+2 | Strength |
-1 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+5 | Wisdom |
+3 | Charisma |
-1 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+2 | Athletics |
+1 | Deception |
+2 | History |
+5 | Insight |
+1 | Intimidation |
+0 | Investigation |
+5 | Medicine |
+0 | Nature |
+3 | Perception |
+1 | Performance |
+1 | Persuasion |
+2 | Religion |
-1 | Sleight of Hands |
-1 | Stealth |
+3 | Survival |
Weapon | Attack | Damage |
---|---|---|
Mace | Melee: 1d20+4 | 1d6+2 bludgeoning |
Light Crossbow | Ranged: 1d20-1 | 1d8-1 piercing; range 80/320; ammunition, loading, two-handed |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Bludgeoning |
Cost: 5 gp Weight: 4 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
Medium Armor Common
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 14 + Dex Modifier (max 2) | YES |
Cost: 50 gp Weight: 45 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
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
The statblocks of your class features
Cleric Level | Spells |
---|---|
1st | Bless, Cure Wounds |
3rd | Lesser Restoration, Spiritual Weapon |
5th | Beacon of Hope, Revivify |
7th | Death Ward, Guardian of Faith |
9th | Mass Cure Wounds, Raise Dead |
You have spent your life in the service of a temple to a specific god or pantheon of gods.You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.You are not necessarily a cleric; performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service.
Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
Dice 1dD8 | Personality Trait |
---|---|
1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. |
2 | I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. |
3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |
4 | Nothing can shake my optimistic attitude. |
5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |
6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |
7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. |
8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |
Dice 1D6 | Ideals |
---|---|
1 | Tradition: The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |
2 | Charity: I always try to help those in need, no matter what the personal cost. (Good) |
3 | Change: We must help bring about the changes the gods are constantly working in the world. (Chaotic) |
4 | Power: I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) |
5 | Faith: I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful) |
6 | Aspiration: I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) |
Dice 1D6 | Bond |
---|---|
1 | I would die to recover an ancient relic of my faith that was lost long ago. |
2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |
3 | I owe my life to the priest who took me in when my parents died. |
4 | Everything I do is for the common people. |
5 | I will do anything to protect the temple where I served. |
6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |
Dice 1D6 | Flaw |
---|---|
1 | I judge others harshly, and myself even more severely. |
2 | I put too much trust in those who wield power within my temple's hierarchy. |
3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |
4 | I am inflexible in my thinking. |
5 | I am suspicious of strangers and expect the worst of them. |
6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase - Your ability scores each increase by 1 Age - Humans reach adulthood in their late teens and live less than a century Alignment - Humans tend towards no particular alignment. The best and worse are found among them Size - Humans vary widely in height and build, from barely 5 beet to well over 6 feet tall. regardless of your position in the range, your size in medium Speed - Your base walking speed is 30 feet Languages - You can speak, read, and write common and one extra language of your choice. Humans typically learn the language of other peoples they deal with. including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tounges: Orc curses, Elvish musical expressions, Dwarvish millitary phrases and so on
Languages. Common
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
0-level (Cantrip) Abjuration
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
SRD
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 colored 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.
SRD
0-level (Cantrip) Transmutation
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.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).
Statblocks for your Trinkets, businesses, building, castles, empires.
Spellcasting Focus Common
A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
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
Armor magical, heavy, cursed, Legendary (this item requires attunement) [Evil]
Hell-Plate armor is also know as demon armor. once put on it cant be taken off with killing the one who wears it first, because it graphs with the skin and soul of the wearer. It makes the wearer look like a fiery demon. the helmet in horned and the wearer looks out of a toothy maw. Blade like claws are built into the gauntlets and vambraces. The wearer can make an unarmed claw attack. The claws retract to the sides of the wearers forearm when not in use.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 22 | 20 | YES |
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d10 | Slashing | magical, heavy, cursed, |
Cost: 50,000 Weight: 80