| +0 | Strength |
| +3 | Dexterity |
| +2 | Constitution |
| +0 | Intelligence |
| +2 | Wisdom |
| +5 | Charisma |
| +3 | Acrobatics |
| +0 | Animal Handling |
| +0 | Arcana |
| +0 | Athletics |
| +5 | Deception |
| +2 | History |
| +0 | Insight |
| +3 | Intimidation |
| +2 | Investigation |
| +0 | Medicine |
| +0 | Nature |
| +2 | Perception |
| +3 | Performance |
| +3 | Persuasion |
| +0 | Religion |
| +3 | Sleight of Hands |
| +3 | Stealth |
| +0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 GP Weight: 61 1/2 lbs
Player's Handbook, Wizards of the Coast, p. 154
Adventuring Gear Common
Cost: 50 GP Weight: 8 lb. / 4 kg
DnD 5e XAN
Tool Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food , you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
COOK'S UTENSILS
| Activity | DC |
|---|---|
| Create a typical meal | 10 |
| Duplicate a meal | 10 |
| Spot poison or impurities in food | 15 |
| Create a gourmet meal | 15 |
Cost: 1 gp Weight: 8 lb.
D&D 5e PHB Pg 151
Adventuring Gear Normal Common
Religious clothing, typically found in a priest's pack.
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
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
PHB, Page 152
Adventuring Gear Common
A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Cost: 10 gp Weight: 2lb
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.
Skills - You gain proficiency in one skill of your choice. Feat - You gain one feat of your choice.
Languages. Common, one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules , pg. 267
0-level (Cantrip) Transmutation
Elemental Evil Player's Companion
0-level (Cantrip) Evocation
PHB: P. 270
1-level Abjuration
PHB: P. 251
1-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.
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