| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +1 | Strength | |
| +2 | Dexterity | |
| +6 | Constitution | |
| -2 | Intelligence | |
| -1 | Wisdom | |
| +8 | Charisma |
| +2 | Acrobatics | DEX | |
| -1 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +1 | Athletics | STR | |
| +8 | Deception | CHA | |
| -2 | History | INT | |
| +2 | Insight | WIS | |
| +8 | Intimidation | CHA | |
| -2 | Investigation | INT |
| -1 | Medicine | WIS | |
| -2 | Nature | INT | |
| +2 | Perception | WIS | |
| +5 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| -1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Light Crossbow | +5 | DEX | 1d8+2 | piercing | |
| Ammunition (80/320 ft.), loading, two-handed | |||||
| Dagger | +5 | DEX | 1d4+2 | piercing | |
| Finesse, light, thrown (20/60 ft) | |||||
| Dagger | +5 | DEX | 1d4+2 | piercing | |
| Finesse, light, thrown (20/60 ft) | |||||
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Ranged Weapon Finesse, Thrown Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple | 1d4 | Piercing | 20/60 ft | Finesse, Thrown |
Cost: 5 cp Weight: 1/4 lb
PHB
Adventuring Gear Varies
A collection of useful adventuring gear, put together in a pack.
Cost: 12gp
| Item | Amount |
|---|---|
| Backpack | 1 |
| Crowbar | 1 |
| Hammer | 1 |
| Pitons | 10 |
| Torch | 10 |
| Tinderbox | 1 |
| Rations (1 day) | 10 |
| Waterskin | 1 |
| Rope, Hempen | 50ft |
DnD 5e
Adventuring Gear Common
An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.
Cost: 10gp Weight: 1lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules, pg. 221
0-level (Cantrip) Necromancy
Player's Handbook
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).
PHB
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
PHB
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
PHB
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 1d4
Basic Rules , pg. 275
1-level Abjuration
Statblocks for your Trinkets, businesses, building, castles, empires.