-1 | Strength |
+6 | Dexterity |
+1 | Constitution |
+1 | Intelligence |
+0 | Wisdom |
+7 | Charisma |
+6 | Acrobatics |
+0 | Animal Handling |
+1 | Arcana |
-1 | Athletics |
+7 | Deception |
+4 | History |
+0 | Insight |
+7 | Intimidation |
+4 | Investigation |
+0 | Medicine |
+1 | Nature |
+3 | Perception |
+10 | Performance |
+4 | Persuasion |
+1 | Religion |
+6 | Sleight of Hands |
+9 | Stealth |
+0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
Light Armor 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. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
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
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Dnd 5e SRD
Adventuring Gear Common
Includes: • a Backpack • a Bedroll • 2 costumes • 5 candles • 5 days of Rations • a Waterskin • a Disguise Kit.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules , pg. 230
0-level (Cantrip) Evocation
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.
0-level (Cantrip) Enchantment
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
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.
Basic Rules, pg. 239
1-level Evocation
PHB
1-level Divination (ritual)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language
1-level Enchantment
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your companions harms the target, the Spells ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.
Basic Rules, pg. 284
1-level Conjuration
Players Handbook Page 221
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: 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.
Basic Rules , pg. 230
2-level Evocation
Basic Rules , pg. 250
1-level Evocation
2-level Enchantment
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Player's Handbook
2-level Evocation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Player's Handbook
3-level Illusion
You create a twisting pattern of colors that weaves through the air inside a 30-ft cube. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom save. On a fail, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends if they take damage, or are shaken awake.
Statblocks for your Trinkets, businesses, building, castles, empires.
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
Adventuring Gear Common
Cost: 5gp Weight: 4lb
Dnd 5e SRD
Adventuring Gear Common
Includes: • a Backpack • a Bedroll • 2 costumes • 5 candles • 5 days of Rations • a Waterskin • a Disguise Kit.