-2 | Strength |
+2 | Dexterity |
+5 | Constitution |
+6 | Intelligence |
-2 | Wisdom |
-2 | Charisma |
+2 | Acrobatics |
-2 | Animal Handling |
+6 | Arcana |
-2 | Athletics |
-2 | Deception |
+6 | History |
-2 | Insight |
-2 | Intimidation |
+4 | Investigation |
-2 | Medicine |
+2 | Nature |
+0 | Perception |
-2 | Performance |
-2 | Persuasion |
+4 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
-2 | Survival |
Gnomish Rifle | 1d20+5 | 1d10+5 |
---|---|---|
Light Hammer | 1d20+3 | 1d4+3 |
Bismark | 1d20+6 | 2d8 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Ranged Weapon Ammunition, Heavy, Loading, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d10 | Piercing | 100/400 ft | Ammunition, Heavy, Loading, Two-Handed |
Cost: 50 gp Weight: 18 lb
Player's handbook 154, Xanathat's Guide to Everything 84
Adventuring Gear Common
A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue. History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Cost: 50 gp Weight: 10 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
Tool Varies
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth. Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you. Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you. Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activities.
Activity | DC |
---|---|
Determine a map's age and origin | 10 |
Estimate direction and distance to a landmark | 15 |
Discern that a map is fake | 15 |
Fill in a missing part of a map | 20 |
Cost: 15gp Weight: 6lb
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
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Bludgeoning | 20/60 ft | Light, Thrown |
Cost: 2 gp Weight: 2 lb
DnD 5e Dungeon Master's Guide
Wondrous Item Uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Edward Wilson through Icygeek (modified)
Firearm Ammunition, reload (30 box), automatic, two-handed Rare
This weapon is a military-grade weapon that is used to quickly and efficently dispatch enemies. While there are many different variations of Assault Rifle, what stands it apart from other large-caliber weapons is the automatic feature. Non-miliary variants of this weapon would only have burst fire, at best.
Modes
This weapon has 3 modes to select from, Automatic, Semiautomatic, and Single-Fire. You can switch modes with a bonus action. You cannot use any of these modes with multipe attacks except Single Fire.
Automatic - An attack in Automatic mode causes a -5 to your attack roll and uses 5 rounds of ammunition. When you hit in this mode, you may roll the damage dice twice and then rroll half your damage dice again, adding all of the damage together. If you score a critical hit, only apply the critical rules to the first set of dice used to attack.
Semiautomatic - An attack in Semiautomatic mode causes a -2 to your attack roll and uses 2 rounds of ammunition. When you hit in this mode, you may roll half your damage dice again, and add that to your total. If you score a critical hit, only apply the critical rules to the first set of dice used to attack.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | 2d8 | Piercing | 140/700 ft. | Ammunition, reload (30 box), automatic, two-handed |
Weight: 11 lbs
The statblocks of your class features
Level | Attunements | Features |
---|---|---|
1 | ? | Nada ahora mismo |
I'll Patch It!
Provided you have carpenter’s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.
Life at Sea
Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.
d6 Sea’s Influence
Shipwright are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.
Roll a d8 1d8 | Personality Trait |
---|---|
1 | I love talking and being heard more than I like to listen. |
2 | I’m extremely fond of puzzles. |
3 | I thrive under pressure. |
4 | I love sketching and designing objects, especially boats. |
5 | I’m not afraid of hard work – in fact, I prefer it. |
6 | A pipe, an ale, and the smell of the sea: paradise. |
7 | I have an endless supply of cautionary tales related to the sea. |
8 | I don’t mind getting my hands dirty. |
Roll a d6 1d6 | Ideal |
---|---|
1 | Crew. If everyone on deck pitches in, we’ll never sink. (Good) |
2 | Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful) |
3 | Invention. Make what you need out of whatever is at hand. (Chaotic) |
4 | Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil) |
5 | Reflection. Muddied water always clears in time. (Any) |
6 | Hope. The horizon at sea holds the greatest promise. (Any) |
Roll a d6 1d6 | Bond |
---|---|
1 | I must visit all the oceans of the world and behold the ships that sail there. |
2 | Much of the treasure I claim will be used to enrich my community. |
3 | I must find a kind of wood rumoured to possess magical qualities. |
4 | I repair broken things to redeem what’s broken in myself. |
5 | I will craft a boat capable of sailing through the most dangerous of storms. |
6 | A kraken destroyed my masterpiece; its teeth shall adorn my hearth. |
Roll a d6 1d6 | Flaw |
---|---|
1 | I don’t know when to throw something away. You never know when it might be useful again. |
2 | I get frustrated to the point of distraction by shoddy craftsmanship. |
3 | Though I am an excellent crafter, my work tends to look as though it belongs on a ship. |
4 | I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping. |
5 | I’m judgemental of those who are not skilled with tools of some kind. |
6 | I sometimes take things that don’t belong to me, especially if they are very well made. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common and Gnomish
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.
Languages. Common, Gnomish
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Xanathar's Guide to Everything
0-level (Cantrip) Conjuration
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
1-level Conjuration
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
1-level Abjuration
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
1-level Divination
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
1-level Transmutation
You touch a creature. The creature's jump distance is tripled until the spell ends.
XGE, page 150. Also found in EEPC, page 15.
1-level Abjuration
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.