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Anguish

4 Level (900/6500 XP for level-up) Soldier Background Tiefling Race / Species / Heritage Lawful Neutral Alignment
Bard, College of Swords
Level 4
Hit Dice: 4/4
1d8+0 Class 1

STR
14
+2
DEX
13
+1
CON
10
+0
INT
13
+1
WIS
15
+2
CHA
12
+1
29
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+3 Attack mod
CHA Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
+2 Strength
+3 Dexterity
+0 Constitution
+1 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+6 Athletics STR
+2 Deception CHA
+2 History INT
+3 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+4 Perception WIS
+3 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+3+1 piercing
 Simple, Finesse, Light, Thrown, Range (20/60)
Longsword +4 STR 1d8+2+2 slashing
 Martial, Versatile
Longsword (Two-Handed) +4 STR 1d10+2+2 slashing
 Martial, Versatile
Sling +3 DEX 1d4+3+1 bludgeoning
 Ammunition (range 30/120)
Unarmed Strike +2 STR 3+2 bludgeoning
Vicious Mockery +1 CHA 1d4 psychic
 Magic
Hellish Rebuke +1 CHA 2d10 fire
 Magic
Attacks

Spell Book

Infernal Legacy


Darkvision
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance
You have resistance to fire damage.

College of Swords


Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish
At 3rd level, you learn to conduct impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Soldier


Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Features & Traits
Worn
Clothes(Common), Leather Armor, Pouch(70gp)

Carried
Longsword, Dagger, Sling, Whistle-Stick

Backpack
Bedroll, Clothes(Uniform) Ă—2,, Candle Ă—5, Dice Set, Disguise Kit, Rations Ă—5, Waterskin

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

Spellcasting Ability


Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier =your proficiency bonus + your Charisma modifier
Spellcasting
ARMOR
Light Armor, Medium Armor

WEAPONS
Hand Crossbow, Longsword, Rapier, Scimitar, Shortsword, Simple Weapons

TOOLS
Bagpipes, Dice Set, Drum, Horn, Vehicles (Land)

LANGUAGES
Common, Infernal

Languages & Proficiencies
I'm haunted by memories of war. I can't get the images of violence out of my mind.

I have a crude sense of humor.

Personality Traits
Responsibility. I do what I must and obey just authority. (Lawful)

Ideals
I'll never forget the crushing defeat my company suffered or the enemies who dealt it.

Bonds
I made a terrible mistake in battle that cost many lives - and I would do anything to keep that mistake a secret.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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

PHB 145

Leather Armor

Armor (Light)

Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis.
Light 11+Dex Modifier - No

Cost: 10 gp
Weight: 10 lb.

PHB 149

Dagger

Weapon

Common

Finesse, light, thrown (range 20/60)

A short, simple blade, barely more than a sharpened shard of metal with a wrapped handle.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60

Cost: 2 gp
Weight: 1 lb.

PHB 149

Longsword

Weapon

Common

Versatile (1d10)

A proper blade of roughly 2 feet in length, usable in either one or two hands.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Slashing

Cost: 15 gp
Weight: 3 lb.

Sling

Weapon

Common

Ammunition, Range

A sling is a projectile weapon typically used to throw a blunt projectile such as a stone, clay, or lead "sling-bullet".

Type Damage Damage Range
Simple Ranged 1d4 Piercing 30 ft/120 ft

Cost: 1 sp
Weight: --

The statblocks of your class features

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
hit dice: 1d8/level
hit points at 1st level: 8+Constitution modifier
hit points at higher levels: 1d8+Constitution modifier per bard level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Three musical instruments of your choice
saving throws: Dexterity, Charisma
skills: Choose any three
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) a longsword, or (c) any simple weapon

  • (a) a diplomat's pack or (b) an entertainer's pack

  • (a) a lute or (b) any other musical instrument

  • Leather armor and a dagger
spellcasting:
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.   Cantrips

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
  Spell

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
  Spell Slots at 1st level

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
  Spellcasting Ability

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier =your proficiency bonus + your Charisma modifier
  Ritual Casting

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.
  Spellcasting Focus

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.
class features:
As a Bard, you gain the following class features:
Bardic Inspiration

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Use a bonus action to grant one creature within 60 ft that can hear you a d6 inspiration die.
  Jack of All Trades

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Half Proficiency on non-Proficient Skills.
  Song of Rest

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Extra 1d6 Hit Points earned when using Hit Dice during Short Rest.
  Bard College

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.
See Subclass Options.
  Expertise

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 10th level, you can choose another two skill proficiencies to gain this benefit.
Choose two Skill Proficiencies. Checks against those skills gain double Proficiency.
subclass options:
College of Eloquence College of Glamour College of Lore College of Swords College of Valor College of Whispers
LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th
1+2Spellcasting, Bardic Inspiration (d6)242---
2+2Jack of All Trades, Song of Rest (d6)253---
3+2Bard College, Expertise2642--
4+3Ability Score Improvement3743-

Bard, College of Swords

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.   Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.   Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:

Spellcasting Focus

If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
class features:
Bonus Proficiencies

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Fighting Style

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  Blade Flourish

Blade Flourish

At 3rd level, you learn to conduct impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
Defensive Flourish.
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish.
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish.
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Master's Flourish
Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
Extra Attack

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
subclass options:

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus, overlord of the Nine Hells (and many of the other powerful devils serving under him) into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.
ability score increase: Your Charisma score increases by 2
age: Tieflings mature at the same rate as humans but live a few years longer.
alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size: Medium
speed: 30ft
Languages: Common, Infernal
race features:
Darkvision
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance
You have resistance to fire damage.

