+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+5 | Dexterity | |
+3 | Constitution | |
-2 | Intelligence | |
+2 | Wisdom | |
+6 | Charisma |
+5 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
-2 | Arcana | INT | |
-1 | Athletics | STR | |
+6 | Deception | CHA | |
-2 | History | INT | |
+4 | Insight | WIS | |
+4 | Intimidation | CHA | |
-2 | Investigation | INT |
+2 | Medicine | WIS | |
-2 | Nature | INT | |
+4 | Perception | WIS | |
+6 | Performance | CHA | |
+6 | Persuasion | CHA | |
-2 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 |
Cost: 2gp
Weight: 1 lb
SRD
Instrument Varies
A lute is a traditional musical instrument often used in art as a symbol of the magic of music. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
Cost: 35 gp Weight: 2 lbs
Armor (Light)
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. |
---|---|---|---|
Light | 11 + Dex Modifier | No |
Cost: 10 gp
Weight: 10 lb
Adventuring Gear Common
Cost: 5gp Weight: 4lb
Adventuring Gear Common
Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.
Cost: 1 gp Weight: 7 lb
DnD 5e SRD
Adventuring Gear Common
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Cost: 1cp Weight: --
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5 sp Weight: 2 lbs
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2 sp Weight: 5 lb (full)
Tool Common
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Cost: 25 gp Weight: 3 lb
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Bardic Inspiration,Spellcasting | 2 | 4 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | Jack of All Trades,Song of Rest (d6),Magical Inspiration | 2 | 5 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | Bard College,Expertise | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | Ability Score Improvement,Bardic Versatility | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — | |
5th | +3 | Bardic Inspiration (d8),Font of Inspiration | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — | |
6th | +3 | Countercharm,Bard College feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | — | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — | |
8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | |
10th | +4 | Bardic Inspiration (d10),Expertise,Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
11th | +4 | — | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
14th | +5 | Magical Secrets,Bard College feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Rarely, a dragon will take one of the humanoid races as a mate. Born from this union is a lineage carrying their ancestors blood, and with it, some of the features a dragon possesses. Draconic Heritage Large, draconic wings capable of true flight. Claws that can rend even the toughest of armor. Hide that can turn away the sharpest of blades. As well as a sense of pride and a temperament that can match their ancestors. It is no wonder that half-dragons are often found in positions of power, being natural leaders. Rulers of the Sky Just as a dragon's hoard will be fiercely defended, so too will half-dragons pour every effort into protecting what they consider theirs. Racial Features Ability Score Improvements. Your Charisma score increases by 2. Age. Half-dragons have inherited some of the longevity of their draconic lineage. The average half-dragon matures quickly and lives several hundred years. Alignment. Half-Dragons act based on their own sense of what is right and wrong. As a result, they often clash with established laws, making them Chaotic in nature. Languages. Half-Dragons can speak, read and write Common and Draconic. Because of their status as leaders, they often know one more language, the one spoken most commonly within their territory. Darkvision. Thanks to your Draconic Origins, you have superior vision in dark and dim conditions.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. Draconic Ancestry. You have Draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Dragon | Damage Type | AoE | Save | |
Black | Acid | 5x30ft. Line | Dexterity | |
Blue | Lightning | 5x30ft. Line | Dexterity | |
Brass | Fire | 5x30ft. Line | Dexterity | |
Bronze | Lightning | 5x30ft. Line | Dexterity | |
Copper | Acid | 5x30ft. Line | Dexterity | |
Gold | Fire | 15ft. Cone | Dexterity | |
Green | Poison | 15ft. Cone | Constitution | |
Red | Fire | 15ft. Cone | Dexterity | |
Silver | Cold | 15ft. Cone | Constitution | |
White | Cold | 15ft. Cone | Constitution | :D |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook 5E (WoC)
0-level (Cantrip) Transmutation
Player's Handbook p256
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.
Player's Handbook p239
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Player's Handbook p276
1-level Illusion
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.
Player's Handbook p276
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spell Level | Dice |
---|---|
1 | 5d8 |
2 | 7d8 |
3 | 9d8 |
4 | 11d8 |
5 | 13d8 |
6 | 15d8 |
7 | 17d8 |
8 | 19d8 |
9 | 21d8 |
SRD
1-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.