-2 | Strength |
+4 | Dexterity |
+0 | Constitution |
+1 | Intelligence |
+2 | Wisdom |
+5 | Charisma |
+3 | Acrobatics |
+3 | Animal Handling |
+3 | Arcana |
-1 | Athletics |
+4 | Deception |
+2 | History |
+8 | Insight |
+4 | Intimidation |
+2 | Investigation |
+8 | Medicine |
+2 | Nature |
+5 | Perception |
+9 | Performance |
+4 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+5 | Survival |
Weapon | Attack | Damage |
---|---|---|
Hand Crossbow 30/120 (Mainhand) | 1d20+4 | 1d6+2 |
Hand Crossbow 30/120 (Offhand) | 1d20+4 | 1d6 |
Dagger | 1d20+4 | 1d4+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Ranged Weapon Ammunition, Light, Loading Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | 30/120 ft | Ammunition, Light, Loading |
Cost: 75 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 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.
Player's Handbook, Wizards of the Coast, p. 148, 150
Adventuring Gear Common
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Cost: 25 GP Weight: 1 lb. / 0.5 kg
Adventuring Gear Common
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Cost: 50 GP
DnD 5e
Ammunition Common
Crossbow bolts 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 1/2lb
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
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
Adventuring Gear Common
Cost: 5gp Weight: 4lb
Adventuring Gear Common
A small stick of wax that is molded into cylinders of different sizes and colors. Usually contains something flammable in the middle such as a string. Can light an area of 5 ft in bright light and 10 ft in dim light.
Cost: 3cp Weight: .5lbs
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
Tool Common
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Cost: 25 gp Weight: 3 lb
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
DnD 5e SRD
Adventuring Gear Common
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use o f the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Cost: 3gp Weight: 5lb
The statblocks of your class features
The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.
Bards of the College of Charity strive in their goal of helping others overcome their struggles, even at the cost of personal sacrifice.
Thanks to extensive practice with the crossbow, you gain the following benefits:
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision - 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 colour in darkness, only shades of grey.
Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Natural Illusionist - You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Languages. Common, Gnomish
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB: P. 260
0-level (Cantrip) Illusion
PHB: P. 256
0-level (Cantrip) Conjuration
PHB: P. 259
0-level (Cantrip) Transmutation
PHB: P. 285
0-level (Cantrip) Enchantment
PHB: P. 230
1-level Evocation
PHB pg. 233
1-level Illusion
PHB: P. 250
1-level Enchantment
PHB: P. 234
1-level Enchantment
PHB: P. 254
2-level Illusion
PHB: P. 275
2-level Evocation
PHB: P. 229
2-level Enchantment
PHB: P. 255
3-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerStatblocks for your Trinkets, businesses, building, castles, empires.