+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
+2 | Strength | |
+6 | Dexterity | |
+4 | Constitution | |
+3 | Intelligence | |
+0 | Wisdom | |
+8 | Charisma |
+6 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+5 | Athletics | STR | |
+11 | Deception | CHA | |
+4 | History | INT | |
+1 | Insight | WIS | |
+8 | Intimidation | CHA | |
+4 | Investigation | INT |
+1 | Medicine | WIS | |
+4 | Nature | INT | |
+1 | Perception | WIS | |
+8 | Performance | CHA | |
+11 | Persuasion | CHA | |
+4 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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The statblocks of your Weapons, armor and other important/magical equipment
Homebrew
Instrument
Legendary requires attunement by a creature with proficiency in lyres Requires Attunement
This lyre has a number of charges equal to your proficiency bonus. You can attempt to charm a number of humanoids equal to your Charisma modifier that can hear the lyre within 30 feet by preforming a Dexterity or Charisma (Lyre) check. An affected humanoid must make a Wisdom saving throw, and automatically succeed if you or your companions are fighting it. The DC for this save equals the total of the Dexterity or Charisma (Lyre) check rolled. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature is entranced by your skillful playing, granting you advantage on any Charisma checks against it for the duration. When the spell ends, the creature does not know it was charmed by you and believes it was truly enamoured of your profiency with the instrument. The lyre regains all expended charges daily at dawn. If you expend the lyre's last charge, roll a d20. On a 1, the lyre's strings snap and body breaks, only able to be repaired by its crafter.A beautiful lyre said to have been crafted by the devil Valonica during a period of intense grief using his own bones as the body and torn cuticles as strings, bound together and transformed by the regret of failing to court with Wil, the Hero of Men, during his visit in the Faerii Place.
Cost: Priceless
Weight: 2lbs
DMG
Weapon
Uncommon Evocation
This Javelin is a Magic Weapon. When you hurl it and speak its Command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1D6 | Piercing | 30/120 |
Weight: 2lbs
Homebrew
Wondrous Item
Very Rare requires attunement by a spellcaster Requires Attunement
This bow has 3 charges. While holding it, you can use an action to expend 1 of its charges to shoot a beam of frost in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Constitution saving throw. On a failure, a target takes 14 (3d8) cold damage and has its speed reduced by 10 ft. until the end of their next turn. On a success, a target takes half the cold damage, but does not have their speed reduced. The bow regains 1d4 - 1 expended charges daily at dawn. You may continue to use the bow while no charges remain, but each use of the item results in a point of exhaustion as the item sources the water needed for the action from your body, causing dehydration. Using this bow while standing or submerged in water does not expend charges and does not apply exhaustion if no charges remain. Although this item appears as a shortbow, it is stringless and does not flex, and thus cannot be used as one. Its appearance is purely aesthetic.This item appears as a stringless shortbow composed of jagged, blue ice. It glows slightly with frost magic.
Cost: 40000gp
Weight: 2lb
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.
SRD
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 magical items, or carry more than 10 pounds.
SRD
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Player's Handbook
0-level (Cantrip) Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
SRD
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
PHB, page 250 SRD
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
1-level Divination
SRD
2-level Necromancy
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either Blinded or Deafened (your choice) for the Duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
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.
SRD
2-level Divination
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
SRD
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
SRD
3-level Evocation
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
PHB, page 234 SRD
3-level Abjuration
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
SRD
3-level Necromancy
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the Duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
PHB, page 233 SRD
4-level Conjuration
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
PHB, page 246 SRD
1-level Illusion
You or 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.
Statblocks for your Trinkets, businesses, building, castles, empires.