+6 | Strength |
+4 | Dexterity |
+4 | Constitution |
-1 | Intelligence |
+1 | Wisdom |
+1 | Charisma |
+7 | Acrobatics |
+1 | Animal Handling |
-1 | Arcana |
+6 | Athletics |
+1 | Deception |
-1 | History |
+1 | Insight |
+1 | Intimidation |
-1 | Investigation |
+1 | Medicine |
-1 | Nature |
+1 | Perception |
+1 | Performance |
+1 | Persuasion |
-1 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
---|---|---|
Longsword | 1d20+7 | 1d8 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 lb
DnD 5e SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 lb
DnD 5e SRD
Adventuring Gear Common
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 15 + Dex Modifier (max 2) |
Cost: 400 gp Weight: 20 lb
Armor
Varies
DEX +1
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
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.
Skills. You gain proficiency in one skill of your choice. Feat.You gain one feat of your choice.
Languages. You can speak, read, and write Common.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Abjuration
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
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.
Unearthed Arcana
1-level Enchantment
You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Statblocks for your Trinkets, businesses, building, castles, empires.