+0 | Strength |
+3 | Dexterity |
+1 | Constitution |
+4 | Intelligence |
+1 | Wisdom |
-1 | Charisma |
+4 | Acrobatics |
+1 | Animal Handling |
+2 | Arcana |
+0 | Athletics |
-1 | Deception |
+2 | History |
+1 | Insight |
-1 | Intimidation |
+4 | Investigation |
+1 | Medicine |
+2 | Nature |
+3 | Perception |
-1 | Performance |
-1 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+1 | Survival |
Shortbow | 1d20+5 | 1d6 |
---|---|---|
Sneakattack | 1d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Ranged Weapon Ammunition, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 80/320 ft | Ammunition, Two-Handed |
Cost: 25 gp Weight: 2 lb
Dnd 5e SRD SRD
Light Armor Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
The statblocks of your class features
You start with the following equipment in addition to the equipment gained from your background (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision: 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: Mapachs are most comfortable under the cloak of night. Expert Climbers: You have a climb speed of 20 feet. Resilience: You have advantage on saving throws against poison and resistance against poison damage. Scroungecraft: You are proficient with tinker’s tools. Additionally, you have the ability to construct crude but functional versions of common items using materials present in your surroundings. You may spend 10 minutes to craft these materials into any tool or piece of adventuring gear worth 30 gold pieces or less. The item will be completely functional, even capable of passing for a disguise (if you crafted an article of clothing). Tools, along with any other item that would logically break on its first use (caltrops, arrows), will become useless afterward. Scrounge crafted items will otherwise last 1 hour before falling apart.Depending on the materials available, a Game Master (GM) may rule that you cannot craft an item in this way. Should you have access to the proper materials, you can spend 8 hours converting an item you have scrounge crafted in this way into a permanent version, so long as you start this process before the item falls apart. Items crafted in such a way will function exactly as a normal version of the item, and if you have proficiency in the tools used to craft them, they can even look professionally-crafted. Otherwise, they retain a rather rough, cobbled-together appearance. You can also use scroungecraft to repair broken equipment, provided you have the materials on hand. Though, how long your repairs hold together is up to the GM. Skulker. You have advantage on Stealth checks made in dim light and darkness.
Languages. Mapach, Birdfolk
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.