+7 | Strength |
+2 | Dexterity |
+4 | Constitution |
+2 | Intelligence |
+2 | Wisdom |
+2 | Charisma |
+5 | Acrobatics |
+2 | Animal Handling |
+5 | Arcana |
+7 | Athletics |
+2 | Deception |
+2 | History |
+2 | Insight |
+5 | Intimidation |
+5 | Investigation |
+2 | Medicine |
+2 | Nature |
+5 | Perception |
+2 | Performance |
+5 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+5 | Stealth |
+2 | Survival |
Weapon | Attack | Damage | Range | |
---|---|---|---|---|
Silvered Rapier | 1d20+7 | 1d8+6 | piercing | 5 ft melee |
Dagger | 1d20+7 | 1d4+6 | piercing | 5 ft melee |
Whip | 1d20+7 | 1d4+6 | slashing | 10 ft melee |
Hand crossbow | 1d20+5 | 1d6+2 | piercing | 30/120 ft ranged |
Pistol | 1d20+5 | 1d10+2 | piercing | 30/120 ft ranged |
Scimitar | 1d20+7 | 1d6+6 | s lashing | 5 ft melee |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Light, Loading Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | 30/120 ft | Ammunition, Light, Loading |
Cost: 75 gp Weight: 3 lb
Islands of Maria
Firearm Ammunition, loading, light Rare
A single shot simple firearm. One of the most simple firearms, able to be used by most any commoner; if they could ever get their hands on one anyway. Attack rolls made with this weapon use Dexterity, and Damage rolls made with this weapon use Wisdom.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Ranged | 1d8 | Piercing | 100/300 | Ammunition, loading, light |
Cost: 30gp Weight: 8lb
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
Melee Weapon Finesse, Reach Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d4 | Slashing | Finesse, Reach |
Cost: 2 gp Weight: 3 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
DMG, page 171
Wondrous Item Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. Uncommon [Requires Attunement]
DMG, page 181
Armor While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. 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. The wearer has disadvantage on Stealth (Dexterity) checks. Uncommon
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 14 | YES |
Weight: 45 lb
The statblocks of your class features
You gain proficiency in any combination of three skills or tools of your choice.
You start with the following equipment in addition to the equipment granted by your background (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack
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) 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) 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
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage
PHB SRD
1-level Necromancy
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
SRD
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.
You gain proficiency in any combination of three skills or tools of your choice.
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Light, Loading Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | 30/120 ft | Ammunition, Light, Loading |
Cost: 75 gp Weight: 3 lb
Islands of Maria
Firearm Ammunition, loading, light Rare
A single shot simple firearm. One of the most simple firearms, able to be used by most any commoner; if they could ever get their hands on one anyway. Attack rolls made with this weapon use Dexterity, and Damage rolls made with this weapon use Wisdom.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Ranged | 1d8 | Piercing | 100/300 | Ammunition, loading, light |
Cost: 30gp Weight: 8lb
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
Adventuring Gear Common
Purchased in rolls of 50 ft. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 gp (50 ft) Weight: 10 lb (50 ft)
DnD 5e SRD
Adventuring Gear Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1cp Weight: 1lb