+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+0 | Strength | |
+1 | Dexterity | |
+2 | Constitution | |
+4 | Intelligence | |
+8 | Wisdom | |
+6 | Charisma |
+1 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+0 | Athletics | STR | |
+2 | Deception | CHA | |
+8 | History | INT | |
+8 | Insight | WIS | |
+2 | Intimidation | CHA | |
+4 | Investigation | INT |
+4 | Medicine | WIS | |
+4 | Nature | INT | |
+4 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+8 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Morning Star | +4 | STR | 1d8 | piercing | |
Staff Corvus Pire | +5 | STR | 1d6 | Bludgeoning | |
Versatile (1d8) | |||||
Scythe Corvus Pire | +5 | STR | 1d10 | Slashing | |
Two-Handed, Reach, Additional Damage 2d6 Fire Damage |
The statblocks of your Weapons, armor and other important/magical equipment
Staff
Legendary Requires Attunement
This black cane is made of gnarled wood and has a silvered raven's skull at its top. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property, regardless of which form it's in. While in its cane form, it functions as a quarterstaff. While holding it, you can use a bonus action to transform it into its scythe form. When you do, a large, shadowy sickle blade erupts from the raven's beak and the cane glows with fiery embers. Scythe Form. While in its scythe form, the weapon functions as a halberd that lacks the heavy property, although it's still considered to be a quarterstaff for the purposes of weapon proficiency. When you hit with an attack using the scythe, the target takes an extra 2d6 fire damage. You gain temporary hit points equal to the fire damage dealt, which last until the start of your next turn. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 fire damage. The weapon remains in this form until you use a bonus action to transform it back into its cane form or until you drop or sheathe it. When you reduce a creature to 0 hit points using the scythe, you can choose to reduce it to ash. A creature with legendary actions can't be turned to ash in this way. Death's Vigil. As an action, you can touch a corpse with the weapon to create a harmless, flaming mantle around it. The mantle duplicates the effect of the gentle repose spell, which lasts until this property is used again or until your attunement to the weapon ends. While protected by the mantle, a corpse has a damage threshold of 20, which means it has immunity to all damage unless it takes 20 damage or more from a single attack or effect, in which case it takes damage as normal. Fate's Bond. While holding the weapon, you can use a bonus action to curse a creature that you can see with a grim fate. The curse remains for 1 minute or until the creature is reduced to 0 hit points. While cursed, your attacks with this weapon against that creature are made with advantage, and you magically know the exact distance and direction of the creature from you, provided that you're on the same plane of existence. This property of the weapon can't be used again until the next dusk. If the curse lasts for its full duration, it rebounds; you take 4d10 fire damage, which can't be reduced or prevented in any way. If you're reduced to 0 hit points when this happens, your body is incinerated and turned to ash. From our first days, she was there. Leaning upon a silvered skull, she helped bring us into life. To the aili From our first days, she was there. Leaning upon a silvered skull, she helped bring us into life. To the ailing, she brought aid. Not light, not bright or honored, but as embers that yet kept us from death's cold. To those in the hands of death, she lent a gentle departure. The lost under her care bore a wreath of kindling sparks, forms alight in unblemished dignity. And when others would bring death, she burned. A practitioner's incision, borne on blackened blade; what she excised would not trouble us again. So it was we lived, and grew, and passed on beneath her watch, a twinned weight on her of penance and solace alike. For who better to preserve life than one with mastery of its end? And who better to harvest life than one who knows its value? —A farmer's account of the acts of former Infernal matron Minatra Corax, excerpt from Exiles of the PlanesType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d8 | Bludgeoning |
Wondrous Item
Uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Ring
Varies Requires Attunement
Ring, Rare, requires attunement. This ring stores spells cast into it, holding them until the attuned wearer uses them. When found it contains 1d6-1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast form the ring is no longer stored in it, freeing up the space.
Wondrous Item
Very Rare
This bracelet is woven from twigs, branches and leaves and is carried on the wrist. It was created by the Dryad Diana . By ripping it, the item is consumed with the following effects happening.
