-1 | Strength |
+2 | Dexterity |
+1 | Constitution |
+1 | Intelligence |
+2 | Wisdom |
+5 | Charisma |
+2 | Acrobatics |
+4 | Animal Handling |
+3 | Arcana |
-1 | Athletics |
+3 | Deception |
+3 | History |
+2 | Insight |
+5 | Intimidation |
+1 | Investigation |
+2 | Medicine |
+3 | Nature |
+2 | Perception |
+3 | Performance |
+3 | Persuasion |
+3 | Religion |
+2 | Sleight of Hands |
+4 | Stealth |
+2 | Survival |
Trident | 1d20+3 | 1d6+2+1d6 |
---|---|---|
Trident deux mains | 1d20+3 | 1d8+2+1d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Legendary Requires Attunement
Lors d'une attaque réussie, ou lors d'une attaque à distance avec le Trident, le personnage effectue 1d6 de dégats de foudre avec le Trident. Lancer (portée 6 m/18 m), polyvalente (1d8) +1 Pour toucherType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 / 2d6 | Piercing |
Dungeon Master's Guide 5th Edition
Wondrous Item
Necklace
Uncommon (this item requires attunement)While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.
Weight: 1
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.
Punch. Attaque au corps à corps avec une arme, +4 pour toucher. Touché : 4 (1d4+2) 1d4+2
Statblocks for race/species of the character.
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 lov 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. Size. Elves range from under 1,5 to over 1,8 meter tall and have slender builds. Your size is Medium. 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. Subraces. Six subraces of Elves exist: High Elf, Wodd Elf, Drow, Eladrin, Sea Elf and Shadar-Kai. Choose one of them for your character.
Elf (high)
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Ranged Spell Attack | 1d8 | Cold Damage |
---|
D&D 5e PHB Page 256
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 magic items, or carry more than 10 pounds.
Basic Rules
0-level (Cantrip) Illusion
Elemental Evil Player's Companion
0-level (Cantrip) Transmutation
1-level Conjuration
Basic Rules
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerBasic Rules
1-level Conjuration
Basic Rules
2-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.
Dungeon Master's Guide
Wondrous Item Magical Uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.Cost: 101 - 500gp