| +0 | Strength |
| +1 | Dexterity |
| +2 | Constitution |
| +2 | Intelligence |
| +6 | Wisdom |
| +1 | Charisma |
| +1 | Acrobatics |
| +4 | Animal Handling |
| +0 | Arcana |
| +2 | Athletics |
| +1 | Deception |
| +0 | History |
| +4 | Insight |
| +1 | Intimidation |
| +0 | Investigation |
| +4 | Medicine |
| +2 | Nature |
| +4 | Perception |
| +1 | Performance |
| +3 | Persuasion |
| +0 | Religion |
| +1 | Sleight of Hands |
| +1 | Stealth |
| +6 | Survival |
| Quarterstaff | 1d20+3 | 1d6 |
|---|---|---|
| Quarterstaff 2H | [roll 1d20+3] | 1d8 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Tiny Pseudodragon Friend , Chaotic Good
Coin
Coin
Coin. I’m deathly afraid of cats.
In a coin purse or in a place where he is valued or loved.
Charisma, 12 DC, +4 attack bonus
Claws Melee weapon attack +1 to hit, 5ft, 1 target, 5 slashing damage (1d8+1) 1d8+1
Statblocks for race/species of the character.
Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.
Languages. You can speak, read, and write Common, Elvish, and Giant.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Page: 158 from Xanathar's Guide To Everything
0-level (Cantrip) Conjuration
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 a d4 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).
PHB, page 237 SRD
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
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.
1-level Conjuration
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
SRD
1-level Enchantment
You bless up to three creatures of your choice within range. Whenever a target makes an Attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the Attack roll or saving throw.
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, page 248 SRD
1-level Evocation
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.
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