+0 | Strength |
+7 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+6 | Wisdom |
-1 | Charisma |
+7 | Acrobatics |
+4 | Animal Handling |
+0 | Arcana |
+2 | Athletics |
-1 | Deception |
+0 | History |
+6 | Insight |
+0 | Intimidation |
+0 | Investigation |
+6 | Medicine |
+0 | Nature |
+6 | Perception |
-1 | Performance |
-1 | Persuasion |
+2 | Religion |
+5 | Sleight of Hands |
+5 | Stealth |
+4 | Survival |
Weapon | Attack | Damage |
---|---|---|
Rapier | 1d20+7 | 1d8+7 |
Rite of the Flame | 1d20+7 | [roll 1d8+1d4+7] |
Eldritch Blast | 1d20+6 | 1d10 |
Hexpiercer | 1d20+7 | [roll 1d8+1d6+7] |
Hexflame Rite | 1d20+7 | [roll 1d8+1d4+1d6+7] |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 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
Keruznikal - Land of Dissonance
Weapon [Finesse, Light, Thrown, Silvered] Uncommon
A standard dagger which has been given a glossy silver coating. Counts as a magic weapon for overcoming resistances. Deals 1d4 extra damage to undead.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d4 / 1d4 Radiant Damage | Piercing | 20/60 ft | [Finesse, Light, Thrown, Silvered] |
Cost: 102gp Weight: 1lb
Snakes & Saloons
Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d4 | Bludgeoning | Versatile |
Cost: 5 sp Weight: 1lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Sword Coast Adventuring Guide
0-level (Cantrip) Evocation
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 green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
PHB pg 270
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creature: aberrations, celestials, elementals, fey, fiends, and undead The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Basic Rules, pg. 250
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.