| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| -1 | Strength | |
| +1 | Dexterity | |
| +5 | Constitution | |
| +7 | Intelligence | |
| +0 | Wisdom | |
| +2 | Charisma |
| +1 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +7 | Arcana | INT | |
| -1 | Athletics | STR | |
| +5 | Deception | CHA | |
| +7 | History | INT | |
| +0 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +4 | Investigation | INT |
| +0 | Medicine | WIS | |
| +4 | Nature | INT | |
| +0 | Perception | WIS | |
| +2 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| light hammer | +2 | STR | 1d4-1 | bludgeoning | |
| light thrown (range 20/60) | |||||
| light crossbow of repeating | +8 | INT | 1d8+5 | piercing | |
| light ranged (80/320) | |||||
| quarter staff | +2 | STR | 1d6-1 | bludgeoning | |
| versatile | |||||
extra attack
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Tool Expertise
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Common clothes, belt pouch, 8 gold 5 silvers , homemade journal with 10 sheets of paper, Edwyns homemade quill, 10 crossbow bolts, light hammer scale mail, quarter staff and light crossbow,small pot of glue. .oil,whetstone, 2 rations,warm modest dark olive cloak,two health potions and a bottle of breathe,9 pieces of coal.
Dungeoneer's pack
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Forgery Kit
A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
Thieves' tool
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Disguise kit
A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
, got branding smite and warding bond, at 5th level shield and heriosm at 3rd level from battlesmith subclass
common, thieves tool, forgery kit ,tinkers tool, smiths tool,disguise kit,martial weapons
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple | 1d4 | Bludgeoning | 20/60 ft | Light, Thrown |
Cost: 2 gp Weight: 2 lb
PHB
Weapon
Common
Versatile (1d8)| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d6 / 1d8 | Bludgeoning |
Cost: 2 sp
Weight: 4 lb
PHB
Weapon
Common
Ammunition, loading, two-handed| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Ranged | 1d8 | Piercing | 80/320 ft |
Cost: 25 gp
Weight: 5 lb
PHB, page 144
Armor Varies
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. The wearer has disadvantage on Stealth (Dexterity) checks.
| Type | AC | STR Req. | Stealth Dis. | Properties |
|---|---|---|---|---|
| Medium | 14 + Dex (Max 2) | YES |
Cost: 50 gp Weight: 45 lbs

Princes of the Apocalypse
Potion
Uncommon
This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.
The statblocks of your class features
At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.
Statblocks for companions, followers and other allies.
TGE
Vigilant. The defender can't be surprised.
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: ld8 + PB force damage. Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Statblocks for your spells.
0-level (Cantrip) Evocation
0-level (Cantrip) Transmutation
PHB
1-level Evocation
1-level Conjuration
Player's Handbook
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.
PHB pg 270
1-level Transmutation
All nonmagical food and drink within a 5 foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
1-level Transmutation
You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon, any damage dealt by it is Force damage.
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.
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 Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
PHB
2-level Abjuration
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. Learned By
PHB
2-level Evocation
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Learned By
PHB
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
PHB pg 282
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
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.
Player's Handbook
1-level Enchantment
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.
Tool Common
Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Cost: 25 gp Weight: 1 lb
D&D 5e SRD
Artisan Tool Common
This small box contains a variety of papers and parchments, pens and inks, seals and Sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a physical forgery of a document.
Weight: 5lb
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
Tool Common
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Cost: 25 gp Weight: 3 lb
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