-1 | Strength |
+1 | Dexterity |
+4 | Constitution |
+1 | Intelligence |
+0 | Wisdom |
+5 | Charisma |
+1 | Acrobatics |
+0 | Animal Handling |
+3 | Arcana |
+1 | Athletics |
+5 | Deception |
+1 | History |
+0 | Insight |
+3 | Intimidation |
+1 | Investigation |
+0 | Medicine |
+1 | Nature |
+0 | Perception |
+3 | Performance |
+3 | Persuasion |
+1 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+2 | Survival |
Crossbow, light | 1d20+3 | 1d8+1 | 80ft |
---|---|---|---|
Daggar | 1d20+3 | 1d4+1 | 20ft |
Daggar | 1d20+3 | 1d4+1 | 20ft |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD
Adventuring Gear Common
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Cost: 1gp Weight: 7lb
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.
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
https://www.dndbeyond.com/equipment/crossbow-bolts
Ammunition Varies
Set of 20 Crossbow bolts. They are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Cost: 1gp Weight: 1.5lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d8 | Piercing | 80/320 ft | Ammunition, Loading, Two-Handed |
Cost: 25 gp Weight: 5 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
Instrument Common
A small, hand-carved wooden flute. Deceptively difficult to master.
Weight: 1
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
SRD
Adventuring Gear Common
Cost: 10gp
Adventuring Gear Common
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
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5 sp Weight: 2 lb
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
DnD 5e SRD
Adventuring Gear Common
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: 5sp Weight: 1lb
SRD
Adventuring Gear Common
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 SP Weight: 10
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
The statblocks of your class features
(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneers pack or (b) an explorers pack two daggers
An event in your past, or in your life of a parent or ancestor, left and indelible mark on you. infusing you with arcane magic. this font of magic, whatever its origin. fuels your spells.
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
d100 | Effect | d100 | Effect |
---|---|---|---|
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | 07-08 | You cast Fireball as a 3rd-level spell centered on yourself. |
09-10 | You cast Magic Missile as a 5th-level spell. | 11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
13-14 | You cast Confusion centered on yourself. | 15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | 19-20 | You cast Grease centered on yourself. | 21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 23-24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight. | 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
37-38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | 39-40 | You regain 2d10 hit points. |
41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | 43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
45-46 | You cast Levitate on yourself. | 47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. | 55-56 | Your hair falls out but grows back within 24 hours. |
57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. | 59-60 | You regain your lowest-level expended spell slot. |
61-62 | For the next minute, you must shout when you speak. | 63-64 | You cast Fog Cloud centered on yourself. |
65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | 71-72 | You gain resistance to all damage for the next minute. |
73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. | 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
81-82 | You can take one additional action immediately. | 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85-86 | You cast Mirror Image. | 87-88 | You cast Fly on a random creature within 60 feet of you. |
89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. | 91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
93-94 | Your size increases by one size category for the next minute. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
97-98 | You are surrounded by faint, ethereal music for the next minute. | 99-00 | You regain all expended sorcery points. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision
Hellish Resistance
Infernal Legacy
Languages. Common, Infernal
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its 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).
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
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 Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
Statblocks for your Trinkets, businesses, building, castles, empires.