-1 | Strength |
+9 | Dexterity |
+1 | Constitution |
+5 | Intelligence |
+4 | Wisdom |
+6 | Charisma |
+9 | Acrobatics |
+2 | Animal Handling |
+2 | Arcana |
+7 | Athletics |
+4 | Deception |
+2 | History |
+6 | Insight |
+4 | Intimidation |
+2 | Investigation |
+2 | Medicine |
+2 | Nature |
+10 | Perception |
+12 | Performance |
+8 | Persuasion |
+1 | Religion |
+14 | Sleight of Hands |
+10 | Stealth |
+2 | Survival |
Flamed Rapier +2 | 1d20+11 | 1d8+7 | |
---|---|---|---|
Eldritch Blast x3 | 1d20+9 | 3d10 | |
Green-Flame Blade | 1d20+11 | 2d8+8 | 1d8+4 |
Produce Flame | 1d20+9 | 3d8+5 | |
Crossbow | 1d20+9 | 1d8+5 | |
Dagger | 1d20+9 | 1d4+5 | |
Sneak Attack | 5d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Armor (Light)
Uncommon
This flexible leather armor has additional guards for the thighs giving additional protection without sacrificing agility.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 13+Dex mod | No |
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
Weapon
Uncommon
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 +1 + Dexterity modifier | Slashing |
Dungeon Master's Guide
Ring Magical Uncommon (this item requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.Cost: 101 - 500gp
DMG
Wondrous Item
Uncommon Requires Attunement
While you're attuned to this item and you wear the 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.
Weapon (quarterstaff), rare (requires attunement)
While attuned to this staff, you can cast the Druidcraft and Shillelagh cantrips at will. This staff is covered in small flowers and foliage that sprouts up to four berries, which can be used in several ways. The staff regrows 1d4 picked berries daily at dawn. You can pick a berry and use an action to perform one of the following:
Eat the Berry. Eating a berry restores 2d4 + 1 hit points and the berry provides enough nourishment to sustain a creature for one day. If a creature eats more than one berry each day, it must succeed on a DC 13 Constitution saving throw or be poisoned until it finishes a short or long rest.
Plant the Berry. Planting a berry in fertile earth rapidly grows an ordinary, small tree, which reaches its full size after 1 minute. The tree is 10 feet tall, has a 10-inch-diameter trunk, and its branches at the top spread out in a 10-foot radius.
Toss the Berry. You can toss a berry into an open space within 30 feet of you. Roots spread out from the berry, creating the effect of an entangle spell centered on the berry. The effect ends at the end of your next turn. The spell save DC for this effect is 12.
The statblocks of your class features
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.
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
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humour cuts to the quick. Whatever techniques you use, your art is your life. Variant: Gladiator A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
By Popular Demand You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.
Dice 1d8 | Personality Trait |
---|---|
1 | I know a story relevant to almost every situation. |
2 | Whenever I come to a new place, I collect local rumors and spread gossip. |
3 | I’m a hopeless romantic, always searching for that “special someone.” |
4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. |
5 | I love a good insult, even one directed at me. |
6 | I get bitter if I’m not the center of attention. |
7 | I’ll settle for nothing less than perfection. |
8 | I change my mood or my mind as quickly as I change key in a song. |
Dice 1d6 | Ideal |
---|---|
1 | Beauty. When I perform, I make the world better than it was. (Good) |
2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) |
3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) |
4 | Greed. I’m only in it for the money and fame. (Evil) |
5 | People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral) |
6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) |
Dice 1d6 | Bond |
---|---|
1 | My instrument is my most treasured possession, and it reminds me of someone I love. |
2 | Someone stole my precious instrument, and someday I’ll get it back. |
3 | I want to be famous, whatever it takes. |
4 | I idolize a hero of the old tales and measure my deeds against that person’s. |
5 | I will do anything to prove myself superior to my hated rival. |
6 | I would do anything for the other members of my old troupe. |
Dice 1d6 | Flaw |
---|---|
1 | I’ll do anything to win fame and renown. |
2 | I’m a sucker for a pretty face. |
3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. |
4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. |
5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. |
6 | Despite my best efforts, I am unreliable to my friends. |
The | Warlock | ||||||
---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
1 | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
2 | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3 | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4 | +2 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 5 | 2 | 2nd | 2 |
5 | +3 | - | 3 | 6 | 2 | 3rd | 3 |
6 | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7 | +3 | - | 3 | 8 | 2 | 4th | 4 |
8 | +3 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 9 | 2 | 4th | 4 |
9 | +4 | - | 3 | 10 | 2 | 5th | 5 |
10 | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11 | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12 | +4 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 11 | 3 | 5th | 6 |
13 | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14 | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15 | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16 | +5 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 13 | 3 | 5th | 7 |
17 | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18 | +6 | - | 4 | 14 | 4 | 5th | 8 |
19 | +6 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 15 | 4 | 5th | 8 |
20 | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
Statblocks for your familiars, mounts etc.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.
Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight Familiar. With the DM's permission, a person who casts the find familiar spell can choose to conjure a tressym in stead of a normal cat. Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell. Poison Sense. The tressym can detect whether a substance is poisonous by taste, touch, or smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Statblocks for race/species of the character.
Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin’s mood: Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers. Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Summer is the season of boldness and aggression, a time of unfettered energy. Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer. The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
d4 | Autumn Personality Trait |
---|---|
1 | If someone is in need, you never withold aid. |
2 | You share what you have, with little regard for your own needs. |
3 | There are no simple meals, only lavish feasts. |
4 | You stock up on fine food and drink. You hate going without such comforts. |
d4 | Autumn Flaw Trait |
1 | You trust others without a second thought. |
2 | You give to others, to the point that you leave yourself without necessary supplies. |
3 | Everyone is your friend, or a potential friend. |
4 | You spend excessively on creature comforts. |
d4 | Winter Personality Trait |
1 | The worst case is the most likely to occur. |
2 | You preserve what you have. Better to be hungry today and have food for tomorrow. |
3 | Life is full of dangers, but you are ready for them. |
4 | A penny spent is a penny lost forever. |
d4 | Winter Flaw |
1 | Everything dies eventually. Why bother building anything that is supposedly meant to last? |
2 | Nothing matters to you, and you allow others to guide your actions. |
3 | Your needs come first. In winter, all must watch out for themselves. |
4 | You speak only to point out the flaws in others’ plans. |
d4 | Spring Personality Test |
1 | Every day is the greatest day of your life. |
2 | You approach everything with enthusiasm, even the most mundane chores. |
3 | You love music and song. You supply a tune yourself if no one else can. |
4 | You can’t stay still. |
d4 | Spring Flaw |
1 | You overdrink. |
2 | Toil is for drudges. Yours should be a life of leisure. |
3 | A pretty face infatuates you in an instant, but your fancy passes with equal speed. |
4 | Anything worth doing is worth doing again and again. |
d4 | Summer Personality Trait |
1 | You believe that direct confrontation is the best way to solve problems. |
2 | Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply. |
3 | You stand tall and strong so that others can lean on you. |
4 | You maintain an intimidating front. It’s better to prevent fights with a show of force than to harm others. |
d4 | Summer Flaw |
1 | You are stubborn. Let others change. |
2 | The best option is one that is swift, unexpected, and overwhelming. |
3 | Punch first. Talk later. |
4 | Your fury can carry you through anything. |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB pg. 260
0-level (Cantrip) Illusion
PHB: P. 282
0-level (Cantrip) Transmutation
PHB pg. 269
0-level (Cantrip) Conjuration
PHB: P. 259
0-level (Cantrip) Transmutation
Transmutation Magic
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Conjuration
SRD
0-level (Cantrip) Transmutation
0-level (Cantrip) Evocation
Conjuration Magic
1-level Conjuration
PHB: P. 284
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerhttps://media.wizards.com/2019/dnd/downloads/UA-PsychicSoulPsionics.pdf
1-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.