+6 | Strength |
+2 | Dexterity |
+4 | Constitution |
+4 | Intelligence |
+2 | Wisdom |
-2 | Charisma |
+2 | Acrobatics |
+2 | Animal Handling |
+4 | Arcana |
+6 | Athletics |
-2 | Deception |
+4 | History |
+2 | Insight |
-2 | Intimidation |
+4 | Investigation |
+5 | Medicine |
+4 | Nature |
+2 | Perception |
-2 | Performance |
-2 | Persuasion |
+7 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+5 | Survival |
Weapon | to Hit | Damage | Notes |
---|---|---|---|
Claws | 1d20+6 | 1d4+3 Slashing | |
Centaurbone Javelin (30/120) | 1d20+6 | 1d6+5 Piercing | |
Ettercap Warpick (1 Handed) | 1d20+6 | 1d8+5 Piercing | Autocrits Spiders |
Sand Elemental Hammer (20/60) | 1d20+6 | 1d8+5 Bludgeoning | shatters on nat 1 |
Sand Elemental Hammer (shattered) (20/60) | 1d20+6 | 1d10+5 Slashing | |
Alvadendra | 1d20+8 | 1d8+7 Slashing | Magical |
Alvadendra poison | DC16 Con | 2d4 Poison | |
Shortbow (80/320) | 1d20+5 | 1d6+2 Piercing | |
Shocking Grasp | 1d20+7 | 2d8 Lightning | Advantage against metal Armor, on hit no reactions |
Witch Bolt (30) | 1d20+7 | 1d12 Lightning | lv.1 Spell, concentration, autohit after first hit |
Magic Missile (120) | 1d4+1 Force | lv. 1 Spell, autohit | |
Superiority Die | 1d8 | 2 per any rest |
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 | 15 + Dex Modifier (max 2) | YES |
Cost: 750 gp Weight: 40 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 80/320 ft | Ammunition, Two-Handed |
Cost: 25 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
Wondrous Item
Legendary Optional Attunement
Finesse, Versatile (d10)
Alvadendra is a +1 longsword. On a hit, the target must make a DC 15 Constitution saving throw or take an additional 2d4 poison damage.
While this weapon is attuned, it is a +2 longsword and the poison DC is increased by 1.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8+2 / 2d4 | Slashing |
Weapon
Rare
ThrownThis hammer is made using the core of a sand elemental encased in glass, and designed to be able to be thrown. On an attack roll of 1, the glass shatters, causing the weapon to deal 1d10 slashing damage on subsequent attacks. Due to the elemental nature of the core, the glass slowly repairs itself over the course of 1 hour.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 | Bludgeoning | 20-60 |
Cost: 20 gp
Weight: 2 lbs
The statblocks of your class features
Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. • Archery You gain a +2 bonus to attack rolls you make with ranged weapons. • Close Quarters Shooter (UA) When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. • Defense While you are wearing armor, you gain a +1 bonus to AC. • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. • Mariner (UA) As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. • Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. • Tunnel Fighter (UA) As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
chain mail, longbow, and 20 arrows | or | leather, longbow, and 20 arrows |
a martial weapon and a shield | or | two martial weapons |
light crossbow and 20 bolts | or | two handaxes |
a dungeoneer's pack | or | an explorer's pack |
Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier |
Spell attack modifier = your proficiency bonus + your Intelligence modifier |
Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Arcane Charge At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. Improved War Magic Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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.
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 ).
PHB
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 1d4
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. * - which you take when you are hit by an attack or targeted by the magic missile spell
PHB
1-level Conjuration
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Cost: 1gp Weight: 7lb
DnD 5e PHB
Adventuring Gear Common
A thick, quilted, blanket made to keep you warm in cold weather.
Cost: 5sp Weight: 3lb
DnD 5e SRD
Adventuring Gear Common
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 5sp Weight: 3lb
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.
DnD 5e SRD
Adventuring Gear Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
DnD 5e SRD
Adventuring Gear Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 5sp Weight: 1lb
Alephon
Vehicle
Uncommon
Speed 60 ft Capacity 100 lbsA vehicle created with the floatstones in Nurasti and fitted with a sail to move along the wind currents, it floats slightly above the ground but requires at least 1 hand to operate.
DnD 5e DMG
Adventuring Gear Common
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use o f the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Cost: 5gp Weight: 3lb
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
DnD 5e SRD
Potion Rare
You regain 8d4+8 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.
Cost: 100gp