+5 | Strength |
+4 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+0 | Charisma |
+2 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+5 | Athletics |
+0 | Deception |
+0 | History |
+3 | Insight |
+2 | Intimidation |
+0 | Investigation |
+1 | Medicine |
+0 | Nature |
+3 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+3 | Survival |
Weapon | Attack | Damage | Type |
---|---|---|---|
Longbow | 1d20+6 | 1d8+2 | piercing (ranged) |
Short Sword | 1d20+5 | 1d6+3 | piercing |
Dark Winter's Bite | 1d20+6 | 2d6+1 | slashing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Medium Armor Common
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.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 14 + Dex Modifier (max 2) | YES |
Cost: 50 gp Weight: 45 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 lb
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Cost: 1gp Weight: 7lb
DnD 5e Players handbook
Adventuring Gear Common
A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.
Cost: 2 gp Weight: 4 lb.
DnD 5e SRD
Adventuring Gear Common
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Cost: 5gp Weight: 25lbs
DnD 5e SRD
Adventuring Gear Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
DnD 5e SRD
Adventuring Gear Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 5sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1cp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
Wondrous Item Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Weight: 15lb
SRD
Ring You gain a +1 bonus to AC and Saving Throws while wearing this ring. Rare (this item requires attunement)
Potion Common
You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weight: .5lbs
The statblocks of your class features
(a) scale mail or (b) leather armour (a) two shortswords or (b) two simple melee weapons (a) a dungeoneers pack or (b) an explorers pack a longbow and a quiver of 20 arrows
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells much as a druid does.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
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. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
PHB, page 251 SRD
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
SRD
1-level Transmutation
You touch a creature. The target's speed increases by 10 feet until the spell ends.
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.