-1 | Strength |
+3 | Dexterity |
-2 | Constitution |
+1 | Intelligence |
+5 | Wisdom |
+2 | Charisma |
+5 | Acrobatics |
+3 | Animal Handling |
+1 | Arcana |
-1 | Athletics |
+0 | Deception |
+1 | History |
+5 | Insight |
+0 | Intimidation |
+1 | Investigation |
+5 | Medicine |
+1 | Nature |
+5 | Perception |
+0 | Performance |
+0 | Persuasion |
+1 | Religion |
+5 | Sleight of Hands |
+3 | Stealth |
+3 | Survival |
Weapon | Attack | Damage |
---|---|---|
Mace | 1d20+1 | 1d4-1 |
Light Crossbow | 1d20+5 | 1d6+3 |
Trident | 1d20+1 | 1d6-1 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Thrown, Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 / 1d8 | Piercing | 20/60 ft | Thrown, Versatile |
Cost: 5 gp Weight: 4 lb
DnD 5e SRD SRD
Melee Weapon Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Bludgeoning |
Cost: 5 gp Weight: 4 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
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
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 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
The statblocks of your class features
Level | Spells |
---|---|
1st | Sleep, Armor of Agathys |
3rd | Moon Beam, Crown of Madness |
5th | Tidal Wave, Life Transference |
7th | Confusion, Phantasmal Killer |
9th | Dream, Hallow |
• (a) a mace or (b) a warhammer (if proficient) • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a priest’s pack or (b) an explorer’s pack • A shield and a holy symbol
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Divine Domain | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Channel Divinity (1/rest), Divine Domain feature | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Channel Divinity (2/rest), Divine Domain feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Destroy Undead (CR 4), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Nocturnal Senses. You gain a supernatural darkvision. You can see in dim light and darkness within 60 feet of you as if it were bright light. You can also see through any magical darkness that you cast as if it were mundane darkness.
Fey. You have advantage on saving throws against being charmed and magic can’t put you to sleep.
Tiny. Your size makes you a difficult target to hit. You gain a +1 to your Armor Class. Your nimble build gives you advantage on Dexterity saving throws and proficiency in the Sleight of Hand skill. Finally, your frail body gives you a disadvantage on Strength saving throws and on Athletics checks.
Foggy Escape. Once per short rest, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to create a blinding smoke and teleport up to 60 feet to an unoccupied space you can see.
Starting at 5th level, any hostile creatures within 10 feet of your original location are blinded until the end of your next turn.
Glamor. Your fairy magic allows you to change your appearance whenever you please. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance.
This lasts for 1 hour, or until you dispel it or fall unconscious. You can't perform this again until your finish a short or long rest.
Sent From Above. As a creature of celestial origins, denizens of the earth view you as a gift from the gods. You gain advantage on Charisma (Persuasion) checks when speaking with terrestrial creatures.
Shrink. You can touch an object that is sized for a Medium or Small creature and shrink it to a size appropriate for your tiny hands. If the object is a weapon, decrease the damage die by one size unless it has the finesse or light weapon properties (the versatile damage of that weapon also decreases by one size). You can touch multiple objects if they are the same type. At 3rd, 9th, and 15th levels, you can choose one weapon type you are proficient in, the damage die does not decrease whenever you use Shrink on it.
Wings. You have a flying speed of 40 ft, can hover 10 ft above ground. You may no longer fly if you are wearing heavy armor or you drop below half of your maximun hit points. You regain the ability to fly when your hit points are at half your max hit points or higher.
You also can select a preferred wing type from the following:
—Butterfly. Your wings have a fine loose powder that trails behind you in a color to match your wings; wings can range in many different shades and colors. Many patterns carry multiple colors while some only carry a single color in varying shades; your wings may also come in many designs that are both elegant and subtle. You carry a small amount of fuzz around your neck and on your arms, as well as the long elegant antennae of butterflies.
—Dragonfly. Your wings are see through and you have a sheen that shows in a single color; the patterns your wings carry are often entrancing. Your skin has grown small patches of thin scales, matching the color of your wings.
—Moth. You carry soft, fluffy attributes. Your kind has developed fluff around your neck, on your arms and a set of long fluffy antennae; your wings are large and also carry the soft fluffy attribute; they carry the same loose dust as your butterfly kin as well as range in a variety of colors and patterns.
—Beetle. You've developed a hard outer shell to protect your flimsy wings, this shell comes in a multitude of colors and often helps you defensively; your wings are transparent, and are not known to carry a color.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Cleric Spell List
Can Prepare—4
1st Lvl Slots—2
Spell Level | Spell Name |
---|---|
1st | Command, Detect Poison and Disease, Protection from Evil and Good, Sanctuary |
——— | ————— |
Cantrips | Light, Mending, Thaumaturgy, Dancing Lights |
Domain Spells | Sleep, Armor of Agathys |
SRD
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
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) 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 clack, 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, page 230 SRD
0-level (Cantrip) Evocation
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
SRD
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.
2nd level: 7d8 hit points affected
3rd level: 9d8 hit points affected
4th level: 13d8 hit points affected
5th level: 15d8 hit points affected
6th level: 17d8 hit points affected
7th level: 19d8 hit points affected
8th level: 21d8 hit points affected
9th level: 23d8 hit points affected
1-level Abjuration
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot
Statblocks for your Trinkets, businesses, building, castles, empires.