+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+9 | Strength | |
+5 | Dexterity | |
+8 | Constitution | |
+3 | Intelligence | |
+8 | Wisdom | |
+11 | Charisma |
+1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+8 | Athletics | STR | |
+7 | Deception | CHA | |
-1 | History | INT | |
+1 | Insight | WIS | |
+4 | Intimidation | CHA | |
-1 | Investigation | INT |
+1 | Medicine | WIS | |
-1 | Nature | INT | |
+1 | Perception | WIS | |
+4 | Performance | CHA | |
+7 | Persuasion | CHA | |
-1 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Halbred | +8 | STR | 1d10+5 | Slashing | |
Reach, Two-Handed | |||||
Javelin | +8 | STR | 1d6+5 | piercing | |
Range, Thrown | |||||
Spear | +8 | STR | 1d6+5 | Piercing | |
Range, Thrown, Versatile | |||||
GreatSword | +8 | STR | 2d6+5 | Slashing | |
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. | |||||
Greatsword Of Lifesteal | +8 | STR | 2d6+5 | Slashing | |
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Properties: Heavy, Two-handedType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10 | Slashing | 10 ft |
Cost: 20 gp
Weight: 6 lb
DnD 5e PHB
Armor (Heavy)
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy | 16 | 13+ | Yes |
Cost: 75gp
Weight: 55 lb
Weapon
Common
Properties: Thrown ( range 30/120 )Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Piercing | 30/120 |
Cost: 5 sp
Weight: 2 lb
Weapon
Common
Properties: ReachType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d12 | None | 10 ft |
Cost: 40 gp
Weight: 6 lb
PHB, page 151
Adventuring Gear
Common
Includes:
Cost: 10gp
Weight: 35lb
The statblocks of your class features
The | Paladin | Slots | slots | Per | Level | ||
---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
1 | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
2 | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3 | +2 | Divine Health, Sacred Oath, Harness Divine Power (Optional) | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | - | - | - | - |
5 | +3 | Extra Attack | 4 | 2 | - | - | - |
6 | +3 | Aura of Protection | 4 | 2 | - | - | - |
7 | +3 | Sacred Oath feature | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | - | - | - |
9 | +4 | - | 4 | 3 | 2 | - | - |
10 | +4 | Aura of Courage | 4 | 3 | 2 | - | - |
11 | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | - | - |
13 | +5 | - | 4 | 3 | 3 | 1 | - |
14 | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15 | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
Statblocks for your familiars, mounts etc.
Monster Manual
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Environments: Forest, Hill
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
1-level Abjuration
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
1-level Divination
SRD
1-level Abjuration
SRD
1-level Evocation
SRD
1-level Evocation
SRD
2-level Enchantment
SRD
2-level Conjuration
SRD
2-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.