+2 | Strength |
+6 | Dexterity |
+3 | Constitution |
+3 | Intelligence |
+4 | Wisdom |
+2 | Charisma |
+4 | Acrobatics |
+4 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+4 | Medicine |
+3 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+3 | Religion |
+4 | Sleight of Hands |
+6 | Stealth |
+0 | Survival |
Weapon | Attack | Damage |
---|---|---|
Shortswords | 1d20+4+2 | 1d6+4 |
Longbow (+4 dex mod, +3 prof bonus, +2 Archery) | 1d20+9 | 1d8+4 |
+1 extra attack |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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
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 Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 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
Tool Common
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.
Cost: 5 GP Weight: 3 lb.
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
D&D 5e PHB Equipment
Adventuring Gear This Particular case is enchanted with anti-magic Uncommon
This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Cost: 1gp Weight: alb
The statblocks of your class features
Ranger Class Level 1
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type o f enemy. Choose a type o f favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races o f humanoid (such as gnolls and orc s) as favored enemies. You have advantage on W isdom (Survival) checks to track your favored enemies, as w ell as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language o f your choice that is spoken by your favored enemies, if they speak one at all.
Ranger Class Level 1
You are particularly familiar with one type o f natural
environment and are adept at traveling and surviving in
such regions.
Choose one type o f favored terrain: arctic,
coast, desert, forest, grassland, mountain, swamp,
or the Underdark. When you make an Intelligence or
Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill that
you’re proficient in.
While traveling for an hour or m ore in your favored
terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
means.
• Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
• If you are traveling alone, you can move stealthily at
a normal pace.
• When you forage, you find twice as much food as you
normally would.
• While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
passed through the area.
Statblocks for your familiars, mounts etc.
Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Conjuration Magic
1-level Conjuration
Conjuration Magic
1-level Conjuration
Divination Magic
1-level Divination
Statblocks for your Trinkets, businesses, building, castles, empires.