| +8 | Expertise Bonus | |
| +4 | Proficiency Bonus |
| +6 | Strength | |
| +5 | Dexterity | |
| +6 | Constitution | |
| +4 | Intelligence | |
| +5 | Wisdom | |
| +7 | Charisma |
| +1 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +2 | Athletics | STR | |
| +3 | Deception | CHA | |
| +0 | History | INT | |
| +5 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +5 | Medicine | WIS | |
| +0 | Nature | INT | |
| +1 | Perception | WIS | |
| +3 | Performance | CHA | |
| +7 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Warhammer +1 | +6 | STR | 1d8+3+2 | Bludgeoning | |
| Dagger +1 | +5 | DEX | 1d4+3+1 | Piercing | |
| Longsword +1 | +6 | STR | 1d8+3+2 | Slashing | |
| Shortbow +1 | +2 | STR | 1d6+2+2 | Piercing |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Heavy Armor Common
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
| Type | AC | STR Req. | Stealth Dis. | Properties |
|---|---|---|---|---|
| Heavy | 18 | 15+ | YES |
Cost: 1,500 gp Weight: 65 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Martial | 1d8 / 1d10 | Bludgeoning | Versatile |
Cost: 15 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Two-Handed Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple | 1d6 | Piercing | 80/320 ft | Ammunition, Two-Handed |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 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
The statblocks of your class features
| The | Paladin | Slots | slots | Per | Level | ||
|---|---|---|---|---|---|---|---|
| level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
| 1 | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
| 2 | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
| 3 | +2 | Divine Health, Sacred Oath, Harness Divine Power (Optional) | 3 | - | - | - | - |
| 4 | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | - | - | - | - |
| 5 | +3 | Extra Attack | 4 | 2 | - | - | - |
| 6 | +3 | Aura of Protection | 4 | 2 | - | - | - |
| 7 | +3 | Sacred Oath feature | 4 | 3 | - | - | - |
| 8 | +3 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | - | - | - |
| 9 | +4 | - | 4 | 3 | 2 | - | - |
| 10 | +4 | Aura of Courage | 4 | 3 | 2 | - | - |
| 11 | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - |
| 12 | +4 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | - | - |
| 13 | +5 | - | 4 | 3 | 3 | 1 | - |
| 14 | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
| 15 | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | - |
| 16 | +5 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 2 | - |
| 17 | +6 | - | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, Dwarvish
Statblocks for companions, followers and other allies.
Statblocks for your spells.
1-level Abjuration
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. * - (a tiny bell and a piece of fine silver wire)
Basic Rules, pg. 219
1-level Enchantment
PHB
1-level Evocation
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.
Player's Handbook
1-level Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop The target drops whatever it is holding and then ends its turn.
Flee The target spends its turn moving away from you by the fastest available means.
Grovel The target falls prone and then ends its turn.
Halt The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
D&D 5e PHB Page 230
1-level Evocation
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.
Player's Handbook
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
PHB
2-level Abjuration
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
PHB
2-level Divination
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
PHB
2-level Evocation
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
3-level Evocation
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
3-level Abjuration
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Player's Handbook
3-level Abjuration
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
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.
3-level Abjuration
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
Statblocks for your Trinkets, businesses, building, castles, empires.
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