+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+2 | Strength | |
+4 | Dexterity | |
+0 | Constitution | |
-1 | Intelligence | |
+1 | Wisdom | |
+4 | Charisma |
+4 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+2 | Athletics | STR | |
+2 | Deception | CHA | |
-1 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
-1 | Investigation | INT |
+1 | Medicine | WIS | |
-1 | Nature | INT | |
+1 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +4 | DEX | 1d8+2 | Piercing | |
Martial, Finesse | |||||
Unarmed | +4 | STR | 1+2 | Bludgeoning |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD
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: 1gp Weight: 7lb
Homebrew
Adventuring Gear
Common
A Survival Die replaces the function of provisions and consumables used during a short or long rest. Whenever you make camp, eat, drink, or build a fire you will roll your Survival Die (starting as a d10). If the roll is a 1 or 2 your Die becomes smaller to represent the dwindling of supplies. Your Survival Die can be shared with others and tasks that are only performed once only require a single player to roll. Survival Die are scaled as such: d10 -> d8 -> d6 -> d4 -> 1 Survival Die are used up when used at one and can be bought at most traders. Foraging performed with the Survival Skill will replenish your Die by one on success and do nothing on failure.
Cost: 25gp
Weight: 39lb
DnD 5e PHB
Weapon
Common
Finesse
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 | Piercing | 5 ft |
Cost: 25gp
Weight: 2 lb
Dnd 5e SRD
Adventuring Gear 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. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
The statblocks of your class features
PHB, Pgs. 51-54
Choose 2 cantrips: Dancing Light, Light, Mage Hand, Mending Message, Minor Illusion, Prestidigitation, True Strike
Choose 4 1st level spells: Bane, Charm Person, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Feather Fall, Healing Word, Heroism, Hideous Laughter, Identify, Illusory Script, Longstrider, Silent Image, Sleep, Speak with Animals, Thunderwave, Unseen Servant
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st Slots | 2nd Slots | 3rd Slots | 4th Slots | 5th Slots | 6th Slots | 7th Slots | 8th Slots | 9th Slots |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | -- | -- | -- | -- | -- | -- | -- | -- |
3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- |
4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | -- | -- | -- | -- | -- | -- | -- |
5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | -- | -- | -- | -- | -- | -- |
6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | -- | -- | -- | -- | -- | -- |
7th | +3 | -- | 3 | 10 | 4 | 3 | 3 | 1 | -- | -- | -- | -- | -- |
8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- |
9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | -- | -- | -- | -- |
10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | -- | -- | -- | -- |
11th | +4 | -- | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- |
12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- |
13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- |
14th | +5 | Magical Secrets, Bard College feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- |
15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- |
16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- |
17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
PHB, Pg. 43 Darkvision: Tieflings have demonic blood, and from that comes the ability to see 60 ft. in dark and dim light. Hellish Resistance: As demons are born of fire, they are also resistant to it.
Languages. Common, Infernal
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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.
PHB
0-level (Cantrip) Enchantment
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 ).
PHB pg 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.
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
PHB
1-level Divination (ritual)
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 a glyph, such as an arcane sigil, that isn't part of a written language.
PHB
1-level Enchantment
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
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.
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.
Weight: 3 lbs