+0 | Strength |
+3 | Dexterity |
+0 | Constitution |
+3 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+8 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+3 | Deception |
+0 | History |
+5 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+8 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+11 | Sleight of Hands |
+11 | Stealth |
+0 | Survival |
Weapon | Attack | Damage | Range |
---|---|---|---|
Cobra Rapier | 1d20+9 | 1d8+6 stich | |
Crossbow | 1d20+8 | 1d6+5 stich | 30/120 |
2 Dagger | 1d20+8 | 1d4+5 | 20/60 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
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
Tool Common
Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Cost: 25 gp Weight: 1 lb
Adventuring Gear
Uncommon Requires Attunement
These Crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In Conditions of clear visibility, you can make out details of even extremely distant creatures and Objects as small as 2 feet across.
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Bite: +5 to hit, 1d4+3 piercing Invisibility: Nibbles magically turns invisible until it attacks or until its concentration ends.
Telepathic Bond: While the two are bonded, the master can sense what Nibbles senses as long as they are within 1 mile of each other. Keen Smell: Nibbles has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance: Nibbles has advantage on saving throws against spells and other magical effects.
Str | 5 | -3 |
---|---|---|
Dex | 17 | +3 |
Con | 12 | +1 |
Int | 16 | +3 |
Wis | 12 | +1 |
Cha | 10 | 0 |
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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:
Basic Rules, pg. 256
0-level (Cantrip) Conjuration
0-level (Cantrip) Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Basic Rules , pg. 233
1-level Illusion
D&D 5e 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) disperses 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.
Player's Handbook
1-level Transmutation
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.