |
-1 | Insight |
+7 | Intimidation |
+0 | Investigation |
-1 | Medicine |
+0 | Nature |
+2 | Perception |
+1 | Performance |
+7 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+9 | Stealth |
-1 | Survival |
Weapon | Attack | Damage | Crit damage | Type |
---|---|---|---|---|
Rapier | 1d20+6 | 1d8+3 | 2d8+3 | Pierce |
Scimitar of speed | 1d20+8 | 1d6+3+2 | 2d6+3+2 | Slashing |
Javelin | 1d20+4 | 1d6+1 | 2d6+1 | Pierce |
Torg Silver Dagger | 1d20+6 | 1d4+3 | 2d4+3 | Pierce |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dungeon Master's Guide 5th Edition
Wondrous Item
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Uncommon (this item requires attunement)
Weapon
Uncommon
Heavy, Reach, Two-Handed
This weapon inflicts an additional 1d6 Slashing Damage against Beasts.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10 | Slashing | Melee |
Weapon
Rare Requires Attunement
Finesse, Light, Thrown
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you make a melee attack using this weapon while either using stealth or using a sneak attack, the weapon gains a +3 bonus to attack and damage rolls for that single attack instead.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | Melee/Thrown (range 20/60) |
Weapon
Uncommon
Ammunition, heavy, loading, two-handed
Once per day, you can cast the Disguise Self spell as an action.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d10 | Piercing | 100/400 |
Armor (Heavy)
Uncommon
Heavy Armor
Made of interlocking metal rings, Chain Mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
The runic inscriptions of the Night line front of the armor, giving it its magical properties.
When you are reduced to 0hp from a piercing, slashing or bludgeoning attack, you drop to 1hp instead. The effect works once per night, and only during the night.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy | 16 | 13 | Yes |
Wondrous Item
Rare Requires Attunement
Produced by a special needle, this magic tattoo contains the spell Spirit Shroud, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo stops glowing and cannot be casted till after a long rest.
Adventuring Gear Uncommon
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Weight: 1 lb
The statblocks of your class features
Paladins who takes up the Oath of Silence are those that serve a grim purpose. Gloom knights or mourning lords, as they are called, are effectively assassins and agents of change. Should an order of find a cause to battle for or an enemy, a bystander may not know that their fight raged on. These knights shroud themselves in secrecy in practice and shroud themselves in magical darkness and silence in combat. Many times over the world has been changed by the mourning lords, with barely a witness; those that have seen them, often convinced it was merely an apparition.
Tenets of Silence
The tenets of silence though inscribed for generations, have never been uttered aloud.
Serenity. Silence is easily broken. Darkness is quick to swallow the rash and impetuous.
Determination. An unwavering hand is only guided by a steel will. A moment’s hesitance can change history.
Discretion. The unseen and unheard gain no benefit from undue attention. Draw as little attention to yourself as possible.
Tenacity. Shadows can be driven back, silence can be disturbed, however, night must come and silence will prevail, all will fall into oblivion. You shall be no different.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | Arms of Hadar, Silent image |
5th | Pass Without Trace, Silence |
9th | Blink, Gaseous Form |
13th | Dimension Door, Freedom of Movement |
17th | Mislead, Modify Memory |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shadow’s Embrace: As an action you can use your Channel Divinity to cast darkness. You can see through the darkness created by the spell, and the any creatures other than you in spell’s area of effect treats it as difficult terrain.
Oblivion’s Shroud: As an action, you can use your Channel Divinity to become nigh imperceptible. You become invisible for 10 minutes until you make an attack or cast a spell. While you are invisible this way, you have advantage on Dexterity (Stealth) checks made to move silently.
Umbral Aura
Starting at 7th level, you and creatures around you are coated in the blessing of shadow. You and friendly creatures within 10 feet of you add your Charisma bonus to Dexterity (Stealth) checks and gain darkvision out to a range of 60 feet.
At 18th level, the range of this aura increases to 30 feet.
Phantom’s Blade
Beginning at 15th level, you can conjure blades made out of shadow and hurl them at your foes. Whenever you take the Attack action, you can replace one or more of your attacks with a special spell attack that has a range of 90 feet and deals 1d6 psychic damage. These attacks can benefit from your Divine Smite class feature.
If you attack at least two different creatures with this attack, you can make one additional attack against a third creature.
Lord of Oblivion
At 20th level, you can merge yourself with the powers of shadow and silence. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:
When you expend a spell slot to damage a creature with your Divine Smite, that creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded, deafened, and can’t make any sound until the end of your next turn. On a successful save it has disadvantage on ability checks made to see and hear until the end of your next turn.
You can cast misty step at will, without expending a spell slot.
While you are in an area of dim light or darkness, you have resistance to all damage except radiant damage.
Once you use this feature, you can’t use it again until you finish a long rest.
THE ROGUE, LEVELING TABLE.
Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype Feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype Feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype Feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |
You start with the following equipment, in addition to the equipment granted by your background:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Tabaxi have lifespans equivalent to humans. Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses. Darkvision. You have a cat's keen senses, especially in the dark. 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. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns. Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Cat's Talent. You have proficiency in the Perception and Stealth skills. Kings of the Savanna. The Tabaxi primarily live in Wildor in the city of Felinhera. Tabaxi went almost feral during the Apocalypse in order to survive, and to their credit, it worked for them. Their more feral mindset allowed them to find, capture, and kill prey more effectively when their crops began to fail, but now that the world is recovering, they are rediscovering agriculture and writing again and live with Kenku and a few other outsiders in the nation of Wildor.
Languages. Common, language of your choice
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
1-level Conjuration
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
PHB
1-level Illusion
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.
Basic Rules
1-level Evocation
PHB
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 o 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.
1d8 + Spellcasting Ability modifier | Healing |
---|
PHB
1-level Evocation
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Weapon Attacks | + 1d4 | Radiant Damage |
---|
Statblocks for your Trinkets, businesses, building, castles, empires.