Wondrous Item
Uncommon
This comb contains one berry of each colour: Each colour causes a specific effect. A berry can be thrown or consumed as a bonus action. Thrown berries can be thrown 20/40ft. Effects by colour:Colour | Effect |
---|---|
Gold | Restoration. If thrown at a creature, it instead grants them 10 temporary hit points.Eating the berry cures one condition affecting you (blinded, deafened, poisoned, paralyzed). If thrown at a creature, it instead grants them 10 temporary hit points. |
Silver | Ethereal Drift. Eating the berry makes you partially incorporeal for 1 minute: you can move through difficult terrain and take no fall damage. |
Green | Corrosive Sap. When eaten, causes 2d6 acid damage as it damages the stomach. When thrown or squished on metal, severely corrodes non-magical metal (as rust from a rust monster). |
Red | Lifespring. Heals 4d4+4 Hit Points when consumed. |
Purple | Wild Confusion. Eating or squishing causes a target (creature or object) to phase uncontrollably between colors and shapes for 1 minute (target must succeed a DC 15 Wisdom save or be affected as per the confusion spell). |
Orange | Explosive Puff. Eating it causes you to uncontrollably sneeze and teleport randomly 10 feet in any direction (safe landing guaranteed). If thrown or squished, explodes in a 10 ft radius puff of harmless glowing mist (heavily obscures the area for 1 round). |
Blue | Aqueous Bloom. Eating it allows you to breathe underwater and swim as if under the effect of alter self (aquatic adaptation) for 1 hour. When squished, creates a 10 ft cube of clean, fresh water (useful for dousing fires or filling a container). |
The statblocks of your class features
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Homebrew. Cleric
Cleric Level | Spells | |
---|---|---|
1 | Bane | False Life |
3 | Gentle Repose | Ray of Enfeeblement |
5 | Revifify | Vampiric Touch |
7 | Blight | Death Ward |
9 | Antilife Shell | Raise Dead |
11 | Burning Hands | Flaming Sphere |
13 | Fireball | Wall of Fire |
Level | Proficiency Bonus | Features | Cantris Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Spellcasting, Divine Domain | 3 | 4 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Channel Divinity (1x), Divine Domain Feature | 3 | 5 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | - | 3 | 6 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement | 4 | 7 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | Destroy Unead (CR1/2) | 4 | 8 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | CHannel Divinity (2x), Divine Domain Feature | 4 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | - | 4 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | Ability Score Improvement, Destroy Undead (CR^1), Divine Domain Feature | 4 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | - | 4 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | Divine Intervention | 5 | 13 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | Destroy Undead (CR2) | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | Ability Score Improvement | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | - | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | Destroy Undead (CR3) | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | - | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | +5 | Ability Score Improvement | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | Destroy Undead (CR4), Divine Domain Feature | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Channel Divinity (3x) | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Divine Intervention Improvement | 5 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e PHB Page 255
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
PHB
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
PHB
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.
0-level (Cantrip) Abjuration
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
D&D 5e PHB Page 272
0-level (Cantrip) Evocation
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Xanathar's Guide to Everything
0-level (Cantrip) Necromancy
PHB
1-level Enchantment
You bless up to three creatures of your choice within range. whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of nd level or higher, you can target one additional creature for each slot level above 1st.
Attack Roll or Saving Throw | + 1d4 |
---|
SRD
1-level Enchantment
1-level Enchantment
PHB
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.
Bonus AC | +2 |
---|
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 Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
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.
SRD
2-level Necromancy
SRD
2-level Necromancy
Player's Handbook
2-level Transmutation
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.
PHB
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
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.
Cthulhu Mythos
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longer2-level Conjuration
SRD
3-level Necromancy
SRD
3-level Abjuration
SRD
3-level Necromancy
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longer3-level Abjuration
Basic Rules, pg. 219
4-level Necromancy
Player's Handbook
4-level Abjuration
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
4-level Divination (ritual)
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Player's Handbook
5-level Necromancy
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Player's Handbook
5-level Abjuration
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
SRD
5-level Evocation
SRD
6-level Evocation
SRD
6-level Necromancy
Statblocks for your Trinkets, businesses, building, castles, empires.