| +2 | Strength |
| +6 | Dexterity |
| +3 | Constitution |
| +1 | Intelligence |
| +3 | Wisdom |
| +8 | Charisma |
| +3 | Acrobatics |
| +5 | Animal Handling |
| +1 | Arcana |
| +2 | Athletics |
| +7 | Deception |
| +1 | History |
| +5 | Insight |
| +7 | Intimidation |
| +1 | Investigation |
| +3 | Medicine |
| +1 | Nature |
| +5 | Perception |
| +10 | Performance |
| +10 | Persuasion |
| +1 | Religion |
| +3 | Sleight of Hands |
| +5 | Stealth |
| +5 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e Dungeon Master's Guide
Staff This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier:cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Rare (this item requires attunement) [Requires attunement by a bard, cleric, or druid.]
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple Melee | 1d6 | Bludgeoning | This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier:cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. |
Weight: 4lb
Adventuring Gear Uncommon
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Weight: 1 lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Amphibious. The crab can breathe air and water.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.