| -2 | Strength |
| +0 | Dexterity |
| +4 | Constitution |
| +4 | Intelligence |
| +1 | Wisdom |
| +1 | Charisma |
| +0 | Acrobatics |
| +1 | Animal Handling |
| +4 | Arcana |
| -2 | Athletics |
| +3 | Deception |
| +2 | History |
| +1 | Insight |
| +1 | Intimidation |
| +2 | Investigation |
| +1 | Medicine |
| +2 | Nature |
| +3 | Perception |
| +1 | Performance |
| +1 | Persuasion |
| +2 | Religion |
| +2 | Sleight of Hands |
| +0 | Stealth |
| +1 | Survival |
| Fire Bolt | 1d20+4 | 1d10 Fire |
|---|---|---|
| Ray of Frost | 1d20+4 | 1d8 Cold |
| Light Crossbow | 1d20+2 | 1d8 Piercing |
| Dagger | 1d20+2 | 1d4 Piercing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple | 1d4 | Bludgeoning | 20/60 ft | Light, Thrown |
Cost: 2 gp Weight: 2 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
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
Tool Varies
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add proficiency bonus to any ability checks you make to disarm traps or open locks.
Cost: 25gp Weight: 1lb
Adventuring Gear Varies
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12gp
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
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 ).
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and has its speed reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).
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.
1-level Abjuration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Statblocks for your Trinkets, businesses, building, castles, empires.
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