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Tamoor Bleizahn in Dungeons & Dragons 5e

Tamoor Bleizahn

4 Level (0/6500 XP for level-up) Merchant Background Loxodon Race / Species / Heritage True Neutral Alignment
Wizard
Level 4
Hit Dice: 3/4
1d6+2 Class 1

STR 8

-1

DEX 8

-1

CON 14

+2

INT 18

+4

WIS 14

+2

CHA 12

+1

29
Hit Points
-1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
1 / 1
Arcane Recovery
1 / 1
Lucky
17 / 17
Mana
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
-1 Dexterity
+4 Constitution
+6 Intelligence
+4 Wisdom
+1 Charisma
saving throws
-1 Acrobatics DEX
+4 Animal Handling WIS
+8 Arcana INT
-1 Athletics STR
+1 Deception CHA
+6 History INT
+2 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+2 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+4 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt +6 1 Action 120 ft 1d10
 Notes:Formel: Fogo Latus
Infestation +6 1 Action 30 ft Dex Save 1d6
 Notes:Formel: Insektus Kakalakak
Mind Sliver 1 Action 30 ft Int Save 1d6
 Notes:Formel: Corpus Behindi

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Orb +6 1 Action 90 ft 3d8
 Notes:Formel: Spheros Elementus
Comprehend Languages 1 hour
 Notes:Formel: Intellus Lingua
Earth Tremor 1 Action 10 ft. Dex Save 1d6
 Notes:Formel: Tabula Knackus
Feather Fall 10 min 10 ft
 Notes:Formel: Nixus Fallus
Sleep 1 Action 60 ft. (10 ft. sphere) Wis Save 1 minute (concentration)
 Notes:Formel: Somnum
Tenser's Floating Disk 1 Action 30 ft.
 Notes:Formel: Floatanus
Goodberry
 Notes:Formel: Beli Beli

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Chromatic Orb +6 1 Action 90 ft 3d8 +
 Notes:Formel: Spheros Elementus
Earth Tremor 1 Action 10 ft. Dex Save 1d6 +
 Notes:Formel: Tabula Knackus
Blindness/Deafness 1 Action 120 ft Con Save
 Notes:Formel: Noctus Nixus Sonitus
Mind Spike 1 Action 120 ft Wis Save, (concentration) 3d8
 Notes:Formel: Mens Confossus
Mirror Image self
 Notes:Formel: Mirage

15xManabruchkristall


2x Wein des Lehrenführers




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 176, Platinum: 0 Money

Common, Drakonic, Abyssal, Celestial, Deep Speech




Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Enspelled Staff Lvl 1

Staff

Uncommon Spellcaster Requires Attunement

Mastery: Topple

Bound into this staff is a level 1 spell. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff's last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.


The spell's saving throw DC is 13, and its attack bonus is +5.


Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.


Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.




Type Damage Damage Range
Simple Melee 1D6 / 1D8 Bludgeoning

Cost: 500 GP

Dagger

Weapon

Common

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.

Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Type Damage Damage Range
Simple Melee 1d4 Piercing Thrown 6-18m

Cost: 2 gk

Quarterstaff

Weapon

Common

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Type Damage Damage Range
Simple Melee 1d6 Bludgeoning

Cost: 2 sk

Navigator's Tools

Tool

Uncommon

  • Ability: Wisdom
  • Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)

If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.

Cost: 25 gk

D&D 5.5e Dungeon Master's Guide

Carrion Crawler Mucus 5.5e

Poison

Varies

A creature subjected to a dose of carrion crawler mucus must succeed on a DC 13 Constitution saving throw, or have the poisoned condition for 1 minute. The poisoned creature also has the Paralyzed condition while poisoned in this way. The creature repeats the save at the end of its turns, ending the effect on a success.

Carrion Crawler Mucus is a secretion produced from a Carrion Crawlers' eight vine like maw tentacles that causes paralysis when in contact with a creature.



Cost: 200 gp
Weight: .5 lbs.

Mana Bruchkristall

Other

Uncommon

  • Ersetzt Materialkosten für:
  • Cantrips
  • Zauber Grad 1–2
  • Zusatzregel:
  • Bei Zaubern Grad 2 besteht eine geringe Chance auf eine Nebenwirkung (Instabilität, kleiner Schaden oder rein narrativer Effekt).

Stellt 1 Mana wieder her.

Ein Bruchstück eines Manakristall. Er kann für simple magische Dinge verwendet werden.




Cost: 2gp

The statblocks of your class features

Lucky

Origin Feat

Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.

Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.


 

Spellcasting

As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.


Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.


When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.


Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.


The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.


Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.


Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.


Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.


The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.


If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.


Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.


Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.


Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.


Expanding and Replacing a Spellbook


The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.


Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.


Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.


If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.





 

Ritual Adept

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.




