+2 | Strength |
+1 | Dexterity |
+0 | Constitution |
+1 | Intelligence |
+0 | Wisdom |
+4 | Charisma |
+0 | Acrobatics |
+1 | Animal Handling |
+2 | Arcana |
+3 | Athletics |
+3 | Deception |
+3 | History |
+1 | Insight |
+4 | Intimidation |
+3 | Investigation |
+1 | Medicine |
+2 | Nature |
+1 | Perception |
+4 | Performance |
+4 | Persuasion |
+2 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+1 | Survival |
Dagger | +4 | 1d4+2 |
---|---|---|
Unarmed Strike | +4 | 3 |
Ice Breath | 10DC CON Save | 2d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
Light Armor Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
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
The statblocks of your class features
You start with the following equipment in addition to the equipment you get from your background (a) a rapier, or (b) a longsword, or (c)and simple weapon (a) a diplomats pack or (b) an entertainers pack (a) a lute or (b) any other musical instrument leather armour and a dagger
You have learnt to untangle and reshape the fabric of reality in harmony with your wishes and music. your spells are part of your vast repertoire, magic that you can tune to different situations.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase - Your Strength scores increase by 2, and your Constitution score increases by 1 Age - Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 50 Alignment - Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiaimat, respectfully) Most Dragonborn are good, but those who side with TIaimat can be terrible villians Size - Dragonborn are taller and heavier then Humans, standing well over 6 feet tall and averaging almost 250 pounds, your size is medium Speed - Your base walking speed is 30 feet Draconic Ancestry - You have draconic ancestry, choose one typw of dragon from the draconic ancestry table, your breath weapon and damage resistance are determined by the dragon type, as shown in the table Breath Weapon -You can use your action to exhale destructive energy. Your draconinc ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + Your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. after you use your breath weapon, you cant use it again until you complete a short or long rest Damage Resilience - You have resistance to the damage type associated with your draconic ancestry Languages - You can speak, read, and write Commpn and Draconic, Draconic is through to be one of the oldest languages and is often used in the study of magic, The language sounds harsh to most other creatures and includes numerous harrd consonants and sibilants Draconic Ancestery Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft line (Dex save) Blue Lightning 6 by 30 ft line (Dex save) Brass Fire 7 by 30 ft line (Dex save) Bronze Lightning 8 by 30 ft line (Dex save) Copper Acid 9 by 30 ft line (Dex save) Gold Fire 15 ft cone (Dex save) Green Poison 15 ft cone (Dex save) Red Fire 15 ft cone (Dex save) Silver Cold 15 ft cone (Dex save) White Cold 15 ft cone (Dex save)
Languages. Common and Draconic
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
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: 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.
1-level Divination
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
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 or 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. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
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.
1-level Conjuration (ritual)
This spell creates an Invisible, mindless, shapeless force that performs simple tasks at your Command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't Attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally Command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, Mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the Command, the servant performs the task to the best of its ability until it completes the task, then waits for your next Command.
If you Command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Statblocks for your Trinkets, businesses, building, castles, empires.