+0 | Strength |
+7 | Dexterity |
+2 | Constitution |
+7 | Intelligence |
+2 | Wisdom |
+2 | Charisma |
+7 | Acrobatics |
+2 | Animal Handling |
+4 | Arcana |
+0 | Athletics |
+2 | Deception |
+7 | History |
+2 | Insight |
+2 | Intimidation |
+10 | Investigation |
+2 | Medicine |
+4 | Nature |
+5 | Perception |
+2 | Performance |
+5 | Persuasion |
+4 | Religion |
+10 | Sleight of Hands |
+10 | Stealth |
+2 | Survival |
Weapon | Attack | Damage |
---|---|---|
Bow of Barrage +2 | roll: 1d20+2 | roll: 1d6+2 |
Rapier +1 | roll: 1d20+1 | roll: 1d8+1 |
Dagger | roll: 1d20 | roll: 1d4 |
Type | Number |
---|---|
Regular | 46 |
Sharp +2 | 2 |
Fire | 0 |
Venom Arrow | 2 |
Exploding Arrow | 0 |
Storm Arrow | 0 |
Umbral Arrow | 1 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Uncommon Conjuration Requires Attunement
+ 2, Simple, Ranged
Well crafted. Dark wood, Light leather Riser. Limbs carved with thorns running from the riser to the tips of the limbs .
+ 2 to attack.
2 charges:
Expend 1 charge to invoke the barrage: Your arrow sprouts thorns and hails thorns down on the target and surrounding area add 2d8 Damage to target creature. All creatures within 5ft of the target make dex save DC 13, on success take half damage.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d6 + 2 | Piercing | 80/320 ft |
Cost: 6,000
Weight: 2 lbs
Weapon +1 Magical Common
A standard iron blade with a cloth wrapped handle.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d8+1 | Piercing | Melee | +1 Magical |
Weight: 2lbs
Wand
Uncommon Requires Attunement
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
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
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
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
Adventuring Gear Common
A backpack that contains: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. Attached to the outside of the pack is 50 feet of hempen rope.
Tool Common
Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Cost: 25 gp Weight: 1 lb
Adema
Ammunition
Uncommon
Type | Damage | Damage | Range |
---|---|---|---|
None | +1d6 | Fire |
Cost: 75gp
Weight: 1oz
Adema
Ammunition
Uncommon
Type | Damage | Damage | Range |
---|---|---|---|
None | +1d6 | Poison |
Cost: 75gp
Weight: 1oz
Adema
Ammunition
Uncommon
Type | Damage | Damage | Range |
---|---|---|---|
None | +1d10 | Force |
Cost: 200gp
Weight: 1oz
Adema
Ammunition
Uncommon
Type | Damage | Damage | Range |
---|---|---|---|
None | +1d6 | Lightning |
Cost: 125gp
Weight: 1oz
Adema
Ammunition
Uncommon
Type | Damage | Damage | Range |
---|---|---|---|
None | +1d6 | Necrotic |
Cost: 125gp
Weight: 1oz
Adema
Ammunition
Uncommon
Type | Damage | Damage | Range |
---|---|---|---|
None | +2 | Piercing |
Cost: 125gp
Weight: 1oz
The statblocks of your class features
You start with the following equipment in addition to the equipment gained from your background (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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) 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) 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.
1-level Illusion
You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
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 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.
Evocation Magic
1-level Evocation
1-level Divination
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.
Adema
Wondrous Item
Rare
This small golden amulet is shaped to look like an eye with a pink garnet stone as the iris. It hangs from a gold chain.
Cost: 2000gp
Weight: 2oz
Adema, DnD 5e SRD
Adventuring Gear
Uncommon
Simple looking, braided, silk rope with single silver thread woven into the braid.
Cost: 1000gp
Weight: 3lb
Adema
Wondrous Item
Uncommon
This round, granite stone is polished smooth and fits in the palm of your hand. Carved into it is a symbol that consists of a point, inside a circle inside, a triangle.
Cost: 1200gp
Weight: 4oz
Adema
Wondrous Item
Very Rare Transmutation Requires Attunement
AC | HP | Speed | Swim | Stealth | Senses |
---|---|---|---|---|---|
14 | 9d12+27 | 30 | 50 | +5 | 10 |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 9 (-1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) |
Wooden mask, carved and painted to look like the face of a crocodile.
Cost: 15000gp
Weight: 1lb