+0 | Strength |
+1 | Dexterity |
+4 | Constitution |
+1 | Intelligence |
+0 | Wisdom |
+8 | Charisma |
+1 | Acrobatics |
+0 | Animal Handling |
+4 | Arcana |
+0 | Athletics |
+8 | Deception |
+4 | History |
+3 | Insight |
+5 | Intimidation |
+1 | Investigation |
+3 | Medicine |
+1 | Nature |
+0 | Perception |
+5 | Performance |
+8 | Persuasion |
+1 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+0 | Survival |
dagger | [1d20+4] | [1d4+1] |
---|---|---|
Dusk | [1d20+3] | [2d4] + fire |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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
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
Adventuring Gear Common
An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.
Cost: 10gp Weight: 1lb
The statblocks of your class features
Level | Prof. Bonus | Features | Sorcery Points | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Sorcerous Origin | — | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Font of Magic | 2 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Metamagic | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 5 | 5 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Sorcerous Origin feature | 6 | 5 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 7 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 9 | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Metamagic | 10 | 6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 11 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 12 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 13 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Sorcerous Origin feature | 14 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 15 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 16 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Metamagic | 17 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Sorcerous Origin feature | 18 | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 19 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Sorcerous Restoration | 20 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You may chose (a) or (b):
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Affinity | Spell |
---|---|
Good | Cure Wounds |
Evil | Inflict Wounds |
Law | Bless |
Chaos | Bane |
Neutrality | Protection From Evil and Good |
Dragon | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Green | Poison |
Red | Fire |
Silver | Cold |
White | Cold |
d6 | Shadow Magic Quirk |
---|---|
1 | You are always icy cold to the touch. |
2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
3 | You barely bleed, even when badly injured. |
4 | Your heart beats once per minute. This event sometimes surprises you. |
5 | You have trouble remembering that living creatures and corpses should be treated differently. |
6 | You blinked. Once. Last week. |
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.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 slashing damage.
Statblocks for race/species of the character.
Age. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans. Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d4 Height = 5 feet + 1 inch + your size modifier in inches Weight in pounds = 115 + (2d4 × your size modifier) Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
Languages. You can speak, read, and write Common and two other languages of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
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 Divination (ritual)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
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.
2-level Illusion
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
2-level Divination
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Statblocks for your Trinkets, businesses, building, castles, empires.