 

Arcane Recovery

You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.


Once you use this feature, you can't do so again until you finish a Long Rest.




 

Scholar

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.




 

Scholar

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.




 

Diviner

Level 3: Divination Savant


Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free.


In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.


Level 3: Portent


Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.


Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.




 

Dual-Casting

Durch eine Anomalie beim bilden des Manasturms, teilt sich der Manasturm manchmal in 2 und ermöglich somit das simultane wirken von 2 großen Zaubern.

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:

1x pro long Rest kannst du die 2 Manastürme in deinem inneren gleichzeitig laden und so 2 Zauber die normalerweise eine Aktion benötigen innerhalb einer Runde wirken.

Weitere nutzen müssen noch erforscht werden.

subclass options:

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Ranged spell attack
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).
Available for: Artificer, Sorcerer, Wizard

XGE

Infestation

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: A living flea
Duration: Instantaneous
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll 1d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
Available for: Druid, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.   This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: Verbal, Somatic, Material
Materials: A diamond worth at least 50 gp
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
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.
Available for: Sorcerer, Wizard

PHB

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: A pinch of soot and salt
Duration: 1 hour
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 glyph, such as an arcane sigil, that isn’t part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

Elemental Evil Player's Companion

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10 ft.
Components: V, S
Duration: Instantaneous
Attack/Save: DEX Save
Damage/Effect: Bludgeoning

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Available for: Bard, Druid, Sorcerer, Wizard

Basic Rules (2014)

Feather Fall

1-level Transmutation

Casting Time: 1 reaction*
Range/Area: 60 ft.
Components: V, M
Materials: a small feather or piece of down
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

* - which you take when you or a creature within 60 feet of you falls

Available for: Artificer, Bard, Sorcerer, Wizard

D&D Free Rules (2024) - Modified

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft. (10 ft. sphere)
Components: V, S, M
Materials: a pinch of sand or rose petals
Duration: 1 minute (concentration)

Each creature of your choice in a 10-foot-radius sphere centered on a point within range must succeed on a Wisdom saving throw or fall unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Creatures that don't sleep, such as elves, or are immune to being charmed automatically succeed on saves against this spell.

Available for: Bard, Sorcerer, Wizard, Blood Domain, Night Domain, Twilight Domain, Oath of Redemption

Basic Rules (2014)

Tenser's Floating Disk

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S, M
Materials: a drop of mercury
Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Available for: Wizard

SRD

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a sprig of mistletoe
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.   The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Available for: Druid, Ranger

Level 2 Spells

Player's Handbook (2014) - Modified

Blindness/Deafness

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 ft.
Components: V
Duration: 1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the blinded or deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Available for: Bard, Cleric, Sorcerer, Wizard, Death Domain, Shadow Domain, Circle of Spores, The Fiend, The Undead, The Undying

XGE

Mind Spike

2-level Divination

Casting Time: 1 action
Range/Area: 60 feet
Components: Somatic
Duration: Concentration, up to 1 hour
Attack/Save: Saving Throw
Damage/Effect: Psychic
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
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.
Available for: Sorcerer, Warlock, Wizard

PHB 2014

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Deception

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Available for: Illrigger, Sorcerer, Warlock, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.

Robe

Adventuring Gear

Uncommon

A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.




Cost: 1 gp

Spellbook

Adventuring Gear

Rare

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.



Cost: 50 Gk

Carrion Crawler Mucus

Poison

Uncommon

A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Cost: 200 GP

Backpack

Adventuring Gear

Common

A Backpack holds up to 13kg within a 28l space. It can also serve as a saddlebag.




Cost: 2gp

Book

Adventuring Gear

Varies

A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.

Cost: 25 GP

Ink

Adventuring Gear

Varies

Ink comes in a 28g bottle, which provides enough ink to write about 500 pages.

Cost: 10 GP

Ink Pen

Adventuring Gear

Varies

Using Ink, an Ink Pen is used to write or draw.



Cost: 2 CP

Lamp

Adventuring Gear

Varies

A Lamp burns Oil as fuel to cast Bright Light in a 4,5m radius and Dim Light for an additional 9m.


Oil

Adventuring Gear

Varies

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 6m of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 1,5m-square area within 1,5m of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.


Parchment

Adventuring Gear

Varies

One sheet of Parchment can hold about 250 handwritten words.




Cost: 1 SP

Tinderbox

Adventuring Gear

Varies

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Cost: 5 Sp

Pouch

Adventuring Gear

Varies

A Pouch holds up to 3kg within a 6l space




Cost: 5 SP

PHB'14

Robe

Adventuring Gear

Common

A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.



Cost: 1gp
Weight: 4lb.

PHB'14

Spellbook

Weapon

Common

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.



Cost: 50gp
Weight: 3lb.


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  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

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100+ RPG systems