+4 | Strength |
+0 | Dexterity |
+5 | Constitution |
-2 | Intelligence |
+2 | Wisdom |
+7 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
-2 | Arcana |
+6 | Athletics |
+2 | Deception |
-2 | History |
+2 | Insight |
+3 | Intimidation |
-2 | Investigation |
+0 | Medicine |
-2 | Nature |
+0 | Perception |
+2 | Performance |
+4 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Dark Orb Battleaxe +2 (1h) | 1d20+9 | 1d8+9 |
---|---|---|
Dark Orb Battleaxe (2h) | 1d20+9 | 1d10+6 |
Handeaxe (melee) | 1d20+7 | 1d6+7 |
Handeaxe (ranged) | 1d20+2 | 1d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Heavy Armor Common
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 16 | 13+ | YES |
Cost: 75 gp Weight: 55 lb
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Slashing | 20/60 ft | Light, Thrown |
Cost: 5 gp Weight: 2 lb
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
The statblocks of your class features
You start with the following equipment in addition to the following equipment granted by your background (a) a martial weapon and shield or (b) any simple weapon (a) five javelins or (b) any simple melee weapon (a) a perists pack or (b) an explorers pack chain mail and a holy symbol
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
You have spent your life in the service of a temple to a specific god or pantheon of gods.You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.You are not necessarily a cleric; performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service.
Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
Dice 1dD8 | Personality Trait |
---|---|
1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. |
2 | I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. |
3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |
4 | Nothing can shake my optimistic attitude. |
5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |
6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |
7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. |
8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |
Dice 1D6 | Ideals |
---|---|
1 | Tradition: The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |
2 | Charity: I always try to help those in need, no matter what the personal cost. (Good) |
3 | Change: We must help bring about the changes the gods are constantly working in the world. (Chaotic) |
4 | Power: I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) |
5 | Faith: I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful) |
6 | Aspiration: I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) |
Dice 1D6 | Bond |
---|---|
1 | I would die to recover an ancient relic of my faith that was lost long ago. |
2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |
3 | I owe my life to the priest who took me in when my parents died. |
4 | Everything I do is for the common people. |
5 | I will do anything to protect the temple where I served. |
6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |
Dice 1D6 | Flaw |
---|---|
1 | I judge others harshly, and myself even more severely. |
2 | I put too much trust in those who wield power within my temple's hierarchy. |
3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |
4 | I am inflexible in my thinking. |
5 | I am suspicious of strangers and expect the worst of them. |
6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
TODO
Traits:
Age. Humans reach adulthood in their late teens and live less than a century.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
Languages. Common, +1 Language
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SCAG pg. 143
0-level (Cantrip) Evocation
PHB pg. 237
0-level (Cantrip) Evocation
PHB: P. 230
1-level Evocation
PHB: P. 231
1-level Divination
PHB: P. 274
1-level Evocation
PHB: P. 275
1-level Abjuration
1-level Enchantment
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
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.
1-level Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
PHB: P. 289
2-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.