+1 | Strength |
+7 | Dexterity |
+3 | Constitution |
+1 | Intelligence |
+2 | Wisdom |
+8 | Charisma |
+4 | Acrobatics |
+2 | Animal Handling |
+1 | Arcana |
+1 | Athletics |
+5 | Deception |
+4 | History |
+5 | Insight |
+5 | Intimidation |
+1 | Investigation |
+5 | Medicine |
+4 | Nature |
+5 | Perception |
+8 | Performance |
+8 | Persuasion |
+4 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+5 | Survival |
Scimitar | 1d20+6 | 1d6+3 |
---|---|---|
Longbow | 1d20+6 | 1d8+3 |
Feystrike | 1d6x3 | |
Cantrips | 3d20 | |
Companions | 1d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Medium Armor Common
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 14 + Dex Modifier (max 2) |
Cost: 400 gp Weight: 20 lb
DnD 5e SRD SRD
Melee Weapon Common [Finesse, Light]
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Slashing |
Cost: 25 gp Weight: 3 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
Dnd 5e SRD
Tool Common
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.
Cost: 5 GP Weight: 3 lb.
Spellcasting Focus Common
A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
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
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age.
Aasimar mature at the same rate as humans, but they can live up to 160 years.
Alignment.
Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size.
Aasimar have the same range of height and weight as humans.
Darkvision.
Blessed with a radiant soul, your vision can easily cut through darkness. 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 color in darkness, only shades of gray.
Celestial Resistance.
You have resistance to necrotic damage and radiant damage.
Healing Hands.
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer.
You know the light cantrip. Charisma is your spellcasting ability for it.
Radiant Consumption.
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Languages. You can speak, read, and write Common and Celestial.
Statblocks for companions, followers and other allies.
Keen Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage.
Bite (Recharge 4-6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight.
Magic Resistance: The satyr has advantage on saving throws against Spells and other magical effects.
Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 2d4+1 bludgeoning damage.
Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.
Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 1d6+3 piercing damage.
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants: The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride: Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Club. Melee Weapon Attack: +2 to hit (+6 to hit with Shillelagh), reach 5 ft., one target. Hit: 2 1d4 bludgeoning damage, or 8 1d8+4 bludgeoning damage with Shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically Charmed. The Charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.
Innate Spell Casting. The nymph's innate spellcasting ability is Charisma (spell save DC is 16, Spell attack modifier +8). The nymph can innately cast the following spells, requiring no material components.
X/per day each | Spells |
---|---|
4 | detect good and evil, cure wounds, entangle |
3 | detect thoughts, dispel magic, lesser restoration |
2 | conjure woodland beings, dimension door, control water |
Magic Resistance. The nymph has an advantage on all saving throws against spells and other magical effects. Aquatic spirit. The nymph can breathe water and walk on it. Natural Goddess. Nonmagical animals are automatically friendly towards the nymph. Fey and nonmagical animals may come to her aid if she ever needs help. Blinding beauty. Beuty of the nymph is beyond mortal comprehension and can blind anyone who gazes her. All creatures in 30ft of the nymph must make charisma saving throw DC 16, or be blinded permanently as through blindness spell. A nymph can suppress or resume the effect as a bonus action. Unearthly Charm. The nymph may target all humanoids or beasts within 30 ft. who are able to see the nymph, or focus the effect on one target only. If the target can see the nymph, it must succeed on a DC 16 Wisdom saving throw or be magically charmed. The charmed creature becomes infatuated with the nymph and will protect her from any threat, do their best to fulfill every favor the nymph asks of them, as long as it is not entirely contrary to their nature. Each time the nymph or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself with a success. Otherwise, the effect lasts for 24 hours or until the nymph dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If the target's saving throw is successful, the target is immune to the nymph's unearthly beauty for the next 24 hours. If the nymph concentrates on only one target at full force, the effect is potentially lethal. The saving throw DC becomes 18. Result of the target's saving throw.
Result | Effect |
---|---|
Succeed: | no effect. |
Fail by less than 4 points | Target is charmed, as described above. |
Fail by 4-7 points | Blinded for 1d4+2 rounds, and thereafter charmed, as above. |
Fail by 8 or more points | Breathing stops, will not resume while charmed unless the nymph asks the target to breathe, usual rules for suffocation apply, the charm is broken if the target drops to 0 hit points and makes the required death saving throws. |
Fail with a roll of natural 1 | The heart stops, drop to 0 hit points and make death saving throws as per usual. |
Stunning glance. Target one creature. The wrathful nymph can stun a creature within 30ft with a look. The creature must succeed on DC 16 Charisma saving throw or be stunned for 1d4+1 rounds. Club. Melee Weapon attack, +2 to hit 1d20+2 , reach 5ft. On hit, target takes 1d4-1 bludgeoning damage. Club + Shillelagh. Melee Weapon attack, +8 to hit 1d20+8 , reach 5ft. On hit, target takes 1d8+5 bludgeoning damage.
Nymph is a physical manifestation of beauty. Their spirit is tied to the place they are spawned from as manifestation of the loveliness of their surroundings. As such, hurting the glade hurts the Nymph. Their Tears can make powerful love potions, and bathing in their pool raises charisma of a traveler bathing in it by +4 points for 48 hours. They are often respected and get gifts from their admirers. Nymphs are solitary creatures and try to hide from prying eyes. If Nymph or their home grove is attacked, they attack viciously to defend their home. They do like music, however, and maybe if you have little cunning or talent, nymph might appear and aid you in your quest or give you one of her gifts. While shy, they are curious after all. But one gaze of nymph might make you blind, so be careful out there! Nymphs are always female in appearance, do not require food, drink, and air, and if no harm happens to their grove while they are away, dead nymph appears back to their glade live and well after 1d4 days.
Nymphs can be found in glade or grove of exceptional natural beauty was it forest, meadow or a coral reef. They do, however, like to be near pools of water, and cannot go too far from their homes.
Credits to | This stat block was made for combining traits from stats suggested in |
---|---|
AJ Pickett | Dungeons and Dragons Lore : Nymph |
Fine people at Imgur | Nymph entry in Monster Manual: Expanded Bestiary |
Statblocks for your spells.
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell
0-level (Cantrip) Conjuration
You hurl a bubble of acid. Choose one target you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid 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) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Xanathar's Guide to Everything
0-level (Cantrip) Transmutation
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
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) Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
0-level (Cantrip) Transmutation
You seize the air and compel it to create one of the following effects at a point you can see within range:
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 touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
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) 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) Conjuration
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Abjuration
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
0-level (Cantrip) Transmutation
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
0-level (Cantrip) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
0-level (Cantrip) Divination
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Statblocks for your Trinkets, businesses, building, castles, empires.