+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+1 | Constitution | |
+5 | Intelligence | |
+4 | Wisdom | |
+0 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+2 | Athletics | STR | |
+0 | Deception | CHA | |
+5 | History | INT | |
+4 | Insight | WIS | |
+0 | Intimidation | CHA | |
+5 | Investigation | INT |
+2 | Medicine | WIS | |
+3 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+3 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +0 | STR | |||
Belaying pin (club) | +0 | STR |
Elf, Half-Elf, Dwarf, Gnome, Orc, Half-Orc, Tabaxi, Kobold Races
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Elf, Half-Elf Races
You have advantage on saves against being charmed, and magic can’t put you to sleep.
DnD 5e SRD
Adventuring Gear Common
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Cost: 25gp Weight: 2lb
PHB 153
Adventuring Gear Common
The rope has 2 hit points and can be burst with a DC 17 Strength check. Normally 50 feet.
Cost: 10 gp Weight: 5 lb.
Adventuring Gear Common
Cost: 5 sp Weight: 3 lb
DnD 5e SRD
Adventuring Gear Common
A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.
Cost: 5sp Weight: 1lb
PHB
Other
Common
A pair of knucklebone dice, each with a skull symbol on the side that would have six pips.
Cost: 5cp
Weight: 0.05lbs
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD
Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Melee Weapon Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Bludgeoning | Light |
Cost: 1 sp Weight: 2 lb
DnD 5e SRD
Adventuring Gear Common
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Cost: 25gp Weight: 2lb
DnD 5e SRD
Adventuring Gear Common
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Cost: 50gp Weight: 3lb
PHB 153
Adventuring Gear Common
The rope has 2 hit points and can be burst with a DC 17 Strength check. Normally 50 feet.
Cost: 10 gp Weight: 5 lb.
DnD 5e SRD
Adventuring Gear Common
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 5sp Weight: 3lb
DnD 5e SRD
Adventuring Gear Common
A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.
Cost: 5sp Weight: 1lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
You gain proficiency in two skills of your choice.
Languages. Common, Elvish, and one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Abjuration
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
PHB
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
SRD, pg. 231
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPlayers Hand Book, pg. 233
1-level Illusion
PHB, page 238
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Can be cast as a ritual.
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
D&D 5e PHB Page 289
1-level Evocation
A beam of crackling, blue energy lances out towards a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.