+1 | Strength |
+0 | Dexterity |
+2 | Constitution |
-1 | Intelligence |
+2 | Wisdom |
+2 | Charisma |
-1 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+2 | Deception |
+0 | History |
+4 | Insight |
+2 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+2 | Perception |
+2 | Performance |
+4 | Persuasion |
+0 | Religion |
-1 | Sleight of Hands |
-1 | Stealth |
+2 | Survival |
Quarterstaff | 1d20+2 | 1d6+1 |
---|---|---|
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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
Adventuring Gear Common
An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.
Cost: 10gp Weight: 1lb
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 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
Adventuring Gear Common
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Cost: 25gp Weight: 2lb
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
Adventuring Gear Common
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Cost: 1 gp Weight: 10 lb
DnD 5e SRD
Adventuring Gear Common
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Cost: 5gp Weight: 25lbs
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.
Player's Handbook
Tool Varies
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Cost: 2gp Weight: 6lb
dnd 5e
Generic Variant Common
10 use's automatic succes on Medicine only for stabilizing
Cost: 5gp Weight: 3lb
The statblocks of your class features
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Level | Proficiency Bonus | Sorcery Points | Cantrips Known | Spells Known | Max Spell Level |
---|---|---|---|---|---|
1 | +2 | 4 | 4 | 2 | 1st |
2 | +2 | 8 | 4 | 3 | 1st |
3 | +2 | 17 | 4 | 4 | 2nd |
4 | +2 | 21 | 5 | 5 | 2nd |
5 | +3 | 32 | 5 | 6 | 3rd |
6 | +3 | 38 | 5 | 7 | 3rd |
7 | +3 | 45 | 5 | 8 | 4th |
8 | +3 | 52 | 5 | 9 | 4th |
9 | +4 | 66 | 5 | 10 | 5th |
10 | +4 | 74 | 6 | 11 | 5th |
11 | +4 | 84 | 6 | 12 | 6th |
12 | +4 | 85 | 6 | 12 | 6th |
13 | +5 | 96 | 6 | 13 | 7th |
14 | +5 | 97 | 6 | 13 | 7th |
15 | +5 | 109 | 6 | 14 | 8th |
16 | +5 | 110 | 6 | 14 | 8th |
17 | +6 | 124 | 6 | 15 | 9th |
18 | +6 | 134 | 6 | 15 | 9th |
19 | +6 | 142 | 6 | 15 | 9th |
20 | +6 | 153 | 6 | 15 | 9th |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.
Languages. You can speak, read, and write Aquan and Common.
Statblocks for companions, followers and other allies.
+5 | Strength |
+2 | Dexterity |
+4 | Constitution |
-1 | Intelligence |
-1 | Wisdom |
+1 | Charisma |
+4 | Acrobatics |
+1 | Animal Handling |
-1 | Arcana |
+5 | Athletics |
+1 | Deception |
-1 | History |
-2 | Insight |
+1 | Intimidation |
-1 | Investigation |
-1 | Medicine |
-1 | Nature |
-1 | Perception |
+3 | Performance |
+3 | Persuasion |
-1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
-1 | Survival |
Falcata | 1d20+5 | 1d8+3+2 , |
---|---|---|
Javelin | 1d20+5 | 1d6+3+2 , |
Boomerang | 1d20+5 | 1d4+3+2 , |
Greatsword | 1d20+5 | 2d6+3+2 , |
(advantage on attack and +2 dmg from Rage) |
Heroes Enabled
Statblocks for your spells.
PHB, page 242
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
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.
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.
PHB, page 230
0-level (Cantrip) Evocation
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
PHB
1-level Transmutation
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage
PHB, page 243
1-level Conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperse it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
2-level Evocation
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Statblocks for your Trinkets, businesses, building, castles, empires.