+4 | Strength |
+6 | Dexterity |
+4 | Constitution |
+2 | Intelligence |
+2 | Wisdom |
+2 | Charisma |
+4 | Acrobatics |
+4 | Animal Handling |
+2 | Arcana |
+4 | Athletics |
+2 | Deception |
+2 | History |
+2 | Insight |
+2 | Intimidation |
+4 | Investigation |
+2 | Medicine |
+4 | Nature |
+4 | Perception |
+2 | Performance |
+2 | Persuasion |
+2 | Religion |
+4 | Sleight of Hands |
+6 | Stealth |
+4 | Survival |
weapon | attack | Damage |
---|---|---|
dagger | 1d20+6+2 | 1d4+4 |
longbow | 1d20+6+2 | 1d8+4 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
In your tribe, you were known for your skills at creating tools, medicines and/or adornments for your people.
Feature: Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. Feature: Specialty Choose a specialty from the table to reflect what particular skill you specialized in.
1d8 | Personality Trait |
---|---|
1 | I believe that anything worth doing is worth doing right. I can't help it – I'm a perfectionist. |
2 | I'm a snob who looks down on those who can't appreciate fine art. |
3 | I always want to know how things work and what makes people tick. |
4 | I'm full of witty aphorisms and have a proverb for every occasion. |
5 | I'm rude to people who lack my commitment to hard work and fair play. |
6 | I like to talk at length about my profession. |
7 | I don't part with my works easily and will haggle tirelessly to get the best trade possible. |
8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. |
d6 | Ideal |
---|---|
1 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) |
3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) |
4 | Greed. I'm only in it for my own gain. (Evil) |
5 | People. I'm committed to the people I care about, not to ideals. (Neutral) |
6 | Aspiration. I work hard to be the best there is at my craft. |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I owe the person who trained me a great debt for forging me into the person I am today. |
6 | It is my duty to pass on my skills to the next generation by training someone. |
d6 | Flaw |
---|---|
1 | I'll do anything to get my hands on something rare or priceless. |
2 | I'm quick to assume that someone is trying to cheat me. |
3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
4 | I'm never satisfied with what I have – I always want more. |
5 | I am slow to trust members of other races, tribes, and societies. |
6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. |
d12 | Specialty |
---|---|
1 | Herbal Medicine |
2 | Woodworking |
3 | Shoemaking |
4 | Cooking |
5 | Beadwork |
6 | Leatherworking, skinning, and tanning |
7 | Flint-knapping |
8 | Traditional painting |
9 | Pottery |
10 | Canoe-making |
11 | Weaving and dyeing |
12 | Bow-making and fletching |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision. You have a cat’s keen senses especially in the dark. 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. Feline Agility. your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Cat's Talent. You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB, page 233
1-level Illusion
You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
PHB, page 251
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.
Mordenkainen's Lost Notebook
1-level Evocation
Choose one creature you can see within range. You
cause a burst of force to target a weapon it wields. The
target must make a Dexterity saving throw or drop the
weapon in an adjacent space of your choice. The creature
has advantage on its saving throw if it wields the weapon
with two hands.
At higher levels: At higher levels: When you cast this spell using a spell
slot of 3rd level or higher, the DC of the saving throw
increases by 1 for every two slot levels above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.