+0 | Strength |
+3 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+3 | Wisdom |
+5 | Charisma |
+3 | Acrobatics |
+1 | Animal Handling |
+5 | Arcana |
+0 | Athletics |
+6 | Deception |
+2 | History |
+1 | Insight |
+3 | Intimidation |
+10 | Investigation |
+1 | Medicine |
+2 | Nature |
+6 | Perception |
+3 | Performance |
+3 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+6 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
---|---|---|
Dagger | 1d20+6 | 1d4+3 |
Light Crossbow | 1d20+6 | 1d8+3 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 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
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
Tool Common
Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Cost: 25 gp Weight: 1 lb
DnD 5e SRD
Gaming Set Common
If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.
Cost: 1sp Weight: --
The statblocks of your class features
You start with the following equipment in addition to the following granted by your background (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers
Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age: Goblins reach adulthood at age 8 and live up to 60 years. Size: Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Darkvision: 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. Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. Common, Goblin
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB pg. 260
0-level (Cantrip) Illusion
PHB: P. 237
0-level (Cantrip) Evocation
PHB: P. 259
0-level (Cantrip) Transmutation
PHB: P. 236
0-level (Cantrip) Transmutation
PHB: P. 248
0-level (Cantrip) Divination
PHB pg. 266
0-level (Cantrip) Conjuration
PHB
1-level Enchantment
PHB: P. 251
1-level Enchantment
PHB: P. 264
2-level Illusion
PHB: P. 254
2-level Illusion
PHB, Page 260
2-level Conjuration
3-level Transmutation
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Statblocks for your Trinkets, businesses, building, castles, empires.