Tiefling, Bloodline of Asmodeus

The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.
ability score increase: Your Intelligence score increases by 1
age:
Size: Medium
speed:
Languages:
parent race: Tiefling
race features:
You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Statblocks for companions, followers and other allies.

Talise "Tully" Crest

3 Level (0/2700 XP for level-up) Sailor Background Half-elf Race / Species / Heritage Neutral Alignment
Ranger, Beast Master
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
13
+1
DEX
16
+3
CON
16
+3
INT
13
+1
WIS
10
+0
CHA
10
+0
46
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+2 Attack mod
WIS Ability
+0 Abi Mod
10 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+0 Deception CHA
+1 History INT
+0 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Club +3 STR 1d4+1+1 Bludgeoning
 1htmple, Ligh
Longbow +5 DEX 1d8+3+3 Piercong
 Martial, Ammunition, Heavy, Two-Handed, Range (150/600)
Spear +3 STR 1d8+1+1 Piercing
 Simple, Thrown, Versatile, Range (20/60)
Spear +5 DEX 1d6+2+3 Pieecing
 Simple, Thrown, Versatile, Range (20/60)
Unarmed Strike +1 STR 2+1 Bludgeoning
Attacks

Spell Book

Experienced Angler
You are an expert at reading coastal terrain. You can easily determine where the shallow sections are, as well as where the big lagoons or large ship anchorages might be. More importantly you are familiar with the fish that inhabit these areas and how to catch them. You can provide enough fish to feed yourself and five other people as long as the area has not been fished out. You can easily tell if something is disturbing the natural balance with the fish in a given area, but cannot necessarily identify the cause.

Features & Traits
Worn
Clothes(Common), Leather Armor

Equipment
Longbow, Spear, Club

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
You can speak fluent Common.

Languages & Proficiencies
My friends know they can rely on me, no matter what.

I like a job well done, especially if I can convince someone else to do it.

Personality Traits
Fairness
We all do the work, so we all share in the rewards. (Lawful)

Ideals
My honor is my life.

Bonds
My pride will probably be my downfall.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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.

Statblocks for your spells.

Level 0 Spells

Players Handbook p.282

Thamaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Available for: Cleric

PHB 284

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30ft
Components: Somatic
Duration: Concentration, Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB 285

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard

Level 1 Spells

PHB 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB 233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB 250

Heroism

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, Concentration, up to 1 minute
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.
Available for: Bard, Paladin

PHB 256

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Pinch of dirt
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
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.
Available for: Artificer, Bard, Druid, Ranger, Wizard

Level 2 Spells

PHB 250

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: A piece of iron and a flame
Duration: Concentration, Concentration, up to 1 minute
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.
Available for: Artificer, Bard, Druid

EE 163

Pyrotechnics

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantaneous
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.  
Fireworks
The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
 
Smoke
Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB 250

Hellish Rebuke (Infernal Legacy)

2-level Evocation

Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantaneous
Once per Long Rest You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

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

Backpack

Adventuring Gear

Common

Container

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: 2 gp
Weight: 5 lb.

Bedroll

Adventuring Gear

Common

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1 gp
Weight: 7 lb.

Candle

Trade Good

Common

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Cost: 1 cp
Weight: --

Clothes, Common

Trade Good

Common

This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Cost: 5 sp
Weight: 3 lb.

Clothes, Costume

Adventuring Gear

Common

This set of clothes is fashioned after a particular costume, typically meant for entertaining.

Cost: 5 gp
Weight: 4 lb

Dice Set

Tool

Common

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.

Cost: 1 sp
Weight: --

Disguise Kit

Tool

Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Cost: 25 gp
Weight: 3 lb.

Waterskin

Adventuring Gear

Common

A receptacle used for carrying water, normally made from goat or sheep skin. Can hold 4 pints of water.

Cost: 2 sp
Weight: 5 lb.

A Broken Blade

Adventuring Gear

Uncommon

A broken sword taken from a fallen soldier. The hilt and pummel are still intact.

Cost: --
Weight: 1 lb.

Whistle-Stick

Instrument

Common

The grung have learned to use this new musical instrument. This is a hollow tube with holes cut throughout, much like a flute. You can play music with it for entertainment, but the grung also swing it about by a sturdy cord (attached) to create a sound recognizable by other grung, so they know each other’s approximate location. Additionally, grung that know Thieves’ Cant can use a whistle stick in this manner to communicate over distance.

Cost: --
Weight: --


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PatheticBarrel.

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