+0 | Strength |
+2 | Dexterity |
+3 | Constitution |
+1 | Intelligence |
+2 | Wisdom |
+5 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+1 | Arcana |
+0 | Athletics |
+5 | Deception |
+1 | History |
+0 | Insight |
+5 | Intimidation |
+3 | Investigation |
+0 | Medicine |
+1 | Nature |
+2 | Perception |
+3 | Performance |
+3 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+0 | Survival |
Whip | 1d20+2 | 1d4+2 |
---|---|---|
Dagger | 1d20+2 | 1d4+2 |
Light Crossbow | 1d20+2 | 1d8+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse, Reach Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d4 | Slashing | Finesse, Reach |
Cost: 2 gp Weight: 3 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
Ranged Weapon Ammunition, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d8 | Piercing | 80/320 ft | Ammunition, Loading, Two-Handed |
Cost: 25 gp Weight: 5 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
PHB, page 153. Available in the SRD.
Adventuring Gear A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. Common
Cost: 2gp Weight: 5lb
The statblocks of your class features
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Spell Level | Spells |
---|---|
1st | Cure Wounds, Guiding Bolt |
2nd | Flaming Sphere, Lesser Restoration |
3rd | Daylight, Revivify |
4th | Guardian of Faith, Wall of Fire |
5th | Flame Strike, Greater Restoration |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. A typical warforged is between two an thirty years old. The maximum warforged lifespan remains a mystery. So far, warforged have shown no signs of deterioration du to age. You are immune to magical aging effects. Alignment. Most warforged take comfort in order an discipline, tending toward law and neutrality. But some have absorbed the morality or lack thereof, of the beings which they served. Size. Warforged are between 1,8 and 2 meters height and weigh about 130 kilograms. Your size is Medium. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
Languages. You can speak, read and write Common and one other language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 255
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 coloured 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.
PHB, page 237
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.
Player's Handbook
0-level (Cantrip) Evocation
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
D&D 5e PHB Page 256
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.
Basic Rules , pg. 250
1-level Evocation
D&D 5e PHB Page 230
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
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.
2-level Enchantment
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Statblocks for your Trinkets, businesses, building, castles, empires.