+3 | Strength |
+3 | Dexterity |
+5 | Constitution |
+3 | Intelligence |
+1 | Wisdom |
+1 | Charisma |
+6 | Acrobatics |
+1 | Animal Handling |
+3 | Arcana |
+3 | Athletics |
+1 | Deception |
+3 | History |
+1 | Insight |
+1 | Intimidation |
+6 | Investigation |
+1 | Medicine |
+3 | Nature |
+4 | Perception |
+1 | Performance |
+1 | Persuasion |
+3 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+4 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 GP Weight: 61 1/2 lbs
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
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
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, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 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 Curse of Strahd
Adventuring Gear Common
Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.
Cost: 33gp Weight: 49lbs
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
Staff
Varies Requires Attunement
Made from the branch of a Gulthias tree, a Gulthias staff is a spongy, black length of wood.
Its evil makes beasts visibly uncomfortable while w/in 30ft. The staff has 10 charges and regains 1d6+4 of expended charges daily at dusk.
If burned or broken, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 ft. All blights that can hear the scream immediately wither and die.
Vampiric Strike- Can be wielded as magic quarterstaff. On a hit, deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff’s pores and you must succeed on a DC 12 Wis saving throw or be afflicted with short-term madness.
Blight Bane-While you are attuned to the staff, blights and other evil plant creatures don’t regard you as hostile unless you harm them.
Type | Damage | Damage | Range |
---|---|---|---|
None | 1d6+4 | Bludgeoning | 30 |
The statblocks of your class features
You start with the following equipment in addition to the equipment granted by your background (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Dark Vision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60ft. 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. Skill Versitility: You gain proficiency in two skills of your choice. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages. Common, Elvish, and one extra language of your choice
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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).
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
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
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
1-level Conjuration
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.