+4 | Strength |
+1 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+1 | Charisma |
+1 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+4 | Athletics |
+1 | Deception |
+0 | History |
+0 | Insight |
+1 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+1 | Performance |
+1 | Persuasion |
+1 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+0 | Survival |
Claws (Unarmed) | 1d20+3 | 1d4+3 |
---|---|---|
Morning-Star | 1d20+3 1d8+3 | |
Javelin | 1d20+3 1d6+3 | |
Bite | 1d20+3 1d6+3 | |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
PHB, page 149
Weapon Martial Weapon, Melee Weapon. Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d8 | Piercing | 5 ft. | Martial Weapon, Melee Weapon. |
Cost: 15gp Weight: 4lb
PHB, page 153. Available in the SRD.
Adventuring Gear A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. Common
Cost: 2gp Weight: 5lb
PHB, page 149
Weapon Common
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d6 | Piercing | 30/120 ft. |
Cost: 5 sp Weight: 2 lb
PHB, page 144
Armor Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
PHB, page 145
Armor Common
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 wearer has disadvantage on Stealth (Dexterity) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 16 | 13+ | YES |
Cost: 75 gp Weight: 55 lbs
PHB, page 151
Spellcasting Focus Varies
A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spell-casting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Multiple variations of this item exist, as listed below:
PHB, page 154. Additional information from XGE, page 81. Available in the SRD.
Gaming Set Common
If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt. Gaming Set Activity DC Catch a player cheating 15 Gain insight into an opponent's personality 15
Cost: 1sp
PHB, page 150. Available in the SRD.
Adventuring Gear Common
Cost: 15 gp Weight: 6 lbs
PHB, page 150. Available in the SRD.
Adventuring Gear Varies
Cost: 5 gp
PHB 127
Scroll Varies
A scroll of pedigree proves a character's noble lineage.
PHB, page 150. Available in the SRD.
Adventuring Gear Varies
Cost: 1 gp Weight: 7 lbs
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.
Cost: 5 sp Weight: 1 lb
PHB, page 152. Available in the SRD.
Adventuring Gear Varies
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2 sp Weight: 1 lb
Source: PHB, page 153. Available in the SRD.
Adventuring Gear Varies
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1 co Weight: 1 lb
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5 sp Weight: 2 lbs
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
A waterskin can hold up to 4 pints of liquid.
Cost: 2 sp Weight: 5 lbs
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 gp Weight: 10 lbs
The statblocks of your class features
The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one. This feature has no effect on Undead and constructs.
Tempting for Defender builds, but allies need to remain adjacent to you for this to work. Being adjacent to the front line Fighter is generally a bad place to be unless you can do so safely without someone defending you.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. You can speak, read, and write Common and Aquan.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB, page 231. Available in the SRD.
1-level Divination
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB, page 270. Available in the SRD.
1-level Transmutation
All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
PHB, page 223. Available in the SRD.
1-level Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
PHB, page 219. Available in the SRD.
1-level Enchantment
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: 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.
PHB, page 289. Available in the SRD.
2-level Enchantment
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
PHB, page 255. Available in the SRD.
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Statblocks for your Trinkets, businesses, building, castles, empires.