+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+1 | Strength | |
+2 | Dexterity | |
+6 | Constitution | |
+9 | Intelligence | |
+1 | Wisdom | |
+4 | Charisma |
+2 | Acrobatics | DEX | |
+6 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+1 | Athletics | STR | |
+4 | Deception | CHA | |
+9 | History | INT | |
+1 | Insight | WIS | |
+4 | Intimidation | CHA | |
+9 | Investigation | INT |
+1 | Medicine | WIS | |
+4 | Nature | INT | |
+6 | Perception | WIS | |
+4 | Performance | CHA | |
+9 | Persuasion | CHA | |
+9 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Shortsword | +6 | STR | 1d6/1d8+1 | Slashing | |
Finesse, Light, Versatile, Melee | |||||
Light Hammer | +6 | STR | 1d4+1 | Bludgeoning | |
Light, Thrown (range 20/60ft) | |||||
Force-Empowered Rend. | +1 | STR | 1d8+PB+1 | F | |
Roly-Poly Attack. Melee, Mayday's spell attack modifier to hit, reach 5ft, one target Roly-Poly can see. |
The statblocks of your Weapons, armor and other important/magical equipment
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
Weapon
Common
Light. A light weapon is small and easy to handle. You can use either your Strength or Dexterity modifier for both the attack and damage rolls.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / 1d8 | Slashing | Melee |
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 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
Weapon
Common
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to use the Search Action.Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 2d4 | Piercing | 30/120ft. |
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
Adventuring Gear Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 GP Weight: 61 1/2 lbs
The Zephyr Effect
Ammunition
Rare none
A crossbow bolt that can be loaded in a hand crossbow. The shaft is engraved with a spiral of magical symbols ending on the arrowhead. When the bolt is fired, the user is instantly teleported to where the bolt impacts. The user appears in a random orientation in relation to the bolt and the point of teleportation is centered on the crossbow. Use the hand crossbow statblock to calculate damage.
The statblocks of your class features
TCE, ERLW
Statblocks for your familiars, mounts etc.
Beautiful Song. The canary can use its action to sing a beautiful song out to 30 feet. A creature that hears the song must succeed on a DC 10 Wisdom saving throw or be charmed by the canary until the end of its next turn. Flyby. The giant canary doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Tree
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+2 | Strength | |
+1 | Dexterity | |
+2 | Constitution | |
-4 | Intelligence | |
+0 | Wisdom | |
-3 | Charisma |
+1 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
-4 | Arcana | INT | |
+2 | Athletics | STR | |
-3 | Deception | CHA | |
-4 | History | INT | |
+0 | Insight | WIS | |
-3 | Intimidation | CHA | |
-4 | Investigation | INT |
+0 | Medicine | WIS | |
-4 | Nature | INT | |
+0 | Perception | WIS | |
-3 | Performance | CHA | |
-3 | Persuasion | CHA | |
-4 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Force-Empowered Rend. | +2 | STR | 1d8+PB+2 | Force. | |
Melee, Mayday's spell attack modifier to hit, reach 5ft, one target Roly-Poly can see. |
Evasion: If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. It can't use this trait if it's incapacitated.
Force Strike: Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Channel Magic: The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 ft. of you.
Statblocks for your spells.
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a 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.
PHB
0-level (Cantrip) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
PHB
1-level Enchantment
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
PHB
1-level Abjuration
Basic Rules, pg. 230
1-level Evocation
1-level Divination (ritual)
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. Can be cast as a ritual.
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
SRD
1-level Necromancy
PHB
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
2-level Evocation
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Learned By
PHB
2-level Abjuration
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. Learned By
PHB
2-level Illusion
2-level Conjuration
PHB
2-level Transmutation
2-level Transmutation
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, 216
3-level Evocation
PHB
3-level Conjuration
3-level Necromancy
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
PHB
3-level Abjuration
TCoE
3-level Conjuration
Multiattack: The fey makes a number of attacks equal to half this spell's level (rounded down)
Shortsword: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.
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 set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.
Cost: 15gp Weight: 6lb
D
Adventuring Gear Common
Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.
Cost: 5gp Weight: --
D&D 5e PHB Equipment
Adventuring Gear DAMAGE, MOVEMENT, COMBAT Varies
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Cost: 1gp Weight: 2lb
Adventuring Gear Common
Category: Items Save: Dexterity Target: Each creature in a 10-foot square centered on a point within range As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.
Weight: 2 lb
Tool
Varies Artificer
Small, copper colored Visor with no glass to view through. When worn by the user and the name of a construct within 2 miles is spoken aloud, the user is able to see and hear what the construct sees and hears. The effects last for 1 hour before needing to be recharged. Visor can be used after the 1 hour period after 1 long rest. User is blind and deaf while visor is active.
When the spyglass is brought to the eye of a living thing and the focus knob is turned, the spyglass will zoom infinitely, allowing the user to view limitless distances. All one must do is face the direction they want to observe and zoom to desired distance. After each use, the user has disadvantage on perception rolls for 6 hours. The user must also make a DC 12 Wisdom saving throw to avoid taking a permanent -1 to their passive perception.
Wondrous Item
Common Requires Attunement
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Cost: 100 gp
The Zephyr Effect
Wondrous Item
Rare Requires Attunement
These hand wraps resemble strong, reinforced bandages that strengthen the wrists of the bearer. Once per day (Per hand wrap worn) you can manipulate the bandages causing them to whip out to a range of 20ft. to snag a creature or object and pull yourself towards it. To do so, make a ranged attack. On a successful hit, the bandage wraps around the target before beginning to wind up again, pulling you towards it at high speed. If making an attack against a creature as part of this action, add 1d4 to your unarmed attack against the creature per 5ft traveled (max 4d4). This ability does not trigger if you are within melee range of the creature or if the object/creature is one or more size(s) smaller than you are.