-1 | Strength |
+4 | Dexterity |
+3 | Constitution |
+1 | Intelligence |
+1 | Wisdom |
+3 | Charisma |
+4 | Acrobatics |
+1 | Animal Handling |
-1 | Arcana |
+1 | Athletics |
+6 | Deception |
-1 | History |
+5 | Insight |
+2 | Intimidation |
-1 | Investigation |
+1 | Medicine |
-1 | Nature |
+3 | Perception |
+2 | Performance |
+2 | Persuasion |
-1 | Religion |
+4 | Sleight of Hands |
+2 | Stealth |
+1 | Survival |
Weapon | Atk Bonus | Damage/Type |
---|---|---|
Cutlass | +4 | 1d6 Slashing |
Dagger | +4 | 1d4 Piercing |
Shortbow | +4 | 1d6 Piercing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
Light Armor Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
DnD 5e SRD SRD
Melee Weapon Common [Finesse, Light]
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Slashing |
Cost: 25 gp Weight: 3 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 SRD
Ranged Weapon Ammunition, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 80/320 ft | Ammunition, Two-Handed |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Bludgeoning | Light |
Cost: 1 sp Weight: 2 lb
The statblocks of your class features
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
For Arcane Trickster Only Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, 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.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. You can speak, read, and write Common and Dwarven. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item
Common Requires Attunement
A charlatan's die looked like a regular six-sided die. However, using this magical die, an individual attuned to the die could control which number it rolled.
Cost: 20 GP
Wondrous Item
Common
The user of a pipe of smoke monsters could concentrate while exhaling to shape the smoke into the likeness of any creature, such as a dragon, a flumph, or a froghemoth. The shape occupied a volume no larger than a cube 1 foot (30 centimeters) on a side for a few seconds, then dissipated
Cost: 10